Game Modes

From the main menu of Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst there are three game modes to choose from. Ultimate Adventure, which is the campaign story, Free Mode which has options like Versus Battle and Challenge Mode, and finally Online Play, a part of the game I won’t go into much at all because of how shoddy it is.

It is plainly evident that Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst is a port from the Xbox 360, and one not made to accommodate the PC gamers. There are no options to configure the screen resolution, fullscreen mode, windowed mode, graphics, and neither even a way to switch to keyboard controls, let alone alter what keybinds the game is designated to. Without an Xbox 360 controller, you’re just out of luck with playing this game. So it’s not much of a hazardous guess to say they didn’t put much bug fixing, streamlining or even optimizing of the online parts of the game. It is rife with latency lag and slow to match to another player.

There are some options for the game though, accessible by the Y button of the controller. You can alter the binds on the controller itself, adjust some sound settings, turn the tame blood effects on or off, and shift the game’s dialog from English to Japanese, or the other way around. Generally people view the Japanese voice acting to be of higher quality, and they’re not just shouting out the names of the ninjutsu in plain English, diminishing the immersion of the Naruto world’s magic, so this is a considerate thing to include, but likely not something that took much work. Despite that annoying aspect of the English voice acting, I found the quality to be fine enough. Tobi doesn’t sound right in either language, too deep for a once mercurial and strange character, but that isn’t the game’s fault of course.

The voice dialog does seem to be pulled from the anime, with little left needed for the game itself, as it appears to follow the storyline so closely in the cutscenes. There are also subtitles, which would of course be necessary if you don’t speak Japanese if you change the dialog to Japanese.

In the prospect of playing the game, the pop up boxes that Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst considers and references to be tutorials are not adequate for learning how to play the game from scratch. Considering that this is the first time an Ultimate Ninja game has been ported to the PC for English, and though there are so very many installments to the Ultimate Ninja series, many players unfamiliar and new with the series and the game itself regardless could greatly use a proper tutorial. There simply is not one. The copious amount of information boxes that appear when you find a part or piece of the game the player has yet to come across before neither constitutes proper tutorials. They will usually inform the player of rather obvious and self-evident things, sometimes information that has already been given otherwise, and come in multiple pages. They furthermore can be redundant, these infographics occasionally giving exact or similar instruction or detail.

These prompts do appear to an excessive degree, aggravating the player with their ubiquitous existence, following you wherever you go. The issue would be mollified by the option to skip them or speed past them in any way, but there just isn’t. There are multiple pages to these things, and you have to wait for each one to load. It can knick away at your patience, for a product that should function for entertainment and enjoyment, not frustration and annoyance. It is irony that they chose to include so very many tutorial prompts for menus, game modes, collectibles, side quests, cutscenes, and everything else, but the combat itself. Oh it does explain support NPCs, but not in any depth, and the support NPCs are as intricate as a mechanic gets in this.

A player will have to figure out how to play entirely by themselves by a crash course in the campaign’s initial battles, which will be awkward and possibly frustrating, or they can go into the practice mode, where the computer controlled ninja will stand there idly. If having read this review, the player would basically know how to play the game already, but familiarizing themselves with the game would be best done with some running around in the practice mode, to see and feel how actions flow together, as basic as it really is.



It is through the campaign, called the Ultimate Adventure, that you unlock the majority of content available in this game. This consists of the whole cast of ninja characters, around eighty of them, between playable and support, battle events in the ninja timeline, and a slew of miscellaneous content. It can be a little misleading that there are four or so icons on the character roster that are shaded out with blue, as if these spots hold characters you have yet to unlock, but that actually isn’t so. Once you’ve unlocked them through the campaign, when you go to select support characters in another mode, their icons will change and reveal those additional support characters. These are located at the bottom and middle of the character roster, and will be easily noticed as to which ones they are once you’ve unlocked most of the character roster.

There aren’t any tricks to secrets to unlocking all these characters, unlike what could have otherwise been. Playable characters are among the most sought after content, beyond additional, hidden levels, game modes, and additional moves, so this would have been entertaining to do. Perhaps they believed that completing a battle, a string of battles, or a chapter was enough, even though that is the base requirement of the game in terms of playing and completion. You could always avoid the Ultimate Adventure, but why would you, when around half of the character roster is only available to you without partaking in the campaign? The fighting isn’t that different either from Versus Battle, even Challenge mode despite the increased stipulations on achieving victory.

Earning ninja titles, which you hardly see the utility or point of even from a collection standpoint, can take more unconventional requirements than completing a campaign battle, like requiring your ninja character to be utterly unharmed and untouched in the course of a battle and achieve victory. Those ninja titles are among the miscellaneous content. Seemingly they play a role in Online Play to distinguish yourself and to feel some sort of individuality amongst others, as well as the ninja cards, which showcase certain scenes in the anime series as a small background, typically from the first part of the story when the main cast was preteens. Yet on account of the issues in the Online Play mode, there isn’t much purpose to these ninja cards as there otherwise could have been. Their intended purpose is to be used as an online profile for you to edit and write about yourself. For as little point as there is to these cards, there are nearly a thousand of them.

The content becomes potentially unlocked after every won battle, from the ninja characters, ninja cards, ninja titles and substitution items. There are more things to collect, but are found in a different way. There is a specific shop in the hidden leaf village that sells these collectibles. These are Ultimate Jutsu videos that you can watch, but are really just the game performing that specific Ultimate Ninjutsu under your chosen specifications, automatically with no risk of missing or being interrupted.

They do give you the impression that it’s just the Ultimate Ninjutsu for you to see by that character, or maybe even that you could equip them to that character, if you didn’t already know that they had them, or equip them onto another character, as was a gameplay system in earlier, previous installments of the Ultimate Ninja franchise. In place of that, you have to go through a series of menus to even see the Ultimate Ninjutsu. First you have to choose which one, then you have to choose what ninja character they are going to use it against, and then you have to choose the stage. If you don’t care who it is used against, or in what stage it is, then you can quickly spam the confirm button, but if you do, it is going to take considerably more time just to see one, single ultimate ninjutsu.

