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  1. #101

    geniale

    naruto vs bleach is geniale,un bueno game bater

  2. #102

    Cool muy bueno epero!!!!!!!!!

    naruto vs bleach, o nosso best game of all just simply do after naruto storm 3

  3. #103

    Points to change

    I don't know if the official game developers look at these forums and I hope they do so I'll give it a try myself:

    From what I've been reading, there's a new Naruto Storm series game coming soon called Naruto Shippuden Ultimate Ninja Storm Generation, quite a long name . Maybe some of these suggestions can be implemented in it. I hope my comments won't annoy anyone because I try to be specific usually.

    Ultimate Adventure:
    1-Make a WHOLE world of free roam instead of a 2D environment, it would be neat to actually explore the world of Naruto in a 3D basis and visit all the villages.
    2-Make the quests actually interesting, not only fetch, explore, and fight.
    3-If it's possible (but not necessarily important) make questing available to online players like online coop.

    (I'm not really interested in the ultimate adventure mode because at some point, I will be sitting around doing nothing after I finish all the game quests)

    Free Battle:
    1-Make the Ultimate Jutsu's more dramatic, it's a real turn off when people see an ultimate jutsu being cast and after that a very shrunk version of what should appear is there. It's just not Naruto-ish at all. It is supposed to be all about feeling the power of your character. Some of the characters have had there reputation destroyed from this. For example, Pain. There are 2 MAJOR jutsu's that have been ignored here. Bansho Tenin, and Chibaku Tensei. Make at least 2 ultimate jutsu's for each character OR 1 ultimate jutsu and a different one after awakening maybe.

    2-Kawarimi no Jutsu: This probably should be the 1st thing on the list because it's worse thing ever in the game. It's so easy to do a KnJ in storm 2 that it actually nullifies the meaning of combo's. I have never played a single battle where I could actually do a full combo because KnJ is pure sarcasm, it's VERY easy to KnJ most of the moves, unlike Ultimate Ninja Storm, it was very difficult to actually do a KnJ before, but in Storm 2 it was the only thing that ruined the whole game. A battle would usually go like, wait for the opponent to hit you, do a KnJ, then do an Ougi, always works. It's not supposed to be that way at all. Make the KnJ HARD to achieve like the original Storm 1, or make it consume at least 30% of the chakra.

    3- Ougi 1 second pause: Seriously... This really gets on my nerves. Why the hell would you put a pause before an Ougi? I assumed this was intended for online latency and such issues but OK fix it in the versus mode! It makes Ougi's very obvious when there's a 1 second pause and screen darkening...If you want to give a chance for online players so be it, but remove the pause in versus mode! I'm sure it's not that complex to keep it and remove it from online / VS. modes. Now imagine yourself doing Deidara's Ougi with the 1 second pause and the 2 second flip back flying. It never works to touch opponents lol.

    4- Awakenings: Some of the game awakenings are really cheap, and mostly I would rather not use them because it denies me support of team mates. Here again I can mention Pain as well. The only thing that happens after he awakens is ATTACK POWER BOOST and guard break?...THATS IT? So the leader of the Akatsuki with all his might and power, gets an attack power boost and guard break. Maybe you can add Bansho Tenin here as a tilt when he is awakened. Another example is Tsunade, attack power boost and fast guard breaking, I'm sure there are MANY other things that can be improved here, put down Katsyu to use as a summon in her awakening, it doesn't have to be a large summon, just a small summon with some power ups maybe, health regen for instance. There are alot of characters that have had their awakenings really not taken care of.

    5- Jutsu's: They're nice and all that, but it's not fun when you're stuck with 1 jutsu for each character! It's all about making a variety of game mechanics and tactics. Put 3 or AT LEAST 2 jutsu's customizable from the character select screen, this would add variation to game play and people would have to face different tactics in VS mode when playing against another person.

    6- Ougi battles: Bring back mashing and command for Ougi's! It certainly makes the game way more interesting, and gives a chance for other people to escape an Ougi.

    7- Summing it all up: The game is awesome, but something should be done about the above points. There are some other bugs in the game, for instance when playing against a chiyo player, her awakening is retardedly powerful because even if you get to KnJ her moves and knock her down, the puppets would still hit you even if she's on the ground, I don't know if this was intended or not but if it was then fine. Another thing is the dash-Ougi technic, I don't know too if this was intended but seems a bit overpowered with characters like Itachi, and Shikamaru. Give the characters their power. By this I mean don't deny the characters their power! Many of the powers in the anime / manga have been taken away from the characters. We haven't seen any Sharingan, Genjutsu, Rinnegan powers, as well as other powers in the game. If you don't want to make the game that much complex then make use of them in combos or throws like it was done already with some characters.

