We’ve been talking all week about the turtles’ return to game form and the specifics of Red Fly Studio’s plan to unchain your inner turtle. Teenage Mutant Ninja Turtles: Out of the Shadows is trying to do a lot of interesting things. It’s attempting to merge the original spirit of the fiction with the appeal and accessibility of the new animated series. It’s injecting personality into the titular characters, not just in their dialogue, but their combat styles and mannerisms. It’s building a fighting scheme that’s trying to marry fast and fluid with balance and intuition and imbue elements of control and variety more closely at home in a fighting game than a brawler. It’s attempting to do all of this, but at the end of the day, it’s still a game – so let’s talk about gamification.
If Out of the Shadows excels anywhere, it’s in going the extra mile to incorporate all those little pieces of Turtles fiction that really drives home the experience. The game’s main menu structure, which could have been a series of colored rectangles: Campaign, Mission, Extras – has been smartly incorporated into the turtles’ interactive underground headquarters. You’ll roam the halls and visit the many facilities, each one with a unique purpose, as Frechette explains.
“I wanted to take the balance of Arkham Asylum, you know – when to attack, when to counter, that balance – and add in more of a fighting game element,” says Chris Frechette, Lead Designer of Red Fly Studio’s upcoming Teenage Mutant Ninja Turtles: Out of the Shadows. He wants to bring more control and variety to the scheme, as he says, “Recognizable combos and special attacks so you feel like, ‘I just did that,’ and it’s not just a random attack.” Frechette has been guiding us through his action brawler, intent on recreating the fast and fluid teamwork-centric combat that’s the cornerstone of Turtles fiction.
When it comes to three-dimensional fighting schemes, it’s hard not to consider Arkham Asylum’s one of the greatest of the generation. It’s easy to pick up and play, empowering when employed against the mobs of thugs and street-trash that attack from all sides, and it’s extremely difficult – and rewarding – to master. But Frechette isn’t content to just repurpose what’s been done. As he walks us through what to expect when Out of the Shadows arrives, it’s clear he’s aiming for a whole new level of combat.
In our last look at Teenage Mutant Ninja Turtles: Out of the Shadows we learned how Red Fly Studio plans to bring thirty years of TMNT fans together. That’s no simple task. The TMNT name has been scattered to the wind since shortly after its inception, divided among the many incarnations of the fiction, each with their own differences. There are fans of the comics, fans of the movies and fans of the many animated shows. There’s no right way to appreciate the Turtles, it would seem. But as XBLAFans delved further into the game, guided by Lead Designer Chris Frechette and his passion for Out of the Shadows, we discovered the unifying appeal might be the differences in the turtles themselves.
If there is one universal truth that pumps through the heart of every Turtles fan past, present or future, it would seem to be this: everyone’s got a favorite. The dynamic personalities of each turtle are anchor points to latch onto, letting you identify with a personality that mirrors your own. Individually they hold their own strengths and weaknesses, but together they rely on one another to form a fighting force. Whether you’re the intelligent one, the honorable one, the funny one or the tough one, you’re represented in the diversity of the heroes in a half-shell. It’s a powerful sentiment that Red Fly Studio aims to leverage in its forthcoming title.
“One thing we wanted to do was not only have their personalities represented in their bodies and their facial animations, but blend that into combat in a way that hasn’t been done before,” Frechette says. He’s loaded up the Shadowboxing mode in Out of the Shadows, where players will be able to get a feel for a turtle and his unique combat style. Unlike earlier games in the Turtles saga, Out of the Shadows will incorporate separate fighting disciplines for each turtle, bringing their personalities to life during combat, not just when they’re cracking wise and talking trash.
“I was a huge fan as a kid. I had the toys, watched the movies, memorized the soundtracks,” says Chris Frechette of Red Fly Studio, Lead Designer on the next chapter of the Turtles’ (TMNT) tale. He’s seated at the other end of a small demo room littered with consoles, peripherals and colorful cushions. To his right sits Shaun Norton, Public Relations Director at Sandbox Strategies, who invited XBLAFans to tour the forthcoming Teenage Mutant Ninja Turtles: Out of the Shadows from Sandbox’s West Coast office, tucked away in an unassuming San Francisco backstreet.
Everyone in the room is a professed Turtles fan – it’s a safe place. We reminisce about TMNT: the films, the comics, the action figures and the animated series. We chat while the big-screen TV loops a placeholder Turtles tune from the ‘90s, fueling the nostalgia-laced conversation. It’s here that we discuss why the has-been franchise is ready for another run, and why Out of the Shadows is more than just a license – it’s fate.
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In collaboration with Nickelodeon, Activision will bring Teenage Mutant Ninja Turtles: Out of the Shadows to XBLA this summer. Out of the Shadows, …
Tony Hawk’s Pro Skater HD is a bit of a mixed bag. For the casual player it provides nostalgia with enhanced visuals. The bugs seem minor. For the hardcore it leaves feelings of imprecision in control, and the in-game glitches become like a giant white headed pimple–no matter how much you try to look away it steals your focus. The community and media at large are torn on whether the game is amazing or abysmal. The Revert Pack DLC is more of the same. In the end it comes down to whether you enjoy the core game or hate it. That being said, let’s keep this short and not beat around the bush.
Here’s what we liked:
More to love – For fans of the game the Revert Pack is a must buy. The three greatest levels from Pro Skater 3 (Canada, L.A., and Airport) along with one new music track, Metallica’s “All Nightmare Long”. Also included are four new skaters: pros Steve Caballero and Geoff Rawley and Metallica members James Hetfield and Robert Trujillo. The four new skaters provide decent balance in the game’s starting selection, and the levels are faithfully recreated. The Metallica track is, well, Metallica. You’ll either love it or hate it.
With the new Revert Pack (aka Pro Skater 3 pack) looming only days away, Tony Hawk’s Pro Skater HD developer Robomodo has released a title update which reportedly adds …
After multiple setbacks, Tony Hawk fans will be able to finally get their mitts on the Revert Pack downloadable content. Launching December 4 for 400 MSP, the pack includes three levels from Tony Hawk’s Pro Skater 3: Airport, LA and Canada. When playing each of these levels players will be able to perform a revert to keep their combos going a bit longer. Also included are professional skaters Steve Caballero and Geoff Rawley, plus newly announced Metallica band members James Hetfield (seen above) and Robert Trujillo (after the jump).
Now that the Revert Pack has an official date, we can’t help but look back to our recent poll about what levels should be included in future DLC. College and Kona were clear winners from Pro Skater 4, so as long as we’re on that note we’re hoping Jango Fett will be included, too. What levels and skaters (be the professional or guest) are you still waiting for?