It altogether seems like a lot of fuss, but also surprisingly strikes home at what purpose this game seems to have. Which is to see the familiar protagonists and formidable antagonists struggle and clash against each other in flashy, great visuals, while you yourself are at the helm, able to pit unconventional and unseen combinations of ninja characters against each other, like Sasuke Uchiha versus Minato or Young Naruto versus the Mizukage. There is no denying that this is a beautiful game that takes on the likeness of the manga and anime’s art style very well, and flourishes their signature ninjutsu, if but in a standard format.

Getting back on track, there is more to purchase in that specific shop with the green tiled awning and the large storefront in the hidden leaf village, such as Audio logs, featuring the voice over dialog of specific characters, Ninja Info Card Pictures, Ninja Titles, and more substitution items. Whatever you do buy, if anything at all, is found under the Collectibles tab in the pause menu of the overworld in the campaign. Some of these collectibles are unlocked from other methods, like the substitution items can be found by completing certain battles in the campaign. These purchased at this shop require substantial amounts of Ryo, the currency of Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst. You can apply coupons though to reduce the prices, as those are items with temporary buffs that can be found in the overworld exploration, by completing missions with certain ranks, and by completing side quests.

Ryo and Rankings

  • Once a gold currency in Japan, now a part of the Naruto universe, as the series heavily borrows from Japanese culture, among others.

Naruto’s currency, Ryo, is earned from winning battles, whether they’re from the Ultimate Adventure or any of the game modes in Free Mode. Some as well can be earned from side quests, which you see little of until later in Ultimate Adventure. The bulk of the Ryo you earn is from those winning battles, while it is also modified by and contingent on the rank you get. This has been a common theme in the Ultimate Ninja game series, and in general as well in Japanese made or inspired games. The rankings range from D to S, S being the highest. The higher rank you get, the more amount of ryo you earn.

It seems to affect little else, and so if you get a low ranking on a mission battle, it doesn’t matter much. It can affect what titles or items you get sometimes, but not frequently. And unless you’re concerned, or interested, with the various non-essential collectibles you can find, Ryo isn’t exactly going to be of much use to you past a certain, and quickly reached point. Aside from the apparent satisfaction of earning a high rank, then it is not necessary to strive for, or even too influential on your game play. For most players though, it will feel odd not caring much about it, which can feel disheartening. Unfortunately, that is just one of the many problems that pull Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst down.

If you care about the collectibles, they actually require massive amounts of Ryo, so perhaps the game developers believed this was enough to give value and worth to the currency of Ryo. Ninja Info Card Pictures are inexpensive individually, rated at 500 ryo each, yet there are nearly a thousand of them, just short of a thousand to be specific. There is no way you would realistically ever use so many, hypothetically if Online Play did work decently, but the near thousand count of them does give a plethora of choice as to what to set as your profile background. This, frankly, is not a big deal at all. You would, in theory, purchase all of them JUST to collect them, but this act of collecting has no tangible value outside of the game, and questionable value aside from a viewable percent inside the game. However, some players care about this thing. Some do.

Ninja titles are similarly priced at 500, but some do cost 200, others cost 600, 1,000, and even 1,200. There are a total of 763 ninja titles here. Something, yet again, you clearly would never make full use of, but would for the sheer sake of ‘collecting’. These obtainable figments, the titles, the ninja cards, aren’t a suitable substitute for additional and replayable content. They can be entertaining and interesting to children, and some….enthusiasts, but not for the average player, even those that are a fan of the Naruto series. But likely with this game’s flaws, if you are not a fan of Naruto, this game absolutely is not for you.

There are at least a total of 71 substitution items, ranging from things like the Tsuchikage Hat, an Anbu Mask Set, a Might Suit that is just Lee’s green training jumpsuit, and a giant Water Balloon. Fewer in total numbers, these are individually pricy as they go from 15,000 ryo to 30,000 ryo. Then there are the audio logs, reaching 80 in number. The price of these audio logs, one for each character, goes from 5,000 ryo to 15,000 ryo, with a usual middle ground of 10,000 ryo. Consequentially the Ultimate Jutsu follows a similar gauge in high prices.

  • Ranks.
    • “Man, I got a D rank.” Does it matter? Not really. That’s a shame though.


Back to the rankings. The grades that scale from D all the way to S. Though S is not alphabetically higher or superior to A, it is still considered the highest obtainable rank. This is a standard for video games, but only familiar by common occurrence and self definable by that. It’s a little uncertain as to where precisely this ranking derives from, and if it actually stands for anything, like the word Special for earning a rare rank. This does help gaming ranks and grades like this stand out of the normal, like schooling grades, and influences the gamer to strive for the perception of a high goal. Sometimes games will go beyond the S rank as well, making SS higher, and even SSS as highest. This doesn’t appear to be so in this Ultimate Ninja game though.

The undertaken actions in a battle field accumulate towards an invisible score board, and this translates into the grade rank you receive once the battle is complete and won. As the numbers swiftly roll up, making that piercing clinking sound of coins until it finally completes unless you auto complete it by pressing A, the game will list out significant actions you took that contributed to the score, and sometimes how many you did of a specific kind. These are things like combos, like how many of each combo you did, how many ninjutsu you successfully performed, how many grabs, how many substitution jutsu was used, and similar things like that. It’s uncommon for the usage of support ninja characters to contribute to the score, whereas more unique actions will add to the score more heavily. These are things like first strike of the battle, where you hit your opponent before they get a hit in on your ninja character, or a battle finish with an ultimate ninjutsu, a battle finish with just a regular ninjutsu, a battle finish whilst in the awakening state, or winning a battle without ever being touched. If it’s something exemplary or just plain different than the average, than chances are it’ll be there.

The better you do in a battle, the more skillfully you play, without seeming to struggle by getting beat up and missing too many of your ninjutsu, does actually appear to contribute realistically to your score, just indirectly. You will have multipliers applied to your health, the more you have the better, and multipliers applied to the time ticker, the higher the base number is the better as the time ticker counts down to zero, when the match will forcefully end and a winner will be determined by who has greater health. You earn ryo for each of these measurements, and then the final rank multiplies the total ryo you gain. S rank adds a 1.5x multiplier.

This is a game mechanic Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst does have down, but could certainly use more detail, as is usually the case for this game. It would, admittedly, have more depth if the rankings had a wider scaling. That might require the rankings to go all the way up to triple S, or SSS, but the score you earned would more accurately portray how well you did. Unfortunately beyond the ‘satisfaction’ in earning a high rank, there is not much point to this system, and the brevity of the individual battles diminishes the significance of this grade ranking even further.

