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Anime
is becoming an increasingly popular form of entertainment to us mere
westerners. Seen by some as childish, many fail to see past the animated
exterior into the extremely adult themes portrayed within the effervescent
coating. Not many games have encapsulated the spirit of anime yet,
with Final Fantasy VII probably being the pinnacle of this psuedo-genre.
The anime revolves around a young group of ninja,
who have recently graduated from the Ninja Academy, and are assigned
to different missions. In terms of plot, Naruto Gekitou Ninjataisen
(the game's full title) only scrapes the surface of the world depicted
in the anime Naruto. This is arguably the game's only downfall,
as only a handful of characters are included from the anime. With
such a rich source of deep characters, it truly is a shame to only
see eight characters playable, which includes one unlockable character.
Virtua Fighter 4 Evolution has recently raised
the bar in terms of fighting games, with its incredibly complex
fighting system, and players constantly discussing ways to increase
the speed of execution of moves, and methods of chaining combinations
together. Such a fighting system is rewarding to the dedicated fighting
fan, and frustrating to the less enthusiastic fighting fan. This
is where Naruto Gekitou Ninjataisen neatly steps in
Featuring a combat system that uses a minimal
number of buttons, this title oozes simplicity, which is the games
ace up its sleeve. Buttons are limited to attack, weapon, special,
and throw, with the triggers given the task of dodging, and the
innovative Kawarimi, described later.
The ethos of the ninja is thus: learning the moves
will not win you fights; learning how to use them properly is the
key to victory. This is emphasised in the anime and also represented
in the play mechanics. Projectile attacks are performed with a simple
jab of the A button, and no quarter circles/half circles need to
be performed on the GameCube analog stick while playing Naruto.
Performing the moves is simply a case of pushing a direction on
the stick, and pressing a button. However, one similarity with the
Virtua Fighter series is the technique of juggling, which is a case
of attacking the enemy while reeling in such a manner as to keep
them airborne, giving a chance to deal as much damage as possible
to a defenceless opponent. Given that the majority of combos lead
the enemy skywards, juggling is actively encouraged, and incredibly
satisfying.
The Dead or Alive series of games have been shunned
by more dedicated fighting game enthusiasts because of their simplistic
counterattack system, whereby a simple button press can deflect
a blow, which is considered skill-less by more austere gamers. However,
Naruto includes the Kawarimi a technique whereby before an
impact from an opponents blow, the character creates a diversion
object, and surprises the enemy from behind. However, this move
is only usable when the player has built up enough chakra,
the equivalent of mana in western games. Successfully landing or
blocking an attack gains the player chakra, and provided the character
has sufficient chakra, a player can escape mid-combo and retaliate
with a counterattack.
Naturally, these counters can also be countered,
which provides an impressive exchange of ninja skills. The chakra
system also serves another (alternate) purpose, which is that of
the special. When the chakra bar is full, pressing the X button
depletes all of the chakra, and pulls off the character's special
move, which is usually a predefined combo, or eccentric use of weapons.
This provides an interesting choice when fighting: do you counterattack
often and never reach the limit for the special, or are you conservative
with your counters in the hope that you can plant a special on the
enemy? Obtaining the harmonious balance between countering and using
the special is a fantastic experience when done correctly. Yet another
demonstration of how this relatively light-hearted fighter provides
deep gameplay mechanics.
Each character also has a distraction move, usually
activated by pressing away on the stick and the A button. By performing
this, the character becomes ready for a counter. If attacked while
in this pose, the player will unleash a savage counter-attack, which
can usually only be avoided with liberal use of the Kawarimi. Some
of these counter attacks are incredibly hilarious, with Naruto changing
into a woman to temporarily distract, and Kakashi taking a break
from the combat to read a book, and then countering with a vicious
attack to the opponents rear end.
The characters are split into roughly three types.
The standard characters, which are strong with their combos, require
little-to-no knowledge to play with competently. Then there are
the more sneaky characters, whose majority of moves place them behind
the opponent. And finally, there are the stereotypical Zangief-type
characters, whose attacks are slow to execute, yet take off a colossal
amount of energy when the blows connect. Initially, these more guileful
characters seem to be at a distinct disadvantage, with their weak
attack strength, yet the game provides a clumsy method of turning
around to face the opponent. If your rear faces the opponent, further
attacks will keep your facing the wrong way, unlike many games that
provide an automatic reversal. So, against a less experienced player,
attacks from the rear provide an essential opening, and a single
combo from the rear can turn around an intense match instantly.
Learning to manoeuvre behind opponents takes some timing, but is
incredibly worthwhile.
With such a rich source for inspiration, the characters
are fantastically realised. Naruto is portrayed as the brash, immature
headstrong character he is in the anime, while Kakashi and Sasuke
move with a cocky confidence sorely lacking in most character design
these days. Animation is fluid and emotive, with each character
moving with purpose and feeling. The mid air combos are a sight
to behold, with an eclectic mixture of punches, kicks, jutsus (ninja
techniques) and Kawarimi. It also features a typically Japanese
sense of humour, with characters transforming into naked women to
distract, and Sakura's inner self coming into play in
her special move. However, the arenas are relatively spartan, with
no interactive scenery, and bland backgrounds. And a sprite-based
cheering crowd looks decidedly amateur compared to Virtua Fighter
4s baying 3D crowd in one of the arenas.
One problem with the game is in its lack of unlockables.
Only one extra character is playable, and a couple of extra skins
are unlocked after obtaining 50 wins in survival mode, which is
no mean feat. No more arenas or special modes are obtained, which
dampens the spirit of the game somewhat. But with such a strong
line up of characters, and such an enjoyable fighting system, the
two-player mode is where the action is.
Fans of the anime can unlock a nice picture gallery,
which is minor compensation for the sparse array of secrets. The
game is also lacking a training system, but with a relatively simple
move list, the inclusion of this feature would have been rather
pointless, and training is by no means superior to practice against
a human opponent. Another feature the game lacks is a replay feature.
After a spectacular victory over an opponent, you are taken straight
to the next round, with no replay of your accomplishment. Seems
like a small point, yet some of the more outrageous moves demand
to be seen again.
A certain amount of Japanese knowledge is needed
to fully comprehend the game, since the in-game menus are written
entirely in Katakana (although they are relatively easy to translate
into English, see our Importers Guide to Japanese coming soon).
The game's story mode will also be fruitless to players who cannot
understand the lingo, being entirely in Japanese. Even the players
names are unknown without learning elementary Japanese. Sadly, this
game is very unlikely to receive a Western release, yet translations
for the various game modes will invariably be released around the
internet.
Power Stone catapulted the Dreamcast to a brief
success, not with deep play mechanics, or its realistic graphics,
but because sometimes in life the simple things overshadow the complex.
With Nintendos recent stance on importing, its a shame
less of us will get to experience this truly delightful fighter.
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