User 479360
Banned
super hard mode bud
Why would anyone even do that to themselves? Play through this thing twice AND deal with super hard mode? You'd have to hate yourself.
super hard mode bud
Seeing how the new game turned out to be total shit I have decided to go back and play some great TMNT games!
It's similar in nature but one was made a significantly long time ago with much more limited technology. This was made with modern technology by a development team known for games with great gameplay(which this doesn't have). It just seems silly to compare the two.
Have you played The Manhattan Project? Because you really should.
Have you played The Manhattan Project? Because you really should.
This is somehow the first game I've ever redboxed.
I really want to play it and get a TMNT fix, but can't possibly justify paying $50 for what people are saying ITT.
Have you played The Manhattan Project? Because you really should.
Still fighting the good fight I see Slasher.
People have played the screenshots and/or maybe the first level and in the binary internet world of awesome or shit, this game is complete shit.
There is definitely fun to be had in the game, but for some people there is more fun in just sticking the boot in.
You keep trying to compare this to classic brawlers but I just can't see the connection. I actually don't think they are especially great games but they are fun and responsive. They keep you moving with action that feels more satisfying along with great music.Time and limited technology doesn't really factor for me. I still play fairly shallow brawlers today that most people shit on for their shorter, arcade like nature. Is this game too much money at launch? Yes... bUT I had just as much fun playing this as other brawlers. I mean you could say I'm full of it but if I truly didn't enjoy my time, why would I have spent 9 hours with it. Unlike a lot of folks, I don't just play games, forcing and finish them. If I don't enjoy them, I just stop playing.
You keep trying to compare this to classic brawlers but I just can't see the connection. I actually don't think they are especially great games but they are fun and responsive. They keep you moving with action that feels more satisfying along with great music.
This new game is terrible pacing in comparison. The fights are often short and divided by the need to run around the map waiting for April to tell you where to go next while your AI companions just get in the way. Your hits never feel as if they connect with enemies (they just go through them until they die). The maps are large and aimless and the whole thing feels less like a brawler and more like an MMO.
I don't care about its length but it just isn't fun to play even as a basic brawler since its pacing is nothing LIKE a classic brawler and the combat feels like a wet fart comparison.
And I enjoy low budget games and those that are 'C' grade from time to time. I just think this is a straight up boring game that captures none of the fun of old school brawlers. It is not like those games.
So the original games are very very simple but the animation is designed to convey a sense of power and impact. As you hit each sprite, there is a reaction to your attack. Whether they simply shake the sprite around with an appropriate sound effect, the enemy flying backwards, or the ability to throw them at the screen, it's designed to give the sensation of impact. Each enemy can be dispatched very quickly as well as new ones flood onto the scene.Combat in this game trumps the older Turtle games. You had basically one set of moves and attack in those games, repeated over and over again. Sure there is cool down moves here which I guess is where you pulling the mmo idea from? but even taking those attacks out of the equation, game still has more combat options.
The problem with the pacing stems from its inability to create exciting moments. In a typical brawler, stages tend to escalate - foes become more challenging as you progress and new challenges are thrown at the player while moving forward. The action never lets up, but it does ebb and flow.Then lets bring up length, cause people diss the game for being 4 to 5 hours. Then we have others saying its too long. The arcade games are over in about any hour. So if the combat is more involved yet the game is longer. Im sure the pacing is what can make things seem a bit off. Sure the pacing in the levels can be a bit slow, but your constantly fighting enemies fairly often as they spawn on and off in between the various missions for the most part, and most missions involve, fighting.
I will say that I actually find the bosses in the arcade games to be rather poor design, though there are sometimes interesting twists. I find them more annoying and less fun to play in the new game when they SHOULD be evolved. This is an area where Platinum games typically excel - memorable, difficult boss challenges that require you to play very aggressively and skillfully.Bosses in the arcade games were meant to kill you, force you to insert more coins and be relatively cheap. You'd whack away at them, they would just keep going with little to no response and sometimes get stunned. Same thing happens here, just the bosses take more hits. They still have patterns, can be blocked, and avoided, are can be fought against easier once knowing their routine.
Here's the thing, I don't think those older games are especially great - but they nail certain elements that enable them to be more fun that this new game.
So the original games are very very simple but the animation is designed to convey a sense of power and impact. As you hit each sprite, there is a reaction to your attack. Whether they simply shake the sprite around with an appropriate sound effect, the enemy flying backwards, or the ability to throw them at the screen, it's designed to give the sensation of impact. Each enemy can be dispatched very quickly as well as new ones flood onto the scene.
This is precisely what the new game lacks. When you attack an enemy, there is little to no sense of impact. Your attacks, for all intents and purposes, just go right through most enemies. The normal foes do sometimes exhibit animation to indicate they are being hit, but it lacks a strong sense genuine impact in those hits. Enemies also take longer to kill while posing minimal threat (outside of bosses which have other issues).