Accompanying your rank is a polished to shiny trophy of Tonton the piglet in varying, exaggerated to comical effect poses signifying how well you did. On the lowest rank, D, she will be lying flat on her stomach over the trophy, and on the highest she will be raised on a high stand on one hoof as if jubilantly performing a trick. This is a nice addition to the ranking, garnering amusement.

Overworld, Chapters, and Cutscenes

  • Yes, you can pause in the middle of that 30 minute long cutscene if you need to step away. Almost like a personal video player, or perhaps even like watching the anime itself…

The first thing you’re thrown into is some cutscenes. It may already be apparent here that the lip syncing is either highly dysfunctional, or coded exclusively for Japanese voice over, and rendered staggeringly out of sync for English dialog. I am not picking on something that’s milliseconds in delay either. It can be up to a few seconds of delay between when the dialog plays, as if the character is speaking, and then their model imitates the mouth movements of speaking. Their mouth continues to move long after the dialog has finished and passed. Expressions, like grins and smiles, also seem hooked into the lip syncing too, as Naruto will grin jarringly late or something similar.

This is immensely immersion breaking, and a barely excusable problem. It is a severe glitch that plagues the whole of the story, as the vast majority of it is witnessed through the lengthy cutscenes, and should not be something that fell through the gaps unaware of the developers or translators. This just was not patched or fixed, and should have been. If you do play this game, this is something you will have to grit your teeth through and consciously overlook, ignore, or just ridicule for your own amusement.

This poor excuse for lip syncing did not occur with Japanese voiced dialog, so this must be the product of a cobbled together English translation edition of Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst. Since the game will display subtitles according to the language edition your game is, then you will still be able to understand the story, and if you prefer the Japanese actors for Naruto anyway, then at least you do not have to deal with this problem.


  • Time to go explore! Well, actually, about that…

Then finally you’re inside the Overworld. This is the oh so briefly visited place that you are said to be able to freely explore in as the character you are following at that given point in the story. Usually this is Naruto, but other times it can be Sakura or Yamato. When you’re not watching a cutscene or in a campaign battle, you’re in the overworld, able to roam around as Naruto (primarily) without an opponent locked camera, but neither a freely swiveling camera. You can interact with NPCs around you, who will offer a brief comment on what is going on at the moment, like the reconstruction of Konoha in the beginning. Some will request things of Naruto, which are just side quests that can give some items, ryo, and sometimes collectibles. There is actually a diverse array of non playable characters spread across the overworld, but they do very little. Some of them are scripted to follow patrols or patterns, but this is infrequent. Ordinarily these NPCs are standing around wherever you first see them at, and won’t do anything else, not even if you interact with them.


This Overworld exploration is constrained to the scope of the mini map, viewable right on the screen. The ninja character you are in control of is represented by a kunai. Yeah, a kunai, and a low detail one at that with a faded metal color as well. Depending on the direction your character is facing, the kunai’s tip will turn to point towards it. The mini map is this yellowish orange colored outline of paths and roads, showing literally the full breadth of where you can go. This is not much. You are restrained to roads, and cannot roam the world in any way. The overworld persists solely in locations featured in the campaign story of Ultimate Adventure, and expands moderately once the story is completed. Taking that at face value, that doesn’t sound so bad, but it is since the overworld’s areas given to you in the campaign are of only a handful, and are of short routes. The overworld feels more like the Ultimate Adventure is asking you to go to point A, to point B, and whatever you do in between is tantamount to spinning away your time. You cannot speed up your character’s….jogging – that’s right, they don’t move at an equivalent to running.

Your ninja character can even move faster in the battle field, which isn’t even meant for travel. Any dashes you could do to speed you along are simply gone, and you cannot undertake any aggressive actions, like throwing kunai, or lobbing around some ninjutsu, except when approaching breakable items. These are few and far between, but make their presence conspicuous by the shading of their models and how they stick out from the surroundings. Just a short while and you’ll quickly begin to recognize them and see how they stick out. These items range from pots, crates, fallen stubby logs, odd shadowy circles, strangely large mushrooms, yellowed leaf piles, and white sachets. Some of them you don’t even need to interact with and your ninja running over them will break them apart. We can easily guess that this is to add some kind of atmosphere, and while it’s arguably better than without, it is a feeble attempt.

In those destructible objects, you can frequently find ryo, collectibles, and sometimes ninja timeline pages. Generally those ninja timeline pages have their own unique model, and you find them after you have completed the main story.

You can jump, and plainly with the same exact animation your ninja character jumps in the battle field. Surely you should be able to go somewhere other than the road paved for you, but no, definitely not with that two inch high jump. Despite all the lambent scenes in the manga and anime, where ninja dash across open fields as the wind whips past them and leap and twist from tree to tree, you shuffle around at the speed of a jog, unable to even climb up onto crates. You would think to make this experience just a tad bit more thrilling, they might add quick time events to traveling, but they don’t and you want to spend as little time as possible in the overworld. Just get to the next battle and then some gameplay can start, except that’s just a standard versus battle wrapped around in some cutscenes with some distracting dialog between the characters as you fight.

During the story of the Ultimate Adventure, there is a translucent reddish arrow directing you to the next map. Attempting to take any map exit other than the designated one will cause the characters to say something along the lines of, “This isn’t where I need to go. Kakashi sensei is in trouble!” and then turn around. This is fairly excessive for controlling where the player goes, as it shouts at you about the linear nature of the story. Probably restricting the player in this way saved them some work, as there wouldn’t need to be blocks or inconveniences preventing your character from straying too far, such as traveling across the ocean and going to another hidden village. This should not be so obvious though, as to how contrived it is and how restricted the player is for progress.

Aside from the combat, there really is not much input necessary from the player to ‘experience’ the story, and that is not the hallmark of a good, innovative game. For as many renditions as there are in the Ultimate Ninja game series, one would think they could have gotten farther than they have. Any side quests you complete are inconsequential to the story in general, and as a whole.

