Naruto: Saikyou Ninja Daikesshuu 3

A mixed bag for fans of the series.


The Lowdown

Pros: Slightly better graphics than a GBA title and voices from the TV show.

Cons: A poor control scheme that doesn't use the DS well.

Purchase at Play-Asia

Purchase at Lik-Sang

Tomy has a long history of producing Naruto games. There is the ever popular Naruto: Gekitou Ninja Taisen series that fills a much missed fighting genre on the Gamecube. They also created the Saikyou Ninja 2D action series, that originated on the Game Boy Advance. Naturally, a Naruto game was DS bound and its no surprise that its an extension to the Saikyou Ninja series. What is a surprising is how they mucked the game up from the decent design that Saikyou Ninja 2 had.

If you've been watching Naruto for the past few months Naruto: Saikyou Ninja Daikesshuu 3 picks up the same story arc. Its Konhoa village against Orichimaru's legendary sound four. While the game parallels the story there are some major tangents from it, too. Without spoiling the series too much, Sasuke is playable in the game. Avid watchers will probably question this inclusion, but Sasuke fans will be pleased they can play as him. Besides playing as Sasuke and of course Naruto, you can pick Sakura, Rock Lee and Neji as playable characters. Once you select your playable character you can pick two other support characters from a much larger list. This includes Kiba, Shikamaru, Shino, Kankarou, Kakashi and Gaara. With a formed three man cell you'll go out to battle eight different stages, each with a boss battle against one of Orchimaru's minions at the end.

Even though you have three characters in the team, you only control one in each level. Levels are really basic mix of platform style jumping and beat-em up fighting. You can deal punches and kicks by pressing Y. Pressing it three times does a simple combo that you'll see over and over again. Another useful attack you can do is an uppercut, that launches enemies in the air. It is kind of disappointing that there aren't a wide variety of moves. If you have to compare the move list to the NES game Double Dragon 2, the NES game has more combos than Naruto DS.

Most of the time a simple combo doesn't work out, using signature chakra moves are much more useful. By tapping on the bottom touch screen you can call in a character to attack. While there are a bunch of moves you can see they fall into two categories. Attacks that hit one enemy and attacks that hit all on screen enemies. For instance TenTen's special attack shoots a wave of kunai on the screen that wipes out almost all enemies. Kiba's gatsuga and Temari's summoning move also hit everyone on screen. While these are useful for clearing out a large group of guys, its less useful during boss fights. Kakashi's chidori, Garra's desert funeral and Hinata's Byukagan combo are extremely damaging moves that can level a bosses' life meter severely. After using a super move the chakra meter for that character will deplete to zero. This prevents players from using them over and over, but with a total of three super attacks you have plenty of chakra between the team to spare.

The character you're controlling can unleash special attacks by holding down the L button. Holding it down for a second or two will cause your character to do the replacement technique (where they turn into a log) to avoid an attack. Holding it past three seconds will activate a chakra based special attack. When this happens the bottom screen switches from a status meter to five flames in a circle. Here you need to pull out the stylus or don the thumb cap to spin the flames in a circle. Spinning the flames causes your chakra to charge up to do a different move. Each character has three different moves, with the second move being the hardest to unleash. You may wonder why, but it's honestly due to the poor spinning mechanism. It's easy to do nothing and activate Naruto's first super the Naruto random. It's kind of easy to spin the flames as fast as possible to do the level three move, Rasengan. However, to get the flames spinning just right to get the second move where Naruto summons the frog boss to hit everything on screen is tough. Spinning the flames really is a ridiculous waste of the touch screen to activate different moves. It makes your main character's chakra attack essentially unreliable and would have been much better if you could do a button combo. Once you select a special move you may or may not get the kanji wheel to appear. The kanji wheel is just another pain, where kanji spin around and you need to select the correct ones to do the super move. If you select the wrong kanji you cancel the super move. After that some moves require additional pointless input. For instance Sasuke's Grand Fireball requires you to blow into the microphone. Neji's 108 strikes forces gamers to poke chakra points. While they are kind of neat references, the control just doesn't feel right. More often you'll just wonder why these are here, instead of thinking of these as neat inputs.

A mixed up control setup is just the beginning of this game's problems. It's even worse for jumping. Naruto and pals can do a basic jump by pressing A and a double jump by pressing A twice. However, even with a double jump a lot of time you're blind to where bottomless pits are. The levels are designed in such a way that they're entirely out of sight. At best you'll see a red sign with kanji warning you. However, while you're jumping the screen scrolls upwards and you'll lose sight of where you need to land. The set up is frustrating, especially since the DS does have two screens. One screen could be used to show what's below, but instead it's wasted with status information. Even more frustrating than blind jumping is that when you're hit you have no way to recover from it. Say you're hit in midair, you're stuck in the falling animation until you hit the ground. If there happens to be a pit below, you're toast. Think that's bad? Here's something worse. The levels are designed as a huge stage normally progressing upwards high up on mountains or rooftops. It's easy to get hit and be launched off the top of the building only to fall all the way back to the beginning of the stage.

The jumping mechanics are skewed, but the bugs don't end there. You can actually be hit through walls. It's cheap and unpolished gameplay that allows a punch to go through and damage you. It's worse when it knocks you back or off a ledge. Another in game problem occurs during boss battles. If you pull off a chakra attack while they are doing one your attack won't work. Speaking of super move bugs, you can actually use your super move to hit off screen enemies. While you can do that, certain frames of animation will cancel out a super move from working. An example of this is against the large ninja. If they fall down or have another enemy walking on the same frame your super move won't work.

A game with so many bugs should at least have a better presentation. Naruto DS doesn't deliver in this area either. Most of the graphics are lifted straight out of Naruto: Saikyou Ninja 2. Naruto, Sasuke, Lee and Sakura's animations are nearly the same from the previous game. Most of the specials are look the same as they did in the GBA titles. On top of that the enemy sprites are also reused, which makes this game feel more like an expansion pack than a fresh game. The graphics are more akin to a GBA title than a sharp DS game, which is a disappointing underuse of the system's hardware.

The only true use of the DS's features are some of the mini games that occur before boss battles. The first game has you draw a line, representing Shikamaru's shadow to hit Kabuto. Another short game has Choiji spin and hit the mud wall to get out. While these are kind of neat, there is no way to play select them outside of the main game. A good feature would have been to allow players to play them after beating the game. The only other thing you can option besides the game is to pick a picture to doodle on with the DS' touch screen. It's mildly entertaining, but it's no replacement for a mini game.

In a lot of ways Naruto: Saikyou Ninja Daikesshuu 3 is a letdown. At eight levels the game won't last long. It's easily beaten in a single day, if you're willing to put of with frustrating mechanics. The game tries to make use of the DS hardware, but essentially fails at being an enhanced GBA title. If you must play a portable Naruto game checkout the Naruto RPG or wait until Tomy gets the formula right.

Import Friendly? Literacy Level: 1

Story aside, there are some parts where knowing Japanese may help. During the mini games there are simple directions, which could make learning the games easier. Also there is the character wheel that appears when launching a super move. You don't need to know Japanese to select the correct character, but knowledge of kanji could be beneficial here. For the most part, the gamers should have no serious language barriers with this title.

US Bound?

This is likely to be released about a year later when Naruto is popular in America.

Overall

The awkward control scheme and all the bugs make the short eight levels unnecessarily difficult. Only the most serious Naruto otaku need to pick this game up.