The MMO comparison stems from the way in which this lack of impact is combined with the three other turtles. You wind up with situations in which you have all four turtles beating on an enemy that isn't reacting to your actions with the only real indication of progress being the life bar. The chaos that ensues results in a situation that lacks clarity and ultimately feels unsatisfying.
To put it simply, a good brawler needs to FEEL right as hits connect. If the action of actually attacking enemies does not look or feel impactful, then it may as well not exist.
There are plenty of brawlers from the 90s that fail at this and become a chore to play as the key actions you perform fail to actually FEEL good.
Platinum's own better games focus on making the player feel cool while performing actions. The skill requirements plus the animation work and sensation of connecting attacks with enemies is EXTREMELY important here.
The problem with the pacing stems from its inability to create exciting moments. In a typical brawler, stages tend to escalate - foes become more challenging as you progress and new challenges are thrown at the player while moving forward. The action never lets up, but it does ebb and flow.
With this new game the pacing is very start/stop with little payoff. The action itself never really feels great but then you're often asked to run around an area until the next skirmish begins. You realize that you're not really progressing through a level so much as completely a set of arbitrary challenges until the game unlocks the boss for you. There's no sense of progression here.
When you tackle the Technodrome in TMNT4, you face a series of different enemies and challenges along with changes to the stage. There's no direction in the new game - you never feel as you're moving forward through a stage.
I will say that I actually find the bosses in the arcade games to be rather poor design, though there are sometimes interesting twists. I find them more annoying and less fun to play in the new game when they SHOULD be evolved. This is an area where Platinum games typically excel - memorable, difficult boss challenges that require you to play very aggressively and skillfully.
The enjoyment of these experiences is raised by excellent animation, memorable music, and a sense that you're actually succeeding.
In Turtles, it's just slamming on enemies as the life bar decreases with zero reaction to the players actions (something even TMNT4 offers). With all of the AI turtles attacking at once, it DOES feel more like an MMO raid boss since the actions of the player and the other turtles feels disconnected from what the boss is actually doing. The bosses feel neither properly retro nor Platinum evolved.
Music is another area that I feel is missing here. With these simple arcade games, a killer soundtrack is a must. The driving tracks used in some of those games are one of the key ingredients used to enhance battles. The new game has music that is competently made but has absolutely no personality and fails to drive the action.
I just feel like all of those elements come together to create something that just feels lackluster. It's not inherently bad, but it's dull. It doesn't hit the same marks as classic brawlers and winds up feeling more like a generic one that everyone would have forgotten.
To fix this game the developers need to improve the way in which hits connect with enemies, they need to modify the Turtle AI to avoid the pile-on problem, the stages need to be reconsidered with the "objective" based design scrapped, AI of enemies needs to improve, and there needs to be genuinely good music. Plus, it should all run at 60fps.
Look, I'm typically with you on games that are widely considered bad. I was agreeing with you all the way back when Alone in the Dark was rebooted almost a decade ago. I can see good ideas lurking beneath unpolished games and still have a good time. I just don't see a good game in Turtles and I feel that they made a game in the brawler style without understanding what made the good ones memorable.
If you enjoy it, that's absolutely fine, I'm really only giving my thoughts just as you are doing...but I think you're wrong to say "this is just like the old games" when that's very clearly not the case. Being simple, as those old brawlers are, isn't the issue - it's what they did with that simplicity that made them work. In some ways, this new game reminds me of something like Sengoku 3 on NeoGeo - a beautiful game but one that is just a chore to play. When a brawler goes wrong, it goes very wrong.
This is precisely what the new game lacks. When you attack an enemy, there is little to no sense of impact. Your attacks, for all intents and purposes, just go right through most enemies. The normal foes do sometimes exhibit animation to indicate they are being hit, but it lacks a strong sense genuine impact in those hits. Enemies also take longer to kill while posing minimal threat (outside of bosses which have other issues).
The MMO comparison stems from the way in which this lack of impact is combined with the three other turtles. You wind up with situations in which you have all four turtles beating on an enemy that isn't reacting to your actions with the only real indication of progress being the life bar. The chaos that ensues results in a situation that lacks clarity and ultimately feels unsatisfying.
Time and limited technology doesn't really factor for me. I still play fairly shallow brawlers today that most people shit on for their shorter, arcade like nature. Is this game too much money at launch? Yes... bUT I had just as much fun playing this as other brawlers. I mean you could say I'm full of it but if I truly didn't enjoy my time, why would I have spent 9 hours with it.
Yes, it was absolutely incredible. The vehicle mode really added to this as well since you could transition between high-speed driving to pummeling an opponent back to driving.It's crazy because Transformers Devastation got the impact soooooooooo right. The delay pause, the impact animations, the hit effects, the sound. It was perfect. So fucking good.