Player dictated saving is only possible in the overworld by the messenger pigeon mail boxes. At least one is in every area that the campaign story drops you off into, so they are in sufficient number if for some reason you make some alteration to your game between strings of battles to another string of battles. Regardless they serve almost no purpose as the game usually prompts you to save before ending a chain of cutscenes or completing a string of battles. There is so very little that you can do during the overworld exploration that there is nearly nothing worthwhile to save. The exception to this is any purchases or sales to a NPC for ninja tools.

While the game purportedly supports auto save, it rarely enacts it when it would be warranted, like after every successful battle. Instead what occurs most of the time is that the game will prompt the player to save after an ultimate decision, or a checkpoint after a chain of battles just before entering the overworld, exactly where the player will have quick access to a save method and was instead barred from it for an extended period of time.

There’s not much in way of picking up and putting down this game without losing progress, as you can’t leave the chain of battles on a whim. You either lose on purpose and return to the last checkpoint, which can actually be from a battle previous, or you exit the game without saving. As has been explained, most fights don’t take much time at all to be over with but certain fights in the Ultimate Adventure are ungainly, unfair, or difficult that it can take several attempts to actually win, and that in itself can expend a lot of time. But those fights are never the traditional ones, with the standard one versus one format. It certainly says something about the integrity of the implementation of mob battles, or one versus many battles, that your character is left often on occasion seemingly helpless to an entirety.

One could wonder why they bothered with the overworld saving, the only way the player can choose an unscripted, unprompted save, when the ability to do so is restricted within limited windows. Perhaps because it can be considered out dated, even unheard of, to not be able to manually save. Or maybe they planned for additional content that just didn’t make the cut. If that latter possibility is indeed the case, they missed the deadline by a great margin. Of course many current games do not feature manual saving, but those tend to opt for persistent auto saves after any tangible progress has been made by the player, such as completing a challenge, or finding a collectible object like in Batman Arkham.

Loading Screens

  • The part of games nobody wants to think about, or notice, but you sure do in this.

If the screen changes in some moderate way, be it looking into your collectibles, changing game modes, going to the character roster, changing from one small map to another equally small map, shifting to the score screen, going into the item management menu, or being presented the mere choices of the Ultimate Decision, then there’s a full blown loading screen for it. You can just start to see why they added so many tutorial pages, detailing simple information about the game, so that you have something to read while the game loads, and loads, and also loads. Obviously this persistence of the mostly blank screen of loading the next one is severely cut down if Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst is installed on a solid state drive. But are you going to really do that? Most gamers with a solid state drive have a few dedicated games installed on it, reserve some thirty GBs for optimal speeds, and the rest for their operating system and some other stuff, while they have a hard drive full of space available for PC games.

A loading screen for a cutscene is nothing novel. It is the standard, and par for the course. But there are seriously so many cutscenes in Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst that there are loading screens in between cutscenes, for more cutscenes. You just sit there and watch as well for the more cinematically themed cutscenes, and those that are represented within the standard game environment (like in the hidden leaf village) need confirmations from the A button to move the dialog along.

The cutscenes and battles are fundamentally disconnected in that there is a lot of action going on in the battles, and just about none in the cutscenes. Seems rather disparate to the manga, as those are around eighteen pages a chapter and feature mostly action. Perhaps this game has taken a page from the anime’s tendency to filler, and yet these cutscenes can last longer than whole episodes of the anime (those are 22-28min long). The cutscenes consist mainly of talking. A lot of talking.

Presumably they want you in control if there is going to be any battle, experiencing the meat of the game, but this does make the cutscenes rather dull, especially when the characters keep seeming to repeat themselves, nearly chanting a thematic mantra as they run over the same topic and the same source of contention. This wouldn’t really matter if there was a sense of progress and growth, but you might wonder why I criticize this manner of storytelling through these cutscenes so harshly. The truth is they really are that lackluster, consist of the bulk of the Ultimate Adventure’s story and will leave you wanting to turn elsewhere for the story of Naruto, or tarnish your understanding of it. If you have the patience, you can sit through them, but fortunately you don’t have to sit there like a screaming monkey in a cage and can skip the cutscenes by pressing start, and then moving the selection to yes.

It is possible that some of this sense of disconnection between the cutscenes and combat derives from that the manga weaves dialog through the fighting, as that is just what manga do since they’re so visual and action leaning. This game does make an attempt of that, but the voices are drowned out by the din of the fighting, or they just distract you from what you are doing – which is fighting and trying to win.

You don’t watch an animation when these cutscenes play though. The events are rendered by the game engine, and while there is not too much going on, do appeal visually and mesh well with the drawn style of Naruto.

Ultimate Decision

Ultimate Decision sounds like something that will be the end all be all, that will make a dramatic and dividing change in the outcome of a series events. What this actually is the game continuing on with its regular naming scheme of placing the word Ultimate before special or specific things, like Ultimate Ninjutsu that really just means the strongest finishing move, or Ultimate Adventure referring to the campaign that doesn’t feel much like an adventure at all.

The Ultimate Decision itself is a scenario that occurs during the Ultimate Adventure. At certain, key points in the story your main character is faced with a choice between two options, and always only two options. The option to the left is always categorized as the Legend route, and the option to the right is always named the Hero route. This is as if to say by choosing the choice on the left, then your ninja will be walking down a path that will turn him into a legend, and vice versa for the hero.

Becoming a legend sounds better, doesn’t it? The game is probably aware of this as the intended suggestion, as the legend route is always rated at a higher difficulty, even though the difficulty for each option fluctuates from Ultimate Decision to Ultimate Decision. The difficulty rating is exhibited by the number of gilded stars above the name of the hero or legend route. The difference in difficulty between the legend route and hero route swings from half as hard, to twice as hard. And frankly, despite those ratings, the differences are minimal, or at least the legend routes are so generally unchallenging that you’re not going to struggle.

Disillusioned from the legend route to be the choice of tackling a more difficult option, your Ultimate Decision becomes a matter of preference in what you wish to experience. In most cases this just changes a particular, overlaying aspect of the battle about to come. Since many enemies once seen in the Naruto arcs return with the forbidden resurrection ninjutsu, or there is significant history between Naruto and another character, the Ultimate Decision can and will change at what point in their lives they flash back into, and relive that fight while clashing simultaneously in the present. Sometimes it’s not really clear why one style of a battle would be more challenging than the other, but the end result from each Ultimate Decision pop up is two variants to those fights. At a later point, you can revisit those Ultimate Decisions and take on the choice you turned away from previously.

