TMNT Review: Shredder’s Revenge: Lean, Green, Mean and Widescreen –

TMNT Review: Shredder's Revenge: Lean, Green, Mean and Widescreen

Side-scrolling fighters haven’t made the smoothest transition to the current day. They don’t hold up as well outside of the arcade realm, as their difficulty and short, repetitive gameplay loops aren’t as well tuned for the home console experience. Dotemu and Tribute Games have been developing and modernizing nostalgia-driven titles for some time, which naturally culminated in a collaboration to reimagine one of the most beloved arcade games, Teenage Mutant Ninja Turtles. TMNT: Shredder’s Revengethe product of that partnership, it’s a wonderful contemporary fighter that puts those two studios’ skills to good use, even if it doesn’t push the Teenage Mutant Ninja Turtles as far out of their shells as it might have.

Shredder’s Revenge It’s only marginally limited by its adherence to nostalgia, but it mainly excels at taking the familiar qualities of those old fighters and modifying them to better bring them in line with today’s standards. His visual presentation is the most obvious example, as he uses a pixel art style, but he does it superbly. The game’s color palette is much more vibrant than before and packed with more objects and structures, but it doesn’t lose its retro charm. Obviously, the characters and environments don’t push the technical limits, but the game is able to stand out from its indie peers due to the high quality of the pixel art.

Most of this quality comes from its fantastic animation that tries to do more than capture the styles it’s inspired by. Attacks and movement are generally pretty smooth overall, however the smallest details show the extra care put into each frame. Members of the Foot Clan not only shake when stuck, which is useful for providing feedback and selling impact, but they also wince in a cartoonish way, sometimes clutching their stomachs before going airborne. The Turtles are the same way, they have their own exaggerated facial expressions as the Foot Clan beats them up; the opposite is shown when two characters gleefully high-five each other with huge grins. The Casey Jones attacks are the most notable, as almost all of them are inventive sports references that outwardly show the diligence and respect that goes into every aspect.

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The taunts and specials are just as detailed and even better when played slowly, as if to highlight complexities that are easy to miss amidst the chaos. Donatello’s panicked expression after playing his Game Boy-like handheld in the middle of the fight and reviving a fallen squad member by dangling a slice of cheese pizza in front of them are two of the best examples of his charming animation. and they are great every time. . Shredder’s RevengeThe zoom-out view meant that your animation had to be capable enough to be noticeable and readable from a distance, and Tribute and Dotemu more than met that challenge.

The fantastic animation works in conjunction with the other visual flourishes to make the levels more lively. The Foot Clan ninjas often hang out in the background before jumping into the fight, and usually do more than just fly off-screen. While there are great examples later on, like the ninjas acting as carnival employees, the first stint on the TV station is the best as they often playfully engage in a cooking or fitness show before being interrupted. by the heroes in a medium. -shell. Finding ways to creatively spawn enemies helps prevent gridlock because it’s able to give each level its own goofy personality that matches the series, something further enhanced by its energetic soundtrack full of pop, rap, and instrumentals to match. to its general environment. and fast pace.

TMNT Review: Shredder's Revenge: Lean, Green, Mean and Widescreen

Hazards may also differ from level to level, but the game’s slick controls are a constant. Even Shredder’s RevengeBasic attacks are more satisfying as they self-correct and slide towards enemies only slightly if players are directly above or below their target, which reduces tedious aiming and annoying smells, but also has its drawbacks. own set of moves and special abilities. There are dash, slide, dash, air, and charge attacks, as well as an up and down dive kick, a grab, and a meter-based special, all of which have their uses. The cycle between all of them not only more or less keeps repetition, a deficiency the genre is most susceptible to, at bay, but it’s also more efficient at turning things around.

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Shredder’s Revenge It has an impressive variety of enemies and some are more vulnerable to certain attacks, and it’s up to the players to analyze what works best in a given situation. Shielded enemies are easy to pick up, while those with weapons generally die quickly after a divekick bonk and figuring out when to use which attack adds a welcome bit of strategy. The new defensive roll (which has a generous amount of invulnerability) is also an incredibly thoughtful addition that complements the expanded offensive arsenal and makes the cast more agile and less rigid to control. Mashing can work on lower difficulties or its wonderful co-op, making it accessible to casual players, but the increased utility adds more nuance and a higher skill ceiling to satisfy those who want a little more. Although the fights are more about choosing the right attack at the right time, the extra combo chains or juggling possibilities could have added even more depth and player expression and elevated the combat to another level.

Shredder’s Revenge usually moves forward, but doesn’t forget to look back at that influential arcade game from 1989 plus others turtles toys and media. It borrows its enemies and environmental hazards and has more than a few visual nods to that Konami game (including throwing enemies at the camera), and even upgrades or augments them where appropriate. For example, by virtue of not trying to squeeze coins out of players, incoming obstacles warn players first. This approach means that Shredder’s Revenge it’s able to tap into the familiar bits of that old game without mentioning them just to provide predictable fan service.

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TMNT Review: Shredder's Revenge: Lean, Green, Mean and Widescreen

However, while Shredder’s Revenge improves that game, it doesn’t go much further than that. Characters have different stats, but, with only a few exceptions, many have similar specials and all have the same attacks. Its solid core mechanics and natural multiplayer trappings already make it worth running multiple times, but it does have a selection of more unique characters, such as streets of rage 4The Tanky Floyd and agile Cherry would add even more replayability. There are also no new level types or novel takes on the beat ’em up formula, as you just alternate between on-foot and stingy missions. Lovingly modernizing an arcade hit like this is remarkable, but it’s disappointing that it doesn’t aim a little higher.

TMNT: Shredder’s Revenge it still hits that slightly scaled-down goal quite well because it’s able to effectively channel its nostalgia and become more than just a shallow remix leaning solely on fanservice. It is the antithesis of the forgotten of 2009 TMNT: Turtles in Time Re-Shelleda game that just put new paint on the old Party Wagon and couldn’t fix its rusty engine. Shredder’s RevengeThe new pixelated paint job is vivid and vivid and its engine is deeper and more streamlined, meaning this upgraded Party Wagon is in the best shape it’s ever been.

SCORE: 8/10

As ComingSoon’s review policy explains, a score of 8 equals “Excellent.” While there are some minor issues, this score means that the art is successful in its goal and leaves a memorable impact.

Disclosure: The publisher provided a copy of the PlayStation 4 for our Teenage Mutant Ninja Turtles: Shredder’s Revenge Review revision. Revised in version 1.01 and 1.02.