Naruto.shippuden.ultimate.ninja.storm.revolution-codex The Game -
Naruto Shippuden: Ultimate Ninja Storm Revolution – CODEX Release: A Complete Overview
Released in 2014, Naruto Shippuden: Ultimate Ninja Storm Revolution sits between Storm 3 and Storm 4 in CyberConnect2’s acclaimed fighting game series. Unlike main numbered entries, Revolution is a “spin-off tournament fighter” – it prioritizes new battle mechanics, fan service, and original story content over a canonical campaign.
The CODEX release refers to the cracked, DRM-free version of the PC port. If you have obtained this version, here’s everything you need to know to get the most out of it. Naruto Shippuden: Ultimate Ninja Storm Revolution – CODEX
The Good
- Pacing: Unlike Storm 4’s lightning-fast, particle-effect-heavy combat, Revolution feels more methodical. The limited substitution gauge punishes spam and rewards reading your opponent.
- The Tournament Mode: It’s janky, but four-player mayhem is a hilarious party mode. You can form temporary alliances mid-fight, betray friends, or simply spam giant jutsus to knock everyone off the edge.
- Itachi’s Story: The “Itachi Shinden” Ninja Escapade is arguably the best animated sequence in the entire Storm series up to that point. It details his life as a pacifist spy, the massacre, and his entry into the Akatsuki.
- Mecha-Naruto: This robotic, rocket-punching, has-no-business-being-this-fun character is a pure celebration of the franchise’s 10th anniversary.
Gameplay: The Three Styles and the Awakening Conundrum
The most significant departure in Revolution is the replacement of the traditional “Awakening” mechanic (a temporary, powerful transformation) with three distinct combat “types”: Ultimate Jutsu, Awakening, and Drive. This trinity represents CyberConnect2’s attempt to solve a long-standing design problem: balancing the cinematic flair of super-moves with the tactical depth of transformations. Gameplay: The Three Styles and the Awakening Conundrum
- Ultimate Jutsu Type allows players to equip two additional Jutsu, turning characters into projectile or setup specialists. This type appeals to players who prefer zoning and combo-extending tools over raw power.
- Awakening Type retains the classic transformation mechanic, enabling characters like Naruto (Kurama Link Mode) or Sasuke (Susano’o) to permanently shift into a more powerful state once a gauge fills. This type rewards aggressive, momentum-based play.
- Drive Type introduces a unique support-gauge system that allows for automatic substitutions, chakra recovery, or attack buffs, catering to defensive and strategic players.
While innovative, this system fractures the roster’s identity. A character’s “true” form is now a pre-match choice, not a narrative reflection. The “Revolution” in combat, therefore, is a trade-off: increased strategic variety at the cost of character authenticity. For purists, watching Might Guy fight in “Awakening Type” but never use the Eight Gates until the gauge fills feels less like freedom and more like a gimmick. or attack buffs
The addition of Counterattack (a perfect-guard parry) and the revamped Substitution Jutsu bar (which now recharges in segments) further slows the pace from Storm 3’s frantic chakra-dashing meta. The result is a more chess-like neutral game, but one that alienated fans who adored the series’ signature hyper-offensive style.
Modes worth trying
- Battle Royale / Free Battle: multiplayer and offline fights to practice.
- Rookie Hall / Tutorial: learn mechanics and advanced combos.
- Character Episodes: short story-focused missions to explore character lore and unlockables.
- Challenges: parity testing for mastery and unlocking costumes/skills.