There is something more than to the artificial difficulty rating. The higher the rating, the greater the experience points reward. Prior to this, by completing chapters and battles, you can earn these unique experience points, but at a significantly smaller degree. These Ultimate Decisions offer the deepest boost to these experience points.

Hero and Legend Tools


But like the Ultimate Decisions, there are two classes to build up experience points in. They’re not exactly classes in the sense of any standard RPG, like Final Fantasy, but qualify enough to be considered such. As suggested by the Ultimate Decision options themselves, this is the Hero and Legend. Each of these classes has their own separate ninja tool palette. Up to four unique ninja tools can be equipped per class palette at a given time. These are bound to the directional pad, and one per direction. The use and point in leveling up a Hero and Legend is the quantity of ninja tools you can assign per direction of the direction pad, and how high of a tier of ninja tool you can assign as well. It is quick to reach, but raising the level in Hero and Legend will also unlock slots for ninja tools to be equipped to, as all four slots are not available at the base, beginning level.

Though the experience points rewarded from completing an Ultimate Decision battle will add to just one of these class palettes, the rest of the game equally distributes experience points to both paths, and so regardless of what you choose with the Ultimate Decisions, your save game will level up both Hero and Legend. The experience points required to the next level gradually increases to the point where completing an Ultimate Decision will only enact a minor difference to the level, and the experience points in that level, between the two class paths.

These hero and legend palettes persist through the whole of the game, from Ultimate Adventure to anything within the Free Mode, like Challenge Mode. There are some exclusions to this rule, but in most instances this is so. Through the Ultimate Adventure’s menu under the Item List selection, accessible while inhabiting the overworld map, you can configure your ninja tool palettes. One will be saved for each class, and separately, so you are not restrained to just one for however long you play this game.

There is a whole list of ninja tools you can choose from, but each one is restricted to one of those classes – either Hero or Legend. Any ninja tools that perform a similar function, or in another words are of the same family, will be restricted to that same class as well. There are incremental tiers of potency to these ninja tools, like the Lightning Kunai that release an area of effect lightning attack that results in damage if your opponent is caught in its range. As most of everything that can be unlocked, the diverse range of ninja tools you can purchase and use is limited by how far you have progressed through the Ultimate Adventure, and how many events you have completed, along with some scarce few that you can find in the overworld and potentially from side quests.

Aside from the drawn out list of collectibles, like the audio logs or the ninja info card pictures, this is where ryo is spent in bulk and of direct use in battle. Though your selection is limited depending on what you have unlocked, and ergo the quality of the ninja tools, you can purchase the consumable item ninja tools from the general shops found in the overworld. Since your incursions into the overworld are fleeting and infrequent, if you care to use these ninja tools you need to stock up in bulk on these. They are actually one time use each, so what ninja tools you can use, and how many times you can, is contingent on the quantity of stock you have. If you run out of that ninja tool, it will disappear from the directional pad on the screen, and will no longer be selectable from the Item List menu. If you purchase it again, it will return, so this item list menu only displays ninja tools you currently possess. It does let you know how many you have off to the right.

While browsing through a general store’s selection of ninja tools, each one will be easily identifiable by “Hero” or “Legend” beneath their names, telling you what class palette they belong to. There are more items than the ninja tools you can use in battle though. There are Bento items that are analogous to Ramen in the way that they recover your character’s health to full and give a bolster to some part of your characters. Some will improve the rate in which your characters’ chakra recovers, while others will increase your characters’ attack a little or your substitution jutsu gauge recovery rate. For as long as you have this buff, you will see a small icon denoting which and what it is below the HUD of your character’s chakra bar. You do see any kind of abnormal status increase you have there, as well as status decreases, like poisons and other ailments your opponent can use on you. Sometimes they can even use items themselves.

This, alongside the support ninja system, is one of the more well thought out and detailed mechanics to Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst. However the prices of these ninja tools inflate extremely as they climb in potency and prowess tiers, dramatically reducing the size of the stock you can hold, and even going to the degree of making them infrequent uses. The items you use in battle will return to you, as if a do over, if you fail and retry, so this effect is diminished by that. But because of the high prices of ninja tools that are considered decently useful, and the restricted access to shops, the ninja tools can be quickly and easily forgotten and left unused. And really the practicality of them is low, as a player can pass by this whole system unaware and do just fine without them.

There is also a considerable cost in time for preparation of these ninja tools, with not enough benefit or reward to justify the persistent effort. When the ninja tools disappear from your directional pad, when you have used up your whole stock of that ninja tool, when you enter the menu to assign or alter additional ninja tools to that class palette, whatever you selected before will be gone. Because of the sheer number and variety to these ninja tools, and the lack of particular striking effects from these items, this seems unintuitive as you must search through the whole list again to find the item you wish, if you even have it in stock anymore. It would have been a simple feature to represent the tool there as 0, or even just to keep it there until you reassign it. This would facilitate in restocking, but that aside the time an effort doesn’t warrant it.

It is a decent idea in theory, but unfortunately executes poorly due to these problems. You are, however, given the opportunity to customize and change your class palettes before every battle encounter, but this too is accompanied by a loading screen, further nudging the player away from remotely bothering with this interesting, but impractical aspect of the game.

In the Ultimate Adventure, your character’s health does not restore after a successful battle encounter. Those bentos, as mentioned, are used to restore your character’s health, but must be used before you proceed into the next battle. Just like with the regular item list with the class palettes of hero and legend, there is another option to use a bento before commencing with your fight. These bentos are like packaged meals, and so there are other items like soup sets that give the same effects, with different bonuses to stats. As you only have two health bars, and your opponent has three, and their health infrequently restores on their own, this is one of the few items that most players would find them using. This does contribute to a more role playing game-like atmosphere, as being properly prepared and managing your health is a common integral aspect to role playing games. But as usual, the ease to acquiring bentos and bento-like items, and the fact that these bento items always restore your health to full, diminish the impact of such an act of balancing mechanic, as the scales are just so inconsequentially restored to equilibrium that it is more a thing to address with half a glance.

Secret Action

  • More like unlockable cutscenes. Also surprising it wasn’t called Ultimate Event… That was sarcasm.

