NARUTO SHIPPUDEN ULTIMATE NINJA STORM 2
NARUTO SHIPPUDEN ULTIMATE NINJA STORM 2 is a Xbox 360 fighting game released in 2010 developed by CyberConnect2. It centers on story, case, or mission progress, offense-defense reads, and character matchups, with controls and information arranged around the Xbox 360 wired or wireless controller's twin sticks, analog triggers, directional pad, and face buttons.
- AI score · out of 10
- 7.7 / 10
About this game
NARUTO SHIPPUDEN ULTIMATE NINJA STORM 2 is a Xbox 360 fighting game centered on story, case, or mission progress, offense-defense reads, and character matchups. Short bouts use character differences and rising difficulty for variety, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hit feedback, and readable arenas create match tension, while HD video, DVD streaming, surround audio, HDD installs, and television-distance interfaces need to keep action, state, and text readable. The genre-specific limitation is that button mapping, move recognition, multiplayer accessories, and cpu behavior can affect balance. Platform conditions also include disc and HDD installation, storage devices, controller batteries, video connections, resolution and frame rate, Kinect space and calibration, and retired online services affect the current release. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
Collected in series
Naruto’s game adaptations bring the manga and anime’s ninja world into fighting, story adventures and team combat. Different branches put the emphasis on spectacular jutsu, recognizable rivalries or coordinating with other players across an arena.
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Xbox 360AI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Animated spectacle and support fighting capture Naruto's appeal, while slow exploration and simplified exchanges make this primarily a fan-oriented adventure.
Animated spectacle and support fighting capture Naruto's appeal, while slow exploration and simplified exchanges make this primarily a fan-oriented adventure. Arena fights combine chakra attacks, projectiles and up to two support fighters. Chakra and support timing create useful choices, while simplified melee favors dramatic exchanges over extensive technical combinations. Story progression and character unlocks supply clear goals, but errands interrupt combat momentum and the exploration offers relatively limited variation. Coherent backgrounds, voices and orchestration make climactic scenes striking, despite visible outline roughness that does not erase character identity. Automatic tracking and direct support inputs keep fighting accessible, although the initial projectile and melee layout requires brief adjustment. Naruto fans who value story spectacle and approachable arena fights more than intricate competitive techniques or unrestricted village exploration.
Strengths
- Arena fights combine chakra attacks, projectiles and up to two support fighters.
- Coherent backgrounds, voices and orchestration make climactic scenes striking, despite visible outline roughness that does not erase character identity.
Weaknesses
- Story exploration includes errands, and ordinary melee combinations are relatively simple.
Who it is for: Naruto fans who value story spectacle and approachable arena fights more than intricate competitive techniques or unrestricted village exploration.
Play notes: The assessment emphasizes solo story and local battles; historical online observations do not establish present service quality.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Story progression and character unlocks supply clear goals, but errands interrupt combat momentum and the exploration offers relatively limited variation. | Reviewed | 7.0 / 10 | Not provided |
| Dimension Chakra and support timing create useful choices, while simplified melee favors dramatic exchanges over extensive technical combinations. | Reviewed | 7.6 / 10 | Not provided |
| Dimension Coherent backgrounds, voices and orchestration make climactic scenes striking, despite visible outline roughness that does not erase character identity. | Reviewed | 8.7 / 10 | Not provided |
| Dimension Automatic tracking and direct support inputs keep fighting accessible, although the initial projectile and melee layout requires brief adjustment. | Reviewed | 7.8 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- CyberConnect2
- Publisher
- Bandai Namco
- Release date
- 2010
- Platforms
- Xbox 360
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Fighting · Primary genre
- Tags
- Short SessionsFast-pacedCombos3D GraphicsPlayer versus PlayerSolo-friendlyReal-time CombatReplayableMain Story Under 10 HoursMelee CombatWarStory-driven
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Single playerMultiplayer
- Perspectives
- Third person
Release editions
- Xbox 360Worldwide2010
Game gallery
Sources
Not provided