Thursday, March 31, 2011

Naruto Shippuden Kizuna Drive test for PSP

The latest iterations of Naruto on PSP does not really thrilled with it with a bit of skepticism that we saw happen this new adaptation of the manga by Masashi Kishimoto. Taking in outline the principles of Akatsuki Rising Kizuna Drive ranks undoubtedly among the most missed versions of the Naruto universe.
With perhaps a diminished vigilance of PSP owners, following the good performance of the Ultimate Ninja Heroes, Namco Bandai took the opportunity to sneak in a catalog of outings Naruto Shippuden Kizuna Drive that could wring even the most forgiving fans. It's some time since we saw an action game also determined to earn the most serious offenses, ignoring any consideration of playful order to drown in a quagmire for most unforgivable blunders.
First indication of ill omen, Naruto Shippuden Kizuna Drive opted to rely on a new story that reminds us of the worst fillers (non-series) of the animated series. It was anyway an excuse to stage a few original characters in the camp opposed to the ninja village of Konoha. Do not dream, they are not very inspired or charismatic enough to remain in the annals of the series, it would even be the opposite. We do not go into raptures about the poorly animated narrative sequences outside of the introduction, and even less about the graphics of this pitiful episode.
Not forgetting to take care to set the Japanese voices in the options, we leave aside for free mission focus for us at the outset on the Story Mode. After learning of our first goal of killing poor wild dogs, we know that we will not expect to be given quests wildly exciting. The dozen proposed missions in the Story Mode is summarized effectively in overcoming various types of opponents in combat zones highly restricted. Barely defeated enemies instantly reappear until we have fought enough to cross the barrier of lightning that prevented us from advancing further. Would that in its construction, Naruto Shippuden Kizuna Drive embodies the notions of perfection foutage of mouth and repeatability.
Whatever the proposed mission is still evolving along with a group of three NPCs that can still call at certain times to come and lend a hand intermittently. An option not negligible because our partners shine if not by their total lack of initiative and willingness to make the minimum. The call of the allies is in fact the only real peculiarity of this title, the player having the opportunity to strengthen ties with its partners to execute combos Kizuna. The latter, used only when the enemy is stunned, are to return to the unfortunate opponent as an ordinary ball projecting from one character to another as long as possible. Speed ​​becoming more and more over the exchange, it's the player that makes the decision to end the festival with the final blow which will conclude this combo team. A technique that is particularly its interest against the boss with a tonnage of life takes the entire length of the screen.

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