    8- More characters!

    9- I don't know if I'm wrong or not but it seems like the Motion Blur for character moves have been taken away or the quality of it has been reduced since storm 1.

    10- If it's possible make the game play at 60 FPS. Now I have no idea about what the results would come out but I think it would be something like fast paced action play which would be really cool.

    Other things that can be done:
    Use the official sound tracks from the anime. I don't know if this is possible or it is ever allowed since there are copy rights and such but if it's possible, I can't stress how much this gives the game a better mood and feeling to every situation in story and VS modes.

    ** This is just my personal opinion about making the game way better. Please comment and give honest opinions **

    Rikudo Pein.
    Last edited by RikudoPein; 06-26-2011 at 05:09 AM. Reason: Added some points

  4. #104
    Root Ninja
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    If I would do one thing for Pein I would add Chibaku Tensei as a regular jutsu and when it hits it stuns the opponent like they are the center of gravity and all laid traps and weapons just come and hit them. Almost like the lock on or odorslueth move from pokemon.

  5. #105
    Academy Ninja
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    Naruto game creator lisen!!!!!!!!!!!!!!!!

    What Naruto Storm 3 NEEDS!!!! IS LARGE FIREBALL JUSTSUS NOT THAT BABY THING... SECOND FASTER MOVEMENT WEN YOU SIDE JUMP AND FRONT JUMP.... THIRD MAKE THE JUSTSUS LIKE CHIDORI AND RASENGAN ALL THE WAY THRU THE MAP!!!!!!!!!!! AND WITH OUT HOLDING QUICK! THE MAPS ARE OK BUT IT WOULD BE REALY GREAT THAT U MAKE TREES DESTRUCTLABLE AND USEFUL ALSO STOP WITH THE HARSH JUSTSU UNLOCKING THING!!!! GIVE THEM EASY DONT MAKE US PLAY 24/7 JUST TO UNLOCK STUFF..... OK PLEASE .... THIS IS NOT ASKING MUCH.. IS BASECALLY UPDATING ..... FASTER MOVMENT AND FIX THE ITACHI GRAB THING... THE GRAB THING IN NARUTO STORM 1 WAS BETTER THE MANGEKYOU SHARINGAN ... NOT THE THROWN GRAB.... ALSO THE ULTIMATE JUTSUS MAKE THEM COLLER... NARUTOS ULTIMATE SUCKED IN STORM 2... 2 FAST.. SLOW THEM DOWN.... AND COME ON IS PS3... LOOK WAT CAPCOM DID RE4 ON A GAMECUB! 2004 7 YEARS LATER AND U MAKE SIMPLE MAPS NO BIG JUTSUS .. 4 EXAMPLE U SHOUL MAKE KISAME ACTUALLY FILL THEWHOLE AREA OF WATER AFTER ALL THAT IS HES SPECIAL... AND IF U DONT HAVE ENOEGH CHAKRA U DROWN AND HEATH DROPS UNTILU RECOVER CHAKRA.... IS A 3D FIGHTING GAME.. IS NOT RE5 OR COD.. DONT WASTE TIME ON STORY MODE... WE ALL SEE THE SHOW OR THE MANGAS... FOCUS ON GAMEPLAY.... ALSO... THE FIRE IS A BIG ISSUE 4 ME... I USUALLY TROW 3 FIRE BALLS.. I PICK ITACHI AND AS PARTNERS SASUKE AND KAKASHI AND I CALL THEM OUT AT THE SAME TIME 2 THROWN THE 3 FIRES.. I MEAN ITACHI CAN NORMALLY THWO HUGE FIRE LIKE THE ONE IN THE TRAILER OR DEMO THAT KAKASHI DOES.... STORM 2 WAS A BIG DSIPOINTENT.. IMEAN EVEN 6 TAIL FOX NARUTO.. A LITLE BLAST.. IN ULTIMATE INJA STORM I COULD DO MORE.... I HONESTLY RATHER PLAY STORM 1 OR ULTIMATE NINJA 5... IM SRY DATS THE WAY A FEEL.... HOPE DIS HELPS IN CREATING THE BEST FIGHTING GAME ..

