After each run, collected resources can be spent to buff every character’s stats as well as unlock some character-specific perks. I’d eventually fall to the boss of the second stage, Karai, who throws knives in a “bullet hell” fashion.ĭeath wasn’t too much of a setback, though, thanks to some permanent progression hooks. At the end of the first level, I’d go head to head with Leatherhead, who I’d have to evade as he slid across the sewer arena. ![]() Each biome - there are four at launch - culminates in a boss fight with some familiar foes. Room layouts can change, different weather can hit stages, and mini-bosses shuffle around each time. While runs aren’t entirely procedurally generated, a lot can change between them. It’s not the deepest combat system when playing solo, but I can see how each turtle’s special powers could synergize in co-op. Each arena battle is quick-paced, as I dash away from ninja slashes. With no tutorial necessary, I got the hang of the action fast. In addition to his basic slash, I could press one button to deliver a special flurry of slashes and another to shoot out multiple chains and drag enemies toward me (those special abilities operate on a short cooldown). Donatello, for instance, is a bit of a tank who can take a lot of hits while delivering slow, heavy attacks.įor my run, I’d choose Raphael, a fast offense character with some unique abilities. It can be played with up to four players cooperatively, and the turtles are designed around that idea. Players choose a turtle and jump into a roguelite run where they have to clear room after room of enemies, gaining power-ups and currency along the way. The game itself will look familiar to fans of the genre. That’s another area where the team invokes Hades and its similar approach to storytelling. The team refers to the story as an “evolving narrative,” as more pieces of the mystery are layered in between runs regardless of whether or not players are successful. In the story, Splinter goes missing and it’s up to the brothers to find him. Splintered Fate has a strong narrative focus, with a story co-written with Tom Waltz, one of the writers behind the series’ IDW comics. That starts with the use of the Turtles IP. Developers on hand at the press event also cited games like Returnal and Dead Cells as touchstones for the project.ĭespite the inspirations, Super Evil Megacorp wanted to make sure its game was adding to the genre rather than borrowing from it. The developers at Super Evil Megacorp weren’t shy about that comparison, noting that Hades was a direct inspiration for the title. Splintered Fate has a very similar tilted top-down perspective as that game, has a similarly colorful art style, and even drops into momentary slow motion when the last enemy in a room is killed. ‘Teenage Mutant Ninja Turtles: Mutants in Manhattan’ launch trailer highlights combatĪfter rumors, the new Teenage Mutant Ninja Turtle game officially revealedĪt first glance, the comparisons to Hades are unmistakable. That makes for something that feels like a logical evolution of the turtles’ gaming careers, as well as a step forward for the roguelite genre.Ĭlassic Ninja Turtles beat ’em ups are coming to consoles It’s still an action game that supports four-player co-op, and there’s certainly no shortage of robots and ninjas to beat up. ![]() It’s an entirely different approach for the franchise, but one that feels spiritually linked to its rich gaming history. The Apple Arcade exclusive mobile title, which surprise-launched today, puts the turtles in a top-down roguelite that draws inspiration from Hades. Developer Super Evil Megacorp is changing that trend, though, with its latest game, Teenage Mutant Ninja Turtles: Splintered Fate. Even when developers take a new stab at the IP, we tend to see the turtles in 2D side-scrolling action that calls back to retro classics like Turtles in Time - just look at last year’s Shredder’s Revenge. Since the arcade days, the Teenage Mutant Ninja Turtles have been synonymous with one video game genre: beat-em-ups.
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