I still cant figure out why they just didnt do that. Half of the game is in linear stages where the Madworld "Score points to unlock the Boss" format doesnt make sense anyways.
I think this game has a better enemy roster than Korra but you'd never know it because they're not used in interesting setups.
Damn, I guess I'm never seeing that fight. I'm having a hard time getting the dodges and parries down on Easy and Normal difficulty. I hate that the turtles wildly spin around as their blocking animation. I feel like if you screw up a dodge, you spin wildly in a direction instead of a nice little dive to one side like Kratos in GOW.You're right, damn millennials.
super hard mode bud
Yes, it was absolutely incredible. The vehicle mode really added to this as well since you could transition between high-speed driving to pummeling an opponent back to driving.
This was all book-ended with the ridiculous introductions for enemies that were always brilliantly framed along with the driving music. The battles just felt intense with just the right impacts, pauses, and effects work. It was that attention to detail that really helped overcome its budget and result in a game that worked even with repetitive environments! Such a cool experience.
Turtles has none of that. One of the most limp presentations I've seen in ages.
I should probably thank NeoGAF for holding this game's mouth open and shitting in it because I went in with super-low expectations, to the point of expecting something approaching a game which is actually bad, and it's... well, not. It plays good, it looks/sounds good. The former is the minimum I expect and tolerate. The latter is merely a sweet bonus.
At a guess I'd suspect most of the disappointment is directed at the fact that, at the end of the day, this franchise simply deserves much, much better in terms of content and budget, neither of which I would criticise PG for. It's certainly not as good as Transformers, a shoestring game already stretched thin, but I'd definitely place it above MadWorld, Korra or Anarchy Reigns' solo mode.
It looks like I was wrong about the game.I've been playing for around 10hours and can't put it down. It actually might be the best TMNT game ever made. Co-op is pure blast and playing anything lower than Hard takes away a lot of fun factor. Double boss fight on hard go on forever and it's pure chaos. I'm really happy to be wrong this time
see, this guy gets it
play the game on a hard difficuly with other humans cooperatively and it's fun
it's not Bayonetta, it's not a solo experience, even if it allows you to do so
it's like Destiny. you can play it solo, but it's not nearly as fun.
Ain't that the truth:It's crazy because Transformers Devastation got the impact soooooooooo right. The delay pause, the impact animations, the hit effects, the sound. It was perfect. So fucking good.
It's crazy because Transformers Devastation got the impact soooooooooo right. The delay pause, the impact animations, the hit effects, the sound. It was perfect. So fucking good.
Have you played The Manhattan Project? Because you really should.
Yeah, I really love the boss fights in that one.
The Super Shredder one is so much better than the home console versions of Turtles in Time.
The best one
I would never call Manhattan Project the GOAT. It was a very surprising late Nintendo release.
...but fuck the person who added friendly damage.
NES games did it all the time, notably Konami games with A and B 2-player modes. Pretty standard.
Manhatten Project was really hard, though. Very long, lots of hard bosses.
A common complaint I'm reading is that so much stuff gets lost in the streaks of neon and movement everywhere. If I've played a bunch of beat'em ups, is this really a deal breaker? One of the streams I was watching definitely made it look like it was easy to sort of lose track of what was going on.
I would never call Manhattan Project the GOAT. It was a very surprising late Nintendo release.
...but fuck the person who added friendly damage.
You could spam the specials in the game though as they stopped draining life after you hit 1 bar though which was pretty helpful.Yeah. It was the hardest of the arcade style games for sure. The power up nerfing helped that.
NES games did it all the time, notably Konami games with A and B 2-player modes. Pretty standard.
Manhatten Project was really hard, though. Very long, lots of hard bosses.
This thread keeps throwing off Malware flags.
Malware flags?
My web shield keeps telling me it's blocked a Malware threat every time I go into this one thread.
The URL extension ends in .gif.
Ain't that the truth:
These type of impactful blows are still there in the new Turtles, but they're so heavily subdued compared to the best examples (in satisfactory audiovisual feedback) of Platinum's past work because they opted to make even the weakest mooks withstand more of a beating to counter-balance the possibility of four players simultaneously pummelling their target of choice. There's a disjointed feel to the weight of the hits you can dish out, looking at how the Turtles still have the strength of crushing concrete with (for example) their downward smashes post-jump, but often struggle to consistently stagger random Foot Ninja or especially bosses.
I'm getting it too. This one thread is driving my antivirus crazy.
Canadian prices sure are fucked.I am a huge TMNT fan so I am ready to pick this up when the price is right.
Currently there is no way this is worth $69.99 Canadian plus tax (about $81). In no way, even from those having positive impressions, is this game worth over $80.
Soon enough!
I'm getting it too. This one thread is driving my antivirus crazy.