  6. #106
    Jonin Commander
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    hello everyone i was a long time member of hokagesroom nice to meet u all. anyways im looking forward to storm 3 i hope they add sound 4 etc.

  7. #107
    Jonin DonJah's Avatar
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    @RikudoPein

    You've got a lot of good points here, I must say I'd like to give my opinion on the points you've called out.

    For the Story mode, I don't really care for it. I'm familiar with the story and I'm sure mos of the other players are too. In addition, I've played it already a couple of times in the other games, so that is one thing why I don't care for it. So if you ask me, this could be dropped so that they could make the actual fighting better with more characters, Jutsus and Ultimates. I don't mind the Story mode being in, I personally just don't care for it.


    Anyways,the actual points on the Free Battle:

    1. The UJs. This is exactly what needs to be done. Ultimate should look really powerful and rewarding if you can successfully execute it. This brings to another point I've made before; UJ's should be a lot harder to hit with. A lot. This way if you can pull it off you'd get treated with the awesome UJ animation which we all know and love from the previous installments of the series. Also, I'm with the idea of awakenings having they're own UJ's. One UJ per char and another for the awakening and I'm happy.

    2. Substitution. This is really a problem only when you're opponent is like you described or something like this; camp, sub and jutsu/UJ to the back. That is the only problem I see with the substitution in he game. I've said this before and I'll say it again: if you're opponent subs out of your combo, you shouldn't be left vulnerable to any attacks, you should still be able to sub out of the Jutsu that your opponent does. There's too much times in this game where you are left unable to do nothing, especially after/during combos. This needs to be dealt with.

    3. The UJ pause. This absolutely must be removed. One reason is that it makes UJ's really easy to time right, hence making them too easy to use. If this wasn't there, the cheap tactic of dashing into your opponent and immediately doing UJ, or even lamer the Team UJ, would be nullified by this simple change. Another thing about UJs that is kinda stupid is that they always go through melee jutsus and some go even through the ranged ones. I mean I think the Rasengan should cancel out Sasuke's Chidori True Spear like it was an ordinary Chidori. This is, at least for me, just... Ugh...

    4. Awakenings. So many characters just get a stat boost when awakened, and it'd be nice if this was dealt with. For example change of Jutsu and combos or at least something. Power Boost and Guard Break isn't really what I think the awakenings should be. For example, Pain's awakening could include Universal Pull as a throw or tilt, and have one of the other Pains come and hit the opponent. The combos could include the other Pains dealing attacks like in the current UJ. Then change Pains UJ to Planetary Devastation and I think that would make a fine awakening for Pain, no?

    5. Jutsus. At least two Jutsu's for each character. Agreed.

    6. UJ button mash. This would kinda require #1 to do, since the short UJ's don't really have time for this thing. But agreed still.

    7. Lot of points and no summing . Chiyo's awakening doesn't bother me nearly as much as Chiyo without the awakening. I think the Puppeteers are really annoying in the wrong hands. It is fun to find a puppet player who does not abuse some of the broken aspects of the puppets, so I don't mind them being in. Dashing-Ultimate is one of the most broken things in the game. It is so stupid that it ain't even fun anymore.

    This Power thing, I've got plenty to discuss and suggest how this could be done. Here's my suggestion about how this could be done: Have an unused button like R3 the power use button. Once activated it would start to consume chakra. This power could be deactivated at will at any point during the time. Chakra charge locked during the power to make sure it won't stay on forever. I think there should also be a cooldown to the Powers.
    Here's an example for the Sharingan: Once activated, all of the opponent's moves would slow down for a brief moment, giving you time avoid opponent's moves and counterattack. And ones you run out of chakra or deactivate the power, there's be like 20-30 seconds before it could be used again. Or something like that.
    If you'd like to discuss more about this and how it could be done, I'd be happy to be a part of that

    8. Moar charactrs!!! I think there will be plenty

    9. Quality issues. I don't see anything really different about the graphics, and I don't need to. They both still look great.

    10. FPS. As good as it can be would be nice.

    And for the music, well, I don't mind the musics in Storm 1 or 2, they fit the gameplay. Maybe in the Story mode they'd be nice, but I can't imagine the songs being there whilst you are fighting...

    If you'd like to add something, I'm open for discussing how to make the game, at least IMO and hopefully other's too, better.

