Teenage Mutant Ninja Turtles |
Xbox |
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Review by Dan Loosen |
Vivendi |
Fighting |
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Graphics: 10 |
Sound: 4 |
Gameplay: 8 |
Overall: 8 |
I've been thinking about doing this for a while with some
of the games I've been playing lately on my Xbox. First up, the first
Teenage Mutant Ninja Turtles game that I bought last night. Beat 'em ups have always been my favorite type of game. I keep a Genesis around to play Maximum Carnage and TMNT: Hyperstone Heist. I play TMNT IV for my SNES regularly. TMNT II, TMNT III and Battletoads are probably my most played NES games. I adore beat 'em ups, and the classic Turtle games are some of my favorites. That's why I'm both happy with and disappointed with the new TMNT game at the same time. It's the same type of game as the old school beat 'em ups -- you run around, beating up hordes of the same-looking bad guys as you make your way to the guy at the end. TMNT does some things right, but I want to talk about some of the things that it does wrong first. In old school beat 'em ups, one of the greatest things was that the hordes of enemies would come running in from off screen to start beating you up. In this game, the hordes of enemies appear from thin air and sit there waiting for you to go attack them. Secondly, the radar. Half of the time, you can't see the enemies coming unless you watch the radar. While this allows you to get ready to hit the enemies, it isn't the same. And the moves... what in the world? The jump kick was a very, very important part of the games as it gave you at least two and usually three (or in Maximum Carnage, four) different ways to beat them up. There was the regular attack, jump kick, special attack and (in MC) the web grab / single enemy attack. By removing the jump kick, we're left with two attacks that are generally the same thing -- regular and special. The game tried to make up by adding throwing stars, but it just doesn't work out because they are too easy. I met the first enemy and ran across the screen so he was off screen and threw the stars at him (while he stood there waiting for me to get closer) until he died. The strategy of the game is totally off because of this, and it just doesn't have the same action. Along with this, the special moves aren't as funky and strange as they used to be and they also aren't as functional as the old ones were. In the older games, you would do a special move, lose a little life and buy yourself some time. This was a huge strategy point as you could clear away the enemies if you felt that they were going to beat you up. Before you start against the foot clan, you have a ton of enemies that all look the same. This was fine with the other Turtles games because they were all Foot Clan members and that was how it was supposed to be. But when you're beating up punk kids, it doesn't make sense that they all look identical. Hell, in Maximum Carnage, they simply changed the colors for the bad guys and it created enough of a difference that you didn't feel like you were beating up identical bad guys. How could a game that is on the Xbox, with a TON of storage space, not even care enough to change the color of the bad guys clothes? Some other small gripes:
With all that said, I don't hate the game. In fact, I rather like it.
Konami did a good job of turning the game into a 3D world, and the graphics
are absolutely perfect for the style of game that it is. Never before has a
Turtles world looked so darn good. |