Secret actions are an entirely optional and easily missed feature imbedded into the Ultimate Decision battles. These battles are placed at climatic points in the story, which rests upon deeper history and truth about these characters. These secret actions pertain to that such information, coinciding with more canonical actions. A translucent blue, purple, or yellow shaded symbol will appear at the approximate middle of the battle screen, while an Ultimate Decision battle is going on. It is not always there at the beginning of the battle, but will typically appear after a quick time event that usually has some relation to the choice you made with the Ultimate Decision. A quick time event is not something original to the Ultimate Ninja series, and is a staple of more modern games. Quick time events are the interactive cutscenes that require you to press buttons at the right time, like X or Y so the ninja either dodges or defends himself, or else you’ll fail and have to do it over again, until you do get it right.

To be specific, the symbol is actually surrounded by that shading color, and the symbol itself changes depending on what particular action or combination you need to do in order to unlock the secret action’s cutscene. The game will make it quite obvious that you’ve fulfilled the requirements for the secret action, but won’t make it clear as to what you need to do for that. The symbols are quite small, exacerbated by the fact you can’t change the game’s screen resolution to what your native resolution is, unless yours just happens to match what the game runs at by default. The symbols are so small that it can be trying to distinguish what they’re actually representing; otherwise the image would at least give you a hint as what you need to do to unlock the secret action’s cutscene.

It is possible that more than one secret action can be available in an Ultimate Decision battle, but if there are two, they will each require their own individual action to unlock. A boot looking symbol can mean that you need to use a chakra dash, a log might mean you need to use a substitution jutsu, but can be difficult to decipher between using a ninjutsu. These are hardly anything out of the ordinary as to what you’d already be doing, let alone something that requires much of a jump through a hoop. And though the symbols can be difficult to discern as to what they meant for you to do, you could just go about a simple process of elimination and likely get it anyway. For a feature that the player is not forced to complete, and therefore should be something to figure out, it sure is vapid and plain. Furthermore these cutscenes that the secret actions reveal, which happen after the battle is over and won, are content already long since featured in the manga, and potentially the anime. That tune is not new, but a fan of the series does not stand to benefit, and uncommonly would a gamer that is not a fan of the series delve into this… Ultimate Adventure.

It is, as well, entirely optional. You need not do it to proceed in the story, nor do you gain anything from it, even from a collection standpoint. The only way you’ll know have proof after it happens is by checking the ninja timeline, and looking under the Ultimate Decision battle. If a player does particularly care about the secret action, it does explain precisely what you need to do there.

Ninja World Timeline

The Ninja World Timeline is the chronicle of all the battles and cutscenes in the Ultimate Adventure storyline, from start to finish with every one of those overdrawn cutscenes available to be watched again, and every one of the battles able to be redone, including those that you could chose the other path of in the Ultimate Decisions. There as well some events placed prior to the prologue featuring the Man in the Mask and Minato that you can access from the ninja world timeline. These are unaccompanied with cutscenes, and are like staged fights, mimicking the battle stage and the characters clashing together, often inaccurately with inconsistent details.

The ninja world timeline is largely to be ignored prior to completing the breadth of the Ultimate Adventure main story. The Boyhood section in particular is only accessible after completing all of the chapters of the story. You can look at the section before that, but won’t be able to undertake any of the battles. The Boyhood section features battles that occurred in the first part of the series, before it came to be called Shippuden, which this game doesn’t depict through its main story.

The inconsistencies isn’t something a regular gamer would notice, but chances are high if you’re playing this Naruto game, then you would have either read or watched the first part of the series. For example the very first battle called, “Struggle in the Land of Waves”, Kakashi fights Zabuza, with support from Sasuke and Naruto. There isn’t much inconsistent about that specifically, but the Kakashi character used as a placeholder for this battle has the Lightning Blade: Twin Lightning Shiver Ultimate ninjutsu. This isn’t a technique you see until much later in the series, into the Shippuden section. This was actually about where the infamous technique Chidori was wielded, and ended the life of Haku. The two ninjutsu are related, but dissimilar enough to be inconsistent. This incorrect use of Kakashi Hatake continues throughout the Boyhood section, as there just is not a load out of Kakashi Hatake with the correct combination of ninjutsu used in those battles. At that point in the series, it’s questionable if Kakashi had actually learned this technique of Lightning Blade: Twin Lightning Shiver, or trained it enough to be usable in combat.

There is a quest that in order to complete Naruto must acquire all the pages of the ninja timeline history. This involves the goal of undergoing the experience of every single scene in the game, by manually searching through its menu and completing those you had not, while wandering aimlessly through the overworld in search of random pages, spawned as models of themselves. With the completion of the main story, the overworld does become freely explorable in the sense that your ninja character – Naruto at that point - is no longer turned away from alternate exits and entrances in the maps. You can go to some places that weren’t directly featured, but they follow the same exact style as the rest of the maps did in the campaign story proper. In terms of the Ultimate Adventure, that is actually the primary source of replayable content.

Free Battle


Fortunately there is more to this game than the Ultimate Adventure, but it is no saving grace. The Free Battle is just the main menu for the selection of four different game modes that do away with any semblance of story and set the characters to clashing against each other in nearly any kind of combination you want. There are more restrictions in the Challenge Missions, as you cannot choose what ninja characters your opponent is, and neither what support ninja they have. Often the opponents you face in the Challenge Missions only have one support ninja joining them. This does give you less to contend with, but visibly raises the stats on team unity and such, not that tangibly makes a difference.

VS Battle

This is where you would spend the bulk of your time with this game, as this is where you can pin ninja against ninja without anything else in the way, if the fighting system had merit and depth enough to be a continuous source of entertainment and challenge. This game just doesn’t have the reaches other fighting games do in a competitive environment, and there is no way to augment the strength of the computer player’s artificial intelligence. There is no overarching game difficulty, like normal, hard, to insane, and there is nothing for the computer player in standard, unadorned with story combat. This really knocks down the potential depth the fighting system could have. The lack of this function does make sense to a degree and not to this game’s benefit sadly but unsurprisingly.