  8. #108

    my 2 cents

    i havent read all of the replies so far but what i would personally like to see most is some gameplay changes regarding online.
    Because thats whats gonna keep the game alive for me ( and many other i assume) after you finish story mode/unlock everything.

    I LOVE NUNS2, but the online is just a complete rage fest for me. In a matter of days it turned into spam city which meant u would be facing the same ~5 or so characters every. single. match. And they would either be rasengan naruto spammers, Deidara spammers, Itachi susano abusers -where they would let u beat them until they had low health enough to awaken, and more.
    The point is that KnJ is so easy it makes melee combos nearly impossible to fully pull off. My idea on fixing this is make EVERY single KnJ attempt cost some chakra (not just when you pull it off successfully) so you actually have to time it and cannot spam it 24/7.
    Bring back the ougi clashes from NUNS1, where you either had to button mash, button command or rotate stick in order for the ougi to hit, because in NUNS2 its just too damn easy to pull off an ougi which 90% of the people did in online, KnJ and ougi and nothing more. I myself think that button command is the fairest technique for this matter.
    Make some general tweeks to some characters to avoid abuse, for example, Deidara, make his ranged combos (all forms of clay throwing) cost some chakra so he cant do it all the time without consequences. Once you get caught in it its very hard to do much about it even with support.
    Tweak Susano somehow (maybe just reduced damage?)
    Other things like that to make maybe characters more unique. Speaking of which, why are some ougis easy to hit and some near impossible but they both do the same damage? I think different animations/attack patterns are great but damage done needs to be changed in accordance to how hard it is to land the ougi.

    I currently cant think of much else but i really REALLY hope they work on generally improving the online experience so the game can have some awesome awesome replay value. Maybe even make an automated tournament system online? For different regions at different times, just some simple X man tournament with maybe a small prize like more BP, or a special card picture like from NUNS2 online system.

  9. #109
    After a few months of playing UNS 2 i turned to my friend and said to him: "Man, this has really been a game worth buying". For UNS 3 i'd like to say to my friend: "Mate, this game is so awesome i'm charging you 5 bucks right off the bat for every jutsu you perform!".

    I'd like to contribute with some ideias for the upcoming UNS 3 game, standing from my experience with UNS 2 (i did not play UNS 1 sadly). Here are my ideas:

    Table of contents

    VS MODE

    a) More Thought into the Battle System
    1. Make more characters battle effective / Make characters more battle effective
    2. Rethink the melee combo system
    3. Support system
    4. Awakening mode/Transformations


    b)More Content to the Battle System
    1. Jutsus
    2. Battlefield
    3. Online 2 VS 2 tag-team battles


    c)More Complexity to the Battle System
    1.Character mastering
    2. Jutsu Fusion - support and 2 VS 2 online system


    d)More Deepth to the Battle System
    1. Battlefield/Jutsu interaction or Battlefield Powered Jutsus
    2. Counter moves - interruptable chain of events
    3. Shadow clones
    4. Chakra gates
    5. Jutsu clashes
    6. Taijutsu/Weapon clashes
    7. Chakra absorption


    STORYLINE MODE

    1.Unlockable storyline modes
    2. Higher-end rewards for harder efforts


    <<<<<>>>>>

    VS MODE: More thought, deepth, complexity and content to the battle system.

    a) More Thought into the Battle System:

    1. Make more characters battle effective / Make characters more battle effective
    While there were plenty of chars in UNS 2 not all of them were actually that effective as main fighters. I was really looking forward to abuse the usage of several characters, but they simply were not that effective in battle, at least in my perspective. I was really looking forward to fall in love with characters like Bee, Pain, Guy and Hidan (gratz to Itachi though) but i never really saw them as that powerfull to be used in battle, though i guess it depends on playing stile too. I'm talking here specially when it comes to pvp battles.

    2. Rethink the melee combo system
    Although it was amazing connecting all those melee hits with the final finisher in a specific combo, in real VS battle you rarely get to the finisher unless your opponent is out of chakra. Generaly the combo gets interrupted with a subs. jutsu and then BOOM, you're done for, making the combo system not that usefull in a VS battle with other players.

