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Review by: Delfeir
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Reviewers Score:
9 / 10
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Posted: May 27, 2007 |
Jump Ultimate Stars
System: Nintendo DS
Genre: Fighting
Difficulty: Medium
Score: 9/10
Japan is often heralded as the Mecca of the video gamers. First and
foremost, though, it is the Mecca of the Otaku. The birthplace of anime,
and the birthplace of manga. How fitting, then, that this Japanese import
game epitomises everything great about two of the biggest geek cultures to
arise from the country. A vast collection of the characters and settings
from one of the most well-known manga magazines in the country, Shonen
Jump, have been assorted and collectively thrown into a Dairantou Smash
Brothers style fighting game for your enjoyment. Sound interesting? You
have no idea...
Graphics (9/10)
Crisp, colourful, vibrant, and pleasing to the eye. That's a brief summary
of the graphics in this game. The characters are all reasonably different
and original on-screen, and it's usually easy to tell who's who at a
moments glance. Likewise, there are treats for the anime lovers in the
crowd, since most if not all of the Koma (more on those in the Gameplay)
depict moments right out of the various stories and series they're taken
from. These make the jump pretty well too, so overall you should find the
graphics to be pretty sweet... assuming you don't mind 2D.
I must detract one point, however, because the graphics get so utterly
frantic that at times it really does seem impossible to tell what's going
on. At the same time, the amount of objects on the screen can cause a bit
of minor slowdown from time to time. But it really shouldn't detract from
your enjoyment... I mean, it's just the graphics.
Storyline (-/10)
In case you hadn't realised, this game contains a mesh of characters from
dozens of different manga. In the West, manga is popular... but not as
popular as it is in Japan. As such, plenty of these guys come from series
that we've never even heard of, so translating the game would not be a
worthy investment. The game is entirely in Japanese, and since my
knowledge of the language is transitory at best, I have no clue if there
is a story. However, if there is one, it is not needed for the full
enjoyment of this game.
Gameplay (10/10)
At the core of the game lies a typical 2D fighting game. You and your
opponent get dropped into the stage and the aim is to drop their health
gauge to zero before they do the same to you. Jump expands this a
little... the stages are not flat stretches of land, they're multi-tiered
and loaded with platforms to dodge and dance around on. And they're all
styled after manga pages... and sometimes you're allowed to break the
limits. See a wall there? Not a problem, you can just bash it repeatedly
until you can escape the page. Then you have the freedom to blast your
opponents out of the ring and into oblivion.
To make matters more interesting, we have a large array of items that
appear throughout the course of the battle, all instant pickups and all
ranging from good to bad. Some items might heal you, others might poison
you, others might reverse the directions of your controls for a while, and
others may buff or lower your stats briefly. Still others may be bombs
that wipe out a chunk of the health of everyone nearby, and others may be
Koma gems, which I'll explain briefly. So it's a pretty crazy fighter, and
every character out there has all sorts of different moves. Everyone can
jump twice, has a few basic attacks, a few strong attacks, and two special
attacks that do a lot of damage. Mixing them up and figuring out combos is
all part of the fun.
And all this is the battle system in JUST the stage. There's a lot more
that comes into play even before you pick the stage and get to battling.
The main adventure part of the game is a mission based ordeal called
J-Universe. You start out presented with three worlds. Checking those
worlds reveals that each is made up of another handful of worlds, each
based on an individual manga - the early ones include One Piece,
Dragonball Z, Black Cat, D.Gray-man, and many others. Every world has a
mission on it, and usually more. And every mission has five or six
objectives for you to complete. Just finishing the first nets you the
mission clear status that you need to unlock the next in the chain, but
all of them have bonuses. You can win either more Koma gems, or even the
Koma themselves. Check the next paragraph for that explanation. But
anyway, completing all the missions in one world clears that, and beating
ALL the missions available in ALL the worlds? That opens up another few
worlds for you to explore, which is just as full of missions. This is what
you'll be doing for much of the single player experience, but it's so
varied and so much fun.
To explain what I mean about setting up the game before the battle, let me
explain the Koma. The entire universe of the game is set up like the manga
pages that the characters are taken from. The Koma deck that you use to
battle is set up just like that, too. From the start, you'll get five Koma
- two Battle Koma, one Support Koma, and two Help Koma. There are arranged
into a 5x4 deck that you can customise and shape. Battle Koma are playable
characters - they're pretty big and take up a lot of space, so most decks
have from one to three of these. Support moves are moves that you can call
up in the actual battles to deliver a powerful attack for you. Help Koma
each provide passive effects that you can attach to your characters by
arranging them in certain ways on the Koma deck. To expand your Koma deck,
you have to win missions and rake in the Koma from there.
But there's a catch. Every Koma you win is just a passive Help Koma. In
order to get the truly interesting stuff, like new characters and support
attacks? You have to evolve your Koma. Each Koma starts out as a Help Koma
and has a pathway that it can follow. This usually has a couple of tiers
to it, all of which are blocked out at the start. Paying Koma gems,
however, unlocks these. Most characters can then get extra Support Koma
(no Koma is replaced, you just buy new ones in effect), and some select
few become Battle Koma. A few rarer ones do other things... they unlock
Quiz questions, unlock new stages, unlock data for use in the sound test,
and even unlock a handful of new worlds to try out in the main adventure.
