Ports that are better than the original. Localization that goes far beyond language. Revolutionary, game-changing DLC — for free.
In Not Content to Cash Out, GameCyte profiles those developers and publishers that go the extra mile — building content, squashing bugs and actually listening to fans — when they could have just called it a day and gone home. Today, we’ll take a look at how Eighting and Tomy are redefining what it means to localize a title with pick-up-and-play fighter Naruto: Clash of Ninja Revolution 2.
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On November 21st, 2005, I was first in line to purchase a copy of Naruto: Gekitou Ninja Taisen! 4 for GameCube. Given that I was then residing in the small town of Tsuru, Japan, I was also the only person in line. I picked up my complimentary Pakkun pouch, headed home to my cozy little apartment… and spent the next two-and-a-half years introducing all my friends (and anyone within earshot) to what remains, hands-down, the best Naruto fighting title available.
Compared to GNT4, with its roster of 39 well-balanced, full-featured characters, every American release in the series was a disappointment. The first two GNT games (rebranded Clash of Ninja) were straight translations that arrived three years later than their Japanese counterparts — which were themselves the low point of the series. One month after Clash of Ninja 2, Tomy tried something a little different, merging the excellent Gekitou Ninja Taisen! 3 bodily with the game engine for Eighting’s new Wii title, but forgot to copy/paste/translate one-third of the game’s most important asset: characters. The new Clash of Ninja Revolution provided players with only 20 characters — one-half the roster I’d been enjoying for two years — and added only a variety of mandatory Wii gimmicks in exchange.
Revolution was still a solid fighter, perhaps the best Naruto game available in America, but the apple had obviously fallen far from the tree… so for Naruto’s second Wii outing, Tomy and Eighting decided to plant a new one, creating a Naruto fighter from scratch with elements never-before-seen on either side of the Pacific. To better understand how and why, we spoke to Yoshinobu Matsuo, the game’s producer.
GameCyte: What was the primary motivation to tune and update Clash of Ninja Revolution 2 specifically for an overseas audience?
Yoshinobu Matsuo: Clash of Ninja Revolution 2 never existed before, thus there is no update or tuning. It’s a wholly new title that follows the vein of our Clash of Ninja Revolution original. Where the first iteration was the budding branch from the existing “tree” of Japanese Naruto titles, Revolution 2 has become its own entity. There are many new elements in Revolution 2 that were designed by North Americans for North Americans, because, culturally, there are definitely things we prefer.

North Americans prefer their games in widescreen 480p, to be sure
GameCyte: How did the decision first come about? Whose decision was it? Was there any particular resistance to/enthusiasm for the idea on the part of Eighting, Tomy and/or D3?
YM: All Japanese Wii Naruto titles are based on the current Japanese TV storyline which uses Naruto characters that are older. As we’re prohibited from using elements that are ahead of the US TV storyline, we’re unable to localize any Wii Naruto titles from Japan at this time. When the idea first arose to create something with so many new, original elements, most of the people involved thought it was very exciting. There were others who knew how difficult it might be to pull off that said, “Are you crazy?” In both cases it inspired all of us to work harder and make it happen.

No longer ahead of the US storyline: One-Tail Naruto, Cursed Seal Level 2 Sasuke
GameCyte: Why spend more money to improve titles that are already complete, instead of merely localizing the products that are already available in Japan?
YM: As mentioned above, we’re not permitted to use characters and story elements that are ahead of the US TV show’s timeline. Thus we cannot localize the Japanese Naruto EX series. Instead of taking the easy road and viewing the situation as a negative, we decided to create a completely new Clash of Ninja game and added characters- some that have never existed in any previous Clash of Ninja games, here or worldwide.

One of a reported four worldwide exclusive characters: Team 8’s slow but deadly Kurenai Yuhi
GameCyte: What changes can we expect to see in Clash of Ninja Revolution 2, compared to both GNT4 and GNT EX 2?
YM: The playable character roster has not only been expanded, but also made more exciting. Story mode is completely original and is now conveyed through acting 3D renders instead of the flat, immobile 2D cut-outs. New stages will be introduced, some of which have never been in a Clash of Ninja game, here or worldwide. There are also new elements to gameplay that take advantage of the Wii Remote.

Like in the import-only EX2, players can now perform ninja hand signs (read: Wiimote motions) to recover chakra and boost attack power
GameCyte: How was fan feedback and advice from tournament players implemented to improve the game?
YM: We noticed complaints about features from the Japanese EX series and sought to alleviate those issues by giving players options that weren’t originally available.

Don’t like scene transitions? Arena obstacles? Waggle controls? Turn them off
GameCyte: What challenges or obstacles were involved in reworking the game?
YM: Creating new elements that didn’t exist in previous CoN games was a significant challenge. This encompasses both gameplay and story elements. Though absolutely exciting, it is quite often scary and highly unpredictable as compared to localizing a title that has already passed licensor approval for all elements in the game. You could put all that work into making something look amazing — attacks, special technique, stages, movement, cut-scenes, the look of a character, etcetera — and find out it needs to be completely re-worked for the sake of honoring the licensor.
GameCyte: What kind of return does the team and company expect for their additional hard work, whether in terms of sales, fanbase, good will, etc?
YM: We’re just hoping to have the fans of the CoN series be pleasantly surprised. All across the forums there are posts by fans who think they know what’s coming, and it will be nice to see how they react to finding out that they’re way off!
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I can’t vouch for all of you, but I was pleasantly surprised. Clash of Ninja Revolution 2 was still under pretty tight wraps at E3 2008, and we saw neither the game’s original story nor the reported 35-character roster — but even just battling helpful demonstrators as the long-awaited Kurenai and Asuma in crisp, vibrant 480p was a throughly pleasurable experience — and even as the game looked that much better for its reconstruction it was obvious that Tomy and Eighting had taken pains not to accidentally “fix” what weren’t broke. I’d lay good odds that come Fall release, this will finally be the Naruto game that surpasses Gekitou Ninja Taisen! 4.
Is your developer Not Content to Cash Out? Tell us all about it, right here.
Full disclosure: At time of publication, D3 Publisher was a client of TriplePoint PR, a firm managed by Richard Kain, owner of our parent company Pantheon Labs. We spoke to a TriplePoint representative in order to obtain the above interview.








August 6th, 2008 at 6:06 pm
It won’t surpass Naruto gnt4 if it doesn’t have all of its characters but some removed and characters added and I still hate the Idea about having Anbu characters who only can throw shurican I’d rather have Ninja tortoise,Gamakichi,and Gamatasu than the 3 fakes.
September 20th, 2008 at 6:58 pm
I CHOOSE DESTINY NARUTO CLASH OF NINJA REVOLUTION 2 NINTENDO WII I LIKE CHOJI FOR JOEL PEREZ HOW TO PLAY THEY TOLD ME TO PLAY AND THAT IT OK THANKS YOU NINTENDO WII