    3. Support System
    Is there really a need for 2 support characters instead of 1 ? Onscreen action sometimes gets a tad messy because of it. its more of an aesthetics thing, not that big of a deal to be honest, but still... Rest is just fine, just a matter of tweaking it a tad just so we can call it UNS v3.0

    4. Awakening mode/Transformations

    Take a not so much battle effective character that only increases the strenght of their blows while under the awakening condition. Than take an already battle effective character that becomes even more effective under the awakening condition (Itachi?)... A bit unbalanced dont you agree... ? Not getting new abilities besides the strengh increase makes it a bit like an anti-climax, as oposed to Itachi's 30 feet Susano'o, but thats just my opinion. Also only being able to use the awakening when your HP is low does not seem to add any balance to the system as an increase of strenght alone loses to any decent dodger. I can see the intent was probably to make the battle more intense or dramatic, but i didnt exactly felt that way, and many times i felt like if i went for the awakening mode i'd lose the battle for sure. But of course not all characters have such bad awakenings, though again this is probably a balance issue more than anything. An awakening could, for example, provide the different boosts one gets from items, whether in chakra, in speed, in guard break capabilities, etc, replacing the item system. This is probably one of the most complex aspects to aproach. Even the background music could change once in a transformed state... that might be pushing it though. Or even we could watch the character transform physicaly and at the same time through a brief byakugan vision, noticing the changes in chakra and other stuff in relation to the enemy... again, might be going too far, or too Hyugaa biased (only because i have no clue what a character with a sharingan or rinnegan sees...) See the topic about Chakra Gates also.

    b)More Content to the Battle System:

    1. Jutsus
    Each char having 2 Jutsus instead of 1 seems like a good enough improvement.

    2. Battlefield

    Destroyable battle fields. Battlefields with more than 1 scenery/level. Thats all the calssic stuff we love, but what else can we do to a battle field to make it unique? Hum.. Lets think. ... ... ... Better create a whole new category for this one:

    3. Online 2 VS 2 tag-team battles
    I'll put this very simple: OMG please put this on the next UNS3!!!! Please? Pretty please???

    c)More Complexity to the Battle System:

    1.Character Mastering
    Basically allowing for mastering a character. Not just by knowledge of their Jutsus, Ultimate Jutsus, Items and Character Support dynamics but also adding completely different button combinations in order to use those Jutsus, Ultimate Jutsus and eventually other actions (performing air moves, combos, etc.). Basically one would have the possibility to master some keypad skills

    2. Jutsu Fusion - support and 2 VS 2 online system
    Remeber when Yamato and Naruto enter the battle with Kakuzo and they throw a a combined water/wind based jutso (or something like that) ? This could be a factor to consider when selecting a support character, and whether their jutsu would reinforce our character's jutsus by combining compatible/reinforcing element jutsus.

    And even more exciting, imagine during an online tag-team battle your friend (neighbour, brother, son, sister, father... ... grandfather... ...) is battling another player and performs this jutsu, and while the animation for that jutsu is running your are presented with the oportunity to also perform a jutsu which will go along or fuse with your friend's jutsu, enhance it, and go straight towards a helpless enemy... B O O M ! ! ! Insane... I'd say compatible element based jutsus could fuse and non-compatible ones could go side by side and do less damage, for instance.

    <<< (continues on the immediate following post) >>>
    Last edited by Berg; 07-12-2011 at 03:57 PM.

  10. #110
    <<< (continuation) >>>

    d)More Deepth to the Battle System:

    1. Battlefield/Jutsu interaction or Battlefield Powered Jutsus
    The root concept would be taking advantage of a specific battefield area or level of battlefield in order to allow for unique or more powerfull Jutsus according to the predominant element - Earth, Water, Wind, Fire, Lighting,etc - of that portion or level of the battlefield. Take for instance a couple UNS2 battlefields where you fight both on earth and over water. Depending on where you stood and what element jutsus your char could use, the more powerful (or even weaker) those jutsus would become, and even the presence of those elements could allow for unique "Battlefield Jutsus", adding a whole new level of fun to the game. For instance, permanently moving to a new level of the battlefield (cave down under or something) or by destroying/changing somehow the battle field, the initial elements would completely change, changing the battle dynamics all together. Just a matter of developing this concept a bit further, though the storyline of Naruto does allow for this.

