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Taunting enemies is a hilariously audacious way to build a full special bar. The second, and lesser-known way, is to taunt. Firstly, the more damage you do without taking damage, the more the bar builds.
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It puts the onus on the player to succeed and negates moments taking tawdry damage or the frustrating unavoidable deaths that are present in other beat-em-ups of this nature. These combined functions give you a real sense of skill and reward whilst still walking the line between masterful combat and arcade-style button mashing. The dash is joined by a variety of skills at the players' disposal including aerial attacks, charge attacks and a special meter that, once full, allows players to use an AOE special which is exceptionally useful for getting you out of tight spots in the face of overwhelming enemy presence. The dash feels tight and responsive, with successful dashes giving you some of the more satisfying moments in the game. Players can freely dash to avoid enemy attacks and environmental hazards. From there on out the game is nothing but classic beat-em-up action with a few tweaks thrown in to make gameplay more accessible to the modern audience. The Channel 6 news station is now crawling with Shredder's henchmen so naturally, that's where the game begins. They have stolen the Statue of Liberty and plan to “give it a makeover”. During a routine Channel 6 News broadcast, the show is rudely interrupted by Shredder and his gang of thugs. The game opens with a cutscene setting the stage for the simple yet authentic plot. Whilst their effects on gameplay are minimal they are enough to make playing different characters feel fresh. Each character carries a different weapon and has different stats range, speed and power. Leonardo, Raphael, Donatello and Michelangelo are joined by April O'Neil and Splinter as the starting roster with Casey Jones joining the gang once you complete the game. Shredder's Revenge has six characters to choose from and one further unlockable character.
Teenage mutant ninja turtles pc game 2014 free#
Breaking free of the limitations of old brings us a fuller, deeper and more compelling soundtrack whilst still evoking the necessary feeling of playing the game in an arcade in the early 90s. The soundtrack feels like the natural evolution from where the excellent Turtles in Time left off. From the combat to the specials, to the environments themselves, the art direction is jam-packed with delightful nostalgia right down to the last pixel. The presentation is a sight to behold, with charming pixel animation and bright and vibrant colours which pop out of the screen. Not just the games, but the legendary cartoon, as well as bringing back the original cast of voice actors to reprise their roles for the game. From the moment the game flashes onto your screen, it is clear to see the developers have taken great care in preserving the aesthetics of the classics.
Teenage mutant ninja turtles pc game 2014 tv#
The high-pitched hum from the CRT TV is missing and unravelling the wire wrapped around the controller is a thing of the past, yet that's where the lack of 90's charm ends. Loading up TMNT: Shredder's Revenge on the PlayStation 5 doesn't quite have the same feeling as crunching the cartridge into its seating and snapping the chunky power switch up to turn on your SNES. A love letter to the immensely popular Turtles arcade beat ‘em up's of the 90s and the fan favourite Turtles in Time on the SNES. Their latest attempt? TMNT: Shredder's Revenge. This momentous challenge doesn't stop indie developers from giving it a shot though and one such developer is Tribute Games who, as the name suggests, look to pay tribute to games of eras gone by. Whilst the games themselves are reasonably straightforward to create, at least by today's standards, one thing that is extremely difficult to reproduce is the feeling of nostalgia. Just a handful of those that try actually succeed at replicating the majesty of retro classics, and for good reason. But what was once the norm for video game creators has become more like capturing lightning in a bottle for modern-day developers. They were fast, they were fun and little did we know at the time they would leave an imprint on us that would carry across decades. Games back then were no longer than a few hours in length, realism was out of the question and blockbuster narratives were still exclusive to movies. Whilst the modern world has video game developers worrying about haptic feedback, procedural generation and creating 100-hour epics, developers of the 90s needed only worry about the basic concept of enjoyment.