Some rare few even unlock new pathways on OTHER Koma. Just about every
Battle Koma has a few versions to choose from when building your deck, and
the more spaces it takes up, the stronger the stats and the better the
specials are. By default you can access the first three on most
characters, but these are all moderate changes. In order to get the truly
powerful characters and their alternate forms, you need to find the right
Koma and unlock the expanded pathway. Want Goku to go Super Saiyan? Have
Naruto become part fox-demon? Have Ichigo unleash Bankai? Then you need to
find the right path on the other Koma to expand them. Once you've built up
your deck - which has to contain one of each kind of Koma - you're ready
to go into the battles that I've previously described. The system is
fairly simple when you get right into it, and there's so many things to
unlock that it'll keep even the RPG nuts in the crowd happy.
Still not interested? Well, it's usually more than just beating your foe
senseless. You may have to collect and hold a special item for a set
length of time. You may need to collect several items and be the first to
hold them all. You may need to grab the most coins, that are dispensed
from item boxes scattered around. You may have to kill people in a
specific manner - using your special attacks, knocking them out of the
ring, or bringing one of your Support Koma into play to finish them off.
Sometimes you may even have to avoid getting hit... or destroy ALL the
walls in the stage. There's a lot of variety in the objectives, and you'll
come across a whole bunch of them in your journey through the game.
This is NOT a generic fighter. This is the closest thing we have to a new
Smash Brothers game (notice how I keep bringing that up?) since the early
days of the Gamecube, and it's all handheld. Simply put, the gameplay is
well thought out, there's a vast amount of variety, and the replay factor
is huge. My only complain is that some of the objectives can (very rarely)
be difficult or a little frustrating... but this is a very rare case, and
certainly not enough to detract from the fun of the other 500. If this
sounds AT ALL interesting to you, then odds are you will adore the
gameplay of this.
Longevity (10/10)
There is so much to do and so little time to do it. You start off the game
with just two characters playable - Luffy from One Piece, and Uzumaki
Naruto from Naruto. Coupled with the support of three other characters
that aren't playable right from the start, you go into the game and get to
work. And start unlocking more. And more. And MORE. Every world in the
game has at least one, but usually two to four missions to complete. Each
mission has five objectives, and sometimes a hidden sixth objective. And
every single one of those objectives gives you stuff - either gems for
enhancing your Koma, and thus expanding the abilities of or even unlocking
entirely new characters, or getting completely new Koma... which can ALSO
be expanded. At a rough guess? There's over 40 worlds in this game. You do
the maths... there's a hell of a lot to do, and it's often challenging
enough to keep you at it for a time. As well as this, there are a bunch of
extra missions that are included on the side that don't contribute
anything, as well as battling against computers or even getting a quiz on
the manga in question.
And if you don't like all that single player? There's a lot of multiplayer
capacity in there. Single-card play is enabled, although it is minimal -
you fight with preset rules using a few pre-built Koma decks, which is
okay for a while but really makes you want to buy additional copies. If
you have additional copies? You have all your Koma unlocked and your decks
at the ready. Don't have anyone close by to play with? It's Wi-Fi
compatible, so you can find a rival on the internet. And there's a lot of
people playing the game of all skill levels - I checked this myself - so
you should be able to find something there.
So... yeah. I think this game has a long lifespan. Just like Smash
Brothers (again), you'll be at it repeatedly.
Innovation (5/10)
This isn't a game that you can immediately say 'hey, this is completely
original and changed the world'. In my introductory paragraph I compared
it to a very similar game - Super Smash Bros. A slew of characters from
all elements of the one company come together to beat the hell out of each
other. However, this games' predecessor Jump Superstars was the first that
I know of to truly do this with anime characters, and they both do a great
job. Additionally, the Koma system is reasonably fresh and interesting,
and helps give the game points in this area. There aren't too many like
this one out there, and that gives it a mildly original spin. Lastly, you
use the touch screen to switch between characters or call on support
attacks, so that gets some use as well.
Overall (9/10)
This game is utterly brilliant. It's an interesting system, it's a great
deal of fun, there's a lot to keep you busy in both single and multiplayer
endeavours. So why not a perfect 10? Because, sadly, the the language
barrier does make it a little too difficult to fully enjoy for everyone. I
know from experience that playing in a foreign language is difficult in
most games, even if this is simple enough to get used to. If you don't
mind the language barrier, however, then this is at the TOP of the import
list for the DS. Odds are that you will enjoy this game. Now if you'll
excuse me, I'm going back to playing...
Worth Buying?: If you know Japanese or don't mind about a language
barrier and just want raw fun? This is a DEFINITE yes. Otherwise, be
picky, but definitely consider it.
f you liked this, try: The previous game, Jump Superstars, isn't
quite as large and intense as this one, but it does do a good job. For
English games, however? The Super Smash Bros games have you covered. |
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