    2. Counter moves - interruptable chain of events
    Root Concept: Imagine something like pressing a certain button at a specific time for a counter move, which would be nothing more than getting behind your opponent and pushing them far away from you. This would be step one for my ideia. Step two would involve a random combination of buttons to show up on your screen during the counter move and the 2ish seconds it would take for the enemy to travel all the way to where he got pushed away. If you got those combination of buttons right, you would perform a counter jutsu in addition to the simple pushing away of the enemy. In addition we could come up with a reaction to this jutsu with a more complex combination of buttons showing up on the side of the other player, in order for the player to block or dodge that counter jutsu. Chakra would be consumed of course. Would be nice huh? I really find it exciting to have an "interruptable chain on events" in a fighting game.

    3. Shadow clones
    Root Concept: If we assume that all or most ninjas can use a shadow clone, in that case we could eventually summon a shadow clone during battle and play with it with some limits of course. I'd point to Shadow Clones with non-chargable chakra usable only one once per battle and subject not to a time limit but to a HP and/or Chakra limit. These clones would not be allowed to perform Ultimate Jutsus though. The one clone vs lots of clones would mean that clone would be able to absorve more damage and use more chakra, for instance.

    4. Chakra gates
    Always wondered why are there chakra gates and only Guy and Lee are opening them... why cant the other characters do it? Is that such a secret technique to pass? would it not benefit Konoha? Odd... In a UNS3 game it would be like a middle ground between regular combat and the awakening mode. But since it's not consistent with the storyline it doesnt seem like a very good idea, although a logical one.

    5. Jutsu clashes
    Pfff... This is a tough one, as tough as transformations go... There really is no clash between a fire style jutsu and a wind style jutsu or a water style jutsu... wind boosts the fire jutsu and water extinguishes it. A jutsu clash system would definitely make a comeback but it's tough to come up with because element interactions have to be taken into account and this wont probably be a game intended to be developed within 5 years or so, so... And i really find it annoying to press the keypad buttons or the joystick thingy like there's no tomorrow... Usually i just pull the keypad close to me with the back of the keypad facing my friend opponent and put on a face like i'm really trying my best to beat him, when instead my fingers are totally relaxed while at the same time i'm indulging thoughts like "why the hell am i playing this game?"
    Again, considering that not all characters have element based jutsus and not all jutsus are long ranged jutsus, the jutsu clash thing might not make much sense after all. Instead, lets consider point number 6:

    6. Taijutsu/Weapon clashes
    Root concept: Something (like a "rage" bar or a "battle insight" bar filling up as the battle progresses) would trigger insane taijutsu/weapon combos, and these actions performed at the same time by the players would trigger amazing Taijutsu/Weapon clashes. In order to win a clash you'd not be required to go for button high speed pressing madness but rather the pop-up of several random and increasily complex button combos you'd have to get right to surpass your oponent. If both would get it right then either nothing would happen but both players being pushed apart by powerful colliding ending blows. Or even a special hardcore button sequence in the end to get a final chance of winning the clash, or whoever got most buttons right would win.

    These clashes could have different effects other than HP dropping:

    7. Chakra absorption
    Could be the ending effect of a clash, for instance or just something that would be accessible during battle by performing some actions or filling up specific bars. Although the absorption we can take advantage of when knocking down an opponent is alreay decent enough.

    STORYLINE MODE: Longer gameplay. Higher-end rewards and new storyline content for harder efforts. Eliminate/change the RPG concept, or at least eliminate battles that are not that meaningfull to the main storyline. Eliminate the reward per SP system.

    1.Unlockable storyline modes
    Root Concept: Rather then just selecting a difficulty level lets say we start the game with only 1 mode available, the "Shinobi of the Leaf" mode. This mode would start with a all newly designed Pain Arc and via RPG or not, it would only go up to a specific point in the storyline, while we would be unlocking chars (and even jutsus) along the way. At the end of this a new mode would unlock, something like "Path of the Jinchuriki". Here we would have to repeat all previously completed battles at a harder difficulty, getting proper rewards for it at the same time, but in the end, we would have an extra 2-4 battles accounting for a storyline advance. Finally the last mode would become unlocked, something like "The Will of Fire", where we would again have to repeat everything but at an even harder difficulty and gain access yet to another new and final 2-4 battles.

    2. Higher-end rewards for harder efforts

    Within each storyline mode there would be a choice for us to do specific tasks (beat an enemy in a certain way for instance) that would get us access to special or higher-end rewards. these tasks would of course be DIFFERENT and harder for every next storyline mode.

    <<FUUTON: RASEN-SHURIKEN KAGE BUNSHIN NO JUTSU with a cherry on top!>>

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