There is a surprisingly lack of control over the events in the battle. This doesn’t say the whole of it at all. To explain, there are a great multitude of games in existence. Some of these are chance based, and you don’t have too much control over the outcome, while others are so complex and mosaic in its outcomes that they are turned into professional competitions, one prominent example being StarCraft. In this fighting system, there is scant variegation in the actions that can be taken, and so the influence of skill that would affect the game is diminished like a sound heard echoing down a cave. The only wonder in the versus battle is the sheer combination of characters you can turn against one another. Eighty unique characters with diverse combo animations and self tailored ninjutsu has ever yet to be implemented in a Naruto game before this. If you just want to see Sasuke smashing the Chidori through Kimimaro you can.

Under versus battle you can fight against the computer player, attach another controller to your computer to fight against another player (you have to have a friend with you obviously…), or pit the computer player against another computer player. You can essentially use this as a simulation of two characters duking it out, through the feeble accuracy of Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst’s portrayal of them.


Beneath the Versus Battle, there is the Tournament option. This is a standard, universal concept across games of many sorts, like paper card games to video games. You can switch the number of contestants from 4 to 8, but as far as it seems, the winners are arbitrarily chosen. You can add on some stipulations like the conditions found in the challenge mode, so that’s a little bit more of customization than the versus mode offers. You can as well choose single matches, and team matches, which is the choice of the exclusion or inclusion of support ninja.


This was a game mode previously mentioned in the review. This is where a player is free to try out any move combination they want to without the hassle of another opponent trying to beat them up. However there are some more details to this mode that do let you explore the fighting engine to its fullest. Accessing the practice settings from the pause menu, you can change if the awakening state is always available or not, what type of actions the computer player (your opponent) will take, and what ones they can’t. You can constrain them to exclusively use the standard combos, which restricts any ninjutsu and shuriken, and similar such variables. Remaining stationary is their default mode, which is exactly what lets you do whatever you want with your own ninja character.

You can have infinite battles this way, with just about zero load screens in between the matches, until you want to change characters for either yourself or your opponent. The health bars are perpetually self restoring by default, but they can be changed to be normal. When one of the character’s health bars drops to zero, the match briefly ends with a victory and then both characters are respawned at the center, hence the potential infinite battles. There isn’t going to be a tally this way, like there is in the versus mode though, and you can’t change the dummy character to be commandable by another controller.

Challenge Missions

Not being content with the plain fighting engine of the game, I found more interest in the challenge missions. There are a total of 100 different challenge mission scenarios where there are stipulations placed either upon your ninja character, or both you and your opponent, as well as special bonuses your opponents may have. Some feature your opponent with the ability to poison you, while neither of you can dodge, others have opponents that shave away your chakra with every strike, while you can’t manually restore your chakra, and others still where neither ninja have any chakra to begin with. One that stood out the most was that both characters had 1% health, and so whoever got the first strike in one.

There are ten total scrolls to the one hundred challenges, and ten kunai that make up each of these scrolls. This does sound odd, but it is really just the graphics used for each mission and category. The kunai are positioned in a circle, coming off of prongs in intervals like a clock, with one large kunai in the center. This kunai, or rather this key mission, is unlocked once you have cleared the other 9 missions.

You earn a one to three star rating per mission, depending on how many of the objectives you fulfill. Really what this equates to is one for completing the mission at the bare minimum, and the additional two for completing the bonus objectives. Though there can be some fairly unique stipulations, like both characters started at 1% health, some of these are pretty bland and can be hardly noticed. On paper, these additives to the computer ninja’s abilities and strengths sound good, but to me there did not seem much of a difference with the computer ninja having them, and not having them. These are additives like Opponent Attack Power up +25 or Opponent Defense Power up +15.

And like other parts of the game, the rating you get on these challenge missions doesn’t matter other than personal achievement, as the game will consider winning a match just as that. Per each of the ten scrolls, by completing all those ten missions belonging to its’ category, you will unlock a fanciful wallpaper representing some chapter in the story of Naruto. And for each of these wallpapers unlocked, you add a piece of the rare image puzzle to your game. It takes ten, so by completing every mission in the challenge mode, you will reveal that wallpaper as well.

These fights range from between being done in under a minute, to taking a few tries. Though the combat system of Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst can be so vapid, and the inherent skill of the computer player so meager, some ninja characters have a supreme cheatiness to them.

This might sound something like a conspiracy, but there is a point in which the computer artificial intelligence stops behaving according to the standard limits of a player, and instead begins to read what actions you are performing, about to perform, and otherwise artificially changes the speed and strength of themselves. This wasn’t that frowned upon back with eight bit games, like on regular Nintendo, and is even openly used in StarCraft II as optional artificial intelligence computer settings to ramp up the difficult – you know, by choice.

That cheatiness to the computer player aside, there are still some characters that retain unfair advantages through the inherent reach of their attacks, like Deidara and the puppet master ninja. The puppet master ninja, Chiyo and Kankuro, are like three characters in one. Their puppets are usually a few feet ahead of them, able to attack you while the puppet masters themselves is at a safe range. Your ninja collides with their puppets, so you have trouble getting past the puppets to the puppet master ninja himself or herself to properly and adequately attack. And if your ninja collides, then they’re vulnerable to an attack, so altogether it’s a frustrating encounter that is balanced poorly. It’s like that one really cheap character in a fighting game that you and your friends agree not to play as just because it ruins the fun of it, and then there’s that random kid at the party who decides to go as that.

Conclusion: Should you play this game?

Oh Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst, how I cringe every time I type your name. What I mean to say is how far you could have gone, but didn’t, and how much you could have done, but didn’t. You, this game, are the latest rendition in a long line of game installments of the Ultimate Ninja series. From the first game on the PlayStation 2, where characters were stylized in starkly thick lines in reminiscence of the manga, to the last, where the cell shaded graphics beautifully mirror and complement those of the anime and manga, your gameplay has gradually changed through each release in the series. The stress to put here is: gradually.

It is evident that Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst has been following a model ever since the beginning, and that the game developers were intent on staying to it, without venturing into broader, riskier horizons. These Ultimate Ninja games have marched in the wake of the manga’s story, and never strived to explore the Naruto universe on their own.

Following the theme of some triple A titles, the majority of TV shows, and some movies, perhaps part of the reason why this game series has remained so much the same is because they know it works, and trying to change a formula that people already consistently, over so many years, buy into, may be nothing but a great gamble.

