Rabu, 25 Juni 2008

Naruto: Clash of Ninja Revolution

Naruto: Clash of Ninja Revolution



Naruto: Clash of Ninja Revolution is not much of a revolution. Sure, Revolution remains a large part of the charm found in the past CON games - the vivid background, the game mechanics, the expansive roster - but the experience does not extend beyond the framework of his predecessor. Everything seems all too familiar.

At its heart, revolution is a combination of the two previous Clash of Ninja games (the same origin, same character, same mission objectives) with a specific new control scheme for the Wii Remote. Clash of Ninja enjoyed a large part of its success because of its accessible game mechanics, with special moves are not governed by complex movements joystick, but by a simple press a cardinal direction and an attack button. The Wii Remote but it unnecessarily difficult for the flow of Combat - the controls feel awkward and clumsy, marred by uncertainty, when you try to swing with the remote attack. To qualify for Clash of Ninja Revolution, you definitely need a GameCube controller. (The two previous iterations CON were originally released on the GameCube.)

Naruto: Clash of Ninja Revolution


Combat remains as quickly and intensively as in the past Clash of Ninja games. Designed for the 3D battles, matches players from flirting with their opponents, dancing around the ring, and poking with quick jabs to illicit a response. Eight play a major role in attack and defence - an important factor for dodging attacks, the creation of the dominant position, zoning and tactics. Calculated risks are handsomely rewarded, but punished if brutally executed poorly. For instance, you can capitalize on to a throw with a big combo, but when the throw whiffs or missing the target, you're exposed long enough to eat a devastating counter-attack.

It is a shame that during the fighting is excellent, and the overall presentation suffers from complacency. A lackluster effort for Innovation is clearly the game, from the recycled phases of the mission anemic modes culled from various situations in the story. The lack of an overarching theme, the missions together creates a feeling of separation, the missions feel like work than pleasure. And, mysteriously, the character roster has shrunk, with several characters completely disappear: Anko, Zabuza, Choji, Iruka, and Haku. Ideally, they would be replaced with new characters, but the only new character is Kisame Hoshigaki, a sword-wielding member of the Akatsuki organization, plays a lot like some of you have already played: Zabuza.

Naruto: Clash of Ninja Revolution


To their credit, fight the ninja revolution have implemented a few minor changes, although none of them are much more exciting. The development stages are littered with obstacles in the form of boxes and tree stumps, as protection against enemy attacks. While an interesting concept, the cover system serves as a mere distraction, a nuisance that interrupts the game. There are also three mini designed for the casual audience and require little background information for immediate satisfaction: Shuriken training, and Shadow Clone Jutsu Rasengan Training. Of the three Mini, the Shadow Clone Justu, a simple game of memory, is part of a reward and fun, while the other two are quite banal.

However, a few slight changes Mini and the stage is hardly a new experience. Naruto: Clash of Ninja Revolution claim is, to the battles of the Revolution to Wii, but we already have. Twice in fact.

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