Naruto Shippuden: Ultimate Ninja Storm Generation - Games out; LET THE SALT START FLOWING! <3

it plays like a clusterfuck with a stupid camera and Naruto characters, seriously if you’re looking for a solid fighting game you should go look somewhere else.

not sure if i care if its solid, i don’t know what i like… i guess being a huge fan of the series would help, which i am not.

In a way yeah but IIRC the story mode should tell the story like 99% of other anime games. What he meant was dont expect a deep fighting system. This is more for fun with friends so I can see why it was called the CoD of FGs. (although CoD does have some depth and so does this sorta) They’re both easy to pick up and play

he more meant that it was the game that retards who don’t know better get and it sells amazingly well because of that… like, its the biggest fighting game out right now, just like cod.

o___O since when was this the biggest fighting game? it barely even qualifies as a fighting game…

which is why i laughed… i think it was just a small case of fanboy-idis

So I got a chance to play the demo. I *really *like what they did with the KnJ system, because now it forces you to meter manage a lot better, and if you don’t you get to eat a large chakra-dash-cancelled combo. Unfortunately, assists can still be called even in hitstun and blockstun, which is terrible. If it’s like Storm 2 you should be able to play without assists, which alleviates that problem. The game’s a step in the right direction, but still has a little way to go before it matches up to the PS2 games.

No word on awakening modes?

I have no complaints about the camera, I actually like it that way.

At the end of the day, whether this game is actually solid, or it flops on some aspects, I’m still using this game to hold me over til P4A releases.

I honestly can’t see how this game can be any worse than NUNS2. The KnJ spam just ruined it for me, along with a lot of other people. I’m sure this will become the better game and thankfully they fixed the KnJ system.

Regarding assists during hitstun and blockstun, to me, this game has always been about resource management. You might think you have an opening at comboing someone, but if they have assist bar, then it’s not really an opening at all. It feels more like the devs intend for you to bait and whittle your opponent into having low resources, before you get to actually do any damage.

Of course, whether it actually plays out that way in real matches is a whole other thing. In NUNS2 the very low cost of KnJ, and the abuse of awakenings and other stuff like that completely overwhelmed any resource-based gameplay that might have occured. Hopefully this game might improve a little.

But yeah, just sayin’ that assists during hit/blockstun might have a game design reason behind it, and could be ok if it was in a better game.

nah fuck that noise, thats simply bad game design no matter how I try to look at it.

Its the kind of design that makes a lot of sense if your basic combat engine is extremely simple.
(eg. An MMO, or a casual party FG, etc.)

With its one-button mashable combos and only one special move per character, NUNS is approaching that level of simplicity. But being able to block, KnJs, and the other features push it back out again.

Anyways, feel free to agree to disagree :wink:

heh, I simply hate it coz it kills the aggro IMO, makes the game too defensive (among other things like KnJ and whatnot)

also, some random came to me and Money-matched me today in NUNS2 (I had this offer a while back when the game was still new that I’ll MM anyone for 100$ FT3, however they only need to win 1 match to take it, I’ve yet to lose =P ) and apparently that shit’s still circling! I dont even have the game anymore ~.~’

idc though it was an extra 100 in my pocket, you’d think that when theyre going in with 100 bucks that theyll at least be confident enough in their skill… heh

Well, that’s fair enough.
Hahah, I bet the developers thought all the players would be button mashing kids, so they never expected anyone to play very defensively :stuck_out_tongue:

My biggest problem with assists in this game is there’s no real consequence for calling them out. They take longer to come out but just like in NA2, they can mess up your opponents combos and/or attempts to get you and even if the opponent predicts them and hits them, they just vanish and you can call them again later.

With things like specific item loadouts, being able to chakra dash, and guard breaks it’s obvious CC2 wanted this game to have some depth but because of easy and powerful tools like the jutsu/assist during blockstun it simplifies the game.

Has anybody noticed in the xbox live Demo that the fighting system seems to be more complex than the last… i mean not by far but i was able to cancel and delay and stuff. interesting…
but im not gonna be a ninja storm game till im able o play as Kabomaru

The consequence is that it uses assist bar, which means you can’t use it for something else / offense. To me it’s a similar mechanic to a burst or guard cancel attack. But its broken if assist bar recharges too fast, or if assists are not useful enough for other things. Of course, most other games the burst/GC attack uses a resource that is either non-replenishable, or requires attacking to recharge. In NUNS, it just comes back over time, which is not so good.

There was a debate about this on GameFAQs and sure you can KnJ it, but you have to start looking into what consequences that has and how it affects both players afterward.

Being able to JR the player on offense for little to no cost and seemingly little risk defeats the purpose of having an offense oriented game like how Generations is supposedly shaping up to be, since when you attempt to apply pressure onto a player with a character who can exploit this, the player on offense is actually the one at a disadvantage due to how they’ll be in a situation where they either eat the damage from the jutsu, or use up a KnJ.

Sure you can Chakra Backdash Cancel in order to bait it, but when you’ve read or guessed correctly, you’re giving up the momentum you already had and now the situation is in netural and for what reward? Your opponent only wasted just a fraction of his Chakra, which on paper sounds like a good reward, but in a game where you have plenty of opportunities to recharge Meter, especially when most of the arenas are huge and expansive for you to create space and recharge, you get full Chakra when the Team Gauge is full and when your health is below 50%, then having your opponent just waste just a fraction of their Chakra at the cost of returning to neutral game sounds like a shitty reward if you ask me.

I wouldn’t mind if there are defensive mechanics (outside of shitty comeback mechanics like Awakenings) in this game to give the defending player a chance to turn the momentum around, but there has to be a sort of “risk and reward/punishment” situation that deters players from being braindead and constantly attempting it all the time. For instance, you don’t see most shoto players who are worth their salt SRKing everytime they get knocked down right? And from what I’ve seen so far and with my previous knowledge and experience with how the Storm series in general work, I’m just not seeing a good enough punishment for those who’ll abuse this.

/2pennies