Though the Naruto universe is propelled greatly by the main character, Naruto himself, there is still a deep world to explore. And though the game does follow closely to the story, there isn’t a reason why that the game cannot open up more to it by exploring it in a true, open and roaming world. Instead the story is set up like a stick figure play, with characters thrown in basic one on one battles, imitating the strife at each point in the story. Though there are some mob battles, where your ninja faces off against multiple opponents, these are executed poorly as if they were added in as an afterthought.

One might argue that you can indeed explore the world featured in this game, but you cannot in any immersive sense. Sandbox cannot, and will not ever touch this game. As if your ninja, Naruto, is on train tracks, you can’t wander from unevenly cut roads, and non-playable characters stand around like cardboard cutouts that you better not look too closely at. Worse yet, you are entirely restricted to where the story campaign needs you end up in the Ultimate Adventure, so any turn that might wander a little away from your imperative you can’t go. This restriction miraculously disappears without a word of notification or explanation when you have beaten the last boss of the story campaign.

And though the game features the Ultimate Decision element, where it acts as if you will choose where the story will fork off, it changes absolutely nothing as to what happens. And from the Ultimate Decision ‘mechanic’ spawns the paltry RPG elements of gaining experience points and leveling up. No, not to make your character stronger, to train them, or to learn more ninjutsu, but to be able to use more and different ninja tools in battle. Ninja tools that are entirely fabrications of this game, and weren’t ever shown in the manga or anime. Like kunai that mysteriously shoots out lightning. That doesn’t happen, and could not unless a ninja uses a ninjutsu or something close to it.

All ninja, aside from some horrendous improper balancing, are all brought down to the same basic level and skill. Genin Naruto can go up against Madara Uchiha himself and easily come out the victor. This kind of equilibrium is necessary for the standard versus style fighting game, but in the process of this, the unique abilities, techniques and skills of these ninja are stripped away. This results in the appearance of uniqueness amongst characters, but no actual uniqueness as everyone behaves and functions the same. Sharingan is treated, and functions, as a rudimentary power up analogous any other awakening state.

Everything about the game is a mere framework surrounding this versus style fighting system. It is here to pit one ninja against another ninja, at its core, with flashy and colorful animations and graphics with the select ninjutsu and taijutsu given.

If you truly do love the world of Naruto, and itch to be in an interactive environment of it, then maybe this game is for you. If you want to see the ninja in Naruto fight one another, wielding their signature ninjutsu, then again, maybe this game is for you. But that is a big maybe.

Any meaningful interaction you do get is in the fighting, which skill doesn’t tip that scales all too much. The story you witness is drawn out through half hour long cutscenes, where the characters talk to each other, usually about the same topic for every cluster of cutscenes, and do little else. If any conflict happens, the battle engine will be pulled up, and then you’ll be playing. Otherwise you’re just watching those cutscenes, like the game’s version of the anime without traveling or combat.

And for as mediocre in challenge as the average story battle is, there is some severe difficulty ramp up at the end. There aren’t even any mechanics to learn, or weaknesses bosses must have, it’s just plain ungainly with some overpowered bosses tossed in. You spend the whole game fighting human sized opponents – aside from the prologue where you fight the nine tails at a distance, an entirely different method of battle – until suddenly you are fighting monsters as stall as a skyscraper, and you are just a five foot teenager with some fire glowing chakra.

You are not just fighting one at a time either. You are fighting two at a time, and when you beat those, more come. These bosses don’t flinch from your attacks, even though everything and everyone else has and does in the game, and so they hurt your character while he’s attacking, which is akin to being animation locked and unable to protect yourself. And because the camera is designed to lock onto just one character, and one character that is AT your height, one of those bosses is usually out of sight. The camera fights you to stay locked onto the enemy in closest proximity.

Naturally, if you don’t know what that boss is doing, you can’t protect yourself against it, right? That boss seems to be precisely aware of how your cumbersome, jarring camera works, and stands far off at a distance; using chakra based ranged attacks continuously. Doesn’t matter which of the two you try to attack at close range, the other one will usually just do that.

Clearly this fighting engine does not emulate large scale, and/or multiple enemy battles well. Neither does it handle screen transitions well, as there are copious loading screens that are overtly drawn out for the quantity of content they are loading, and thus seem unoptimized. Lip syncing also is not this game’s forte. The quality is laughable, I almost wonder if they paid homage to old style foreign moves where the translated, English dialog would be a few seconds out of sync with the movement of their lips.

What this game does have in its favor is its graphics style, its powerfully visual ninjutsu animations, and its diverse, large cast of characters. Most of the significant characters featured in the world of Naruto, even from part 1, have a place in this game. The graphics style matches the look of the anime and manga quite closely, and though these are three dimensional models that have changing perspective angles, you can usually see a faint black outline as if they were drawn. If there was anything that this game did well, it was these graphics and visuals, and the expansive cast of characters. Such a thing is rare in any kind of game, and though their numbers were bolstered by so many releases in the same game series, it is still a thing to commend.

Ultimately, Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst does not stand on its own. Without the widely popular franchise of Naruto as its name, this game would not have gotten away with nearly as much as it did, and the series would be long forgotten for a lack of innovation and advancement in its quality and gameplay. This game plays like it was made a decade ago, and even those games had more heart and soul than this.

  • So, should you play this game? No, probably not. Spending as much time as I have on this while hoping to find a great game, dissecting every part of it, I don’t think it is worth your time or money. There are too many lackluster features, too many faults, and not enough depth to be truly entertaining to any but the most hardcore of Naruto fans. And really, I wish this game had been more.

  • Note: Did you think I sure typed out the full, whole name of the game a lot? You know, this one: Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst. That would be because I did. I was driving a point home (it is also too obscure when shorthanded). The name is long, and absurd. It is hard to resist seeing that reading it so many times, integrated into paragraphs of explanations and details. Am I being a little, wee bit too critical? No, this game doesn’t deserve to save face for its name.
  • Note: If you are looking to purchase this game, then you can find it available online on amazon or steam. The PC port of the game will always be for steam, while the game is available on other platforms like the Xbox 360 from amazon as well. Here are the respective links:

Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst on Amazon

Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst on Steam

Article by: Vehement Chrome

games fighting games

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