Hands-on: Teenage Mutant Ninja Turtles: Smash-Up
Since it was first revealed that members of the Super Smash Bros. Brawl team were crafting Ubisoft's new TMNT brawler, the expectation has been that it will be a total SSBB play-alike. From our time with it at last week's UbiNintendo day, we can confirm that there are similarities, but, if anything, it's more like "SSBB lite."
The four-player, multi-tiered arena aspect is there, for sure, but the complexity of the controls (and, with it, the number of moves and weapon pick-ups) has been dialed back a few clicks. At the same time, the pacing and presentation has been turned up, making for an extremely frantic experience.
The four-player, multi-tiered arena aspect is there, for sure, but the complexity of the controls (and, with it, the number of moves and weapon pick-ups) has been dialed back a few clicks. At the same time, the pacing and presentation has been turned up, making for an extremely frantic experience.
Gallery: TMNT: Smash Up (Wii)
The version of the game we played contained only a handful of characters and a portion of the stages planned for the final release. We played as the ninja brothers -- Leonardo, Donatello, Raphael and Michelangelo -- along with Master Splinter, Shredder and April O'Neil. (Casey Jones wasn't in this build, causing our inner vigilantes to become quite displeased.)
Since each character already wields his or her own weapon from the start of a match, and moves at a rate befitting of their size (Shredder is slower than April, for instance), it was easy after a few rounds to decide on a favorite. Everyone is subject to the same controls; holding B blocks (we were playing with the Wiimote turned sideways), A is for using ninja powers -- throwing knives, fire, electricity -- once you've picked them up, while 1 and 2 perform basic and strong attacks. If you're dizzied, rocking the Wiimote makes your character come to their senses.
We have to admit: the first few matches we played were utter chaos. No one knew what was going on, the screen was filled with flashy effects and ithe game devolved into a pure button-mashing festival. It was admittedly a little off-putting. But as we played with different characters on various stags -- a city rooftop, the sewers, the jungle, the dojo, a high-tech base -- the pace started getting a little more even and we actually began to employ some strategy.
On the rooftop, for example, players can be thrown into neon signs and be electrocuted. You can either use the throw move and take advantage of this, or destroy the signs so that you don't receive a jolt. In the jungle and sewer stages, platforms hang by cables and rope, existing primarily as safe spots to prevent a giant crocodile (not Leatherhead) from eating you. Here, we developed a strategy of knocking our opponents to the floor (or cutting the platform's support, thus sending it crashing to the ground) just as the "caution! crocodile imminent" indicator flashed on-screen.
To help players maintain a bead on their character, the developer has wisely decided to include a "glowing aura" option. Basically, with it turned on, your character is outlined in the color of your choice at all times. It's very handy, at least while you're leaning on the ropes.
We can see TMNT Smash-Up providing hours of fun as a party game (its producer says the team has drawn a lot of inspiration from the classic "party fighter" Power Stone 2), but unless there are some major gameplay mechanics yet to be put in place, it's not going to be a substitute for Smash Bros. Still, it's feeling like the game has what it'll take to get both fans and non-fans to shell out the asking price when it hits September 22.
Since each character already wields his or her own weapon from the start of a match, and moves at a rate befitting of their size (Shredder is slower than April, for instance), it was easy after a few rounds to decide on a favorite. Everyone is subject to the same controls; holding B blocks (we were playing with the Wiimote turned sideways), A is for using ninja powers -- throwing knives, fire, electricity -- once you've picked them up, while 1 and 2 perform basic and strong attacks. If you're dizzied, rocking the Wiimote makes your character come to their senses.
We have to admit: the first few matches we played were utter chaos. No one knew what was going on, the screen was filled with flashy effects and ithe game devolved into a pure button-mashing festival. It was admittedly a little off-putting. But as we played with different characters on various stags -- a city rooftop, the sewers, the jungle, the dojo, a high-tech base -- the pace started getting a little more even and we actually began to employ some strategy.
On the rooftop, for example, players can be thrown into neon signs and be electrocuted. You can either use the throw move and take advantage of this, or destroy the signs so that you don't receive a jolt. In the jungle and sewer stages, platforms hang by cables and rope, existing primarily as safe spots to prevent a giant crocodile (not Leatherhead) from eating you. Here, we developed a strategy of knocking our opponents to the floor (or cutting the platform's support, thus sending it crashing to the ground) just as the "caution! crocodile imminent" indicator flashed on-screen.
To help players maintain a bead on their character, the developer has wisely decided to include a "glowing aura" option. Basically, with it turned on, your character is outlined in the color of your choice at all times. It's very handy, at least while you're leaning on the ropes.
We can see TMNT Smash-Up providing hours of fun as a party game (its producer says the team has drawn a lot of inspiration from the classic "party fighter" Power Stone 2), but unless there are some major gameplay mechanics yet to be put in place, it's not going to be a substitute for Smash Bros. Still, it's feeling like the game has what it'll take to get both fans and non-fans to shell out the asking price when it hits September 22.















Reader Comments (Page 1 of 1)
deaftly @ Jul 7th 2009 4:52PM
Is that April wearing a thong in the first pic?
Markez @ Jul 7th 2009 5:01PM
If that's a thong in the 1st pic, then she's topless in the 2nd. Turtle power?
mocax @ Jul 7th 2009 10:15PM
it's just a wedgie....
CTC XBL-supapaypamawio PSN-ctclaw @ Jul 7th 2009 4:52PM
"but the complexity of the controls (and, with it, the number of moves and weapon pick-ups) has been dialed back a few clicks"
Has anyone here ever thought that SSB had complex controls? I can't think of a fighter with easier controls.
crispy4001 @ Jul 7th 2009 5:17PM
Not only that, but I've heard the exact opposite about the number of moves. Someone on Smashboards who played it at E3 commented that there's B-Smashes and B-tilts now. And there's also grab reversals, wall attacks, combo variants, etc.
Maybe they would have discovered that if they weren't playing on Wiimotes... Or maybe not.
Mr Khan @ Jul 7th 2009 5:49PM
Plus there's apparently 8-way directional attacks in this, up from Smash Bros's 4.
rowd149 @ Jul 7th 2009 8:11PM
SSB's *combos* have never been deep, but the controls are just as deep as any other game.
cylet @ Jul 7th 2009 4:53PM
i loved powerstone 2
6_h!t-combo @ Jul 7th 2009 5:08PM
Its a damn shame that the Power Stone series wasnt as well recieved as it shoulda been. If Capcom re-released it on PSN/XBLA with online multiplayer, id go nuts.
tmmoore_nc @ Jul 7th 2009 5:04PM
I really want this game to have the 1980's style costumes. If it did that, I'm pretty sure I'd buy 20 copies...or 1. Depends on the mood I'm in then.
Snowblind @ Jul 7th 2009 5:12PM
They have said characters will have multiple costumes, I'm fairly sure at least a few of them will be throw backs to the old show. April's rain coat, for example, HAS to be included, assuming at least one person on the development team has half a brain.
Stix Remix @ Jul 7th 2009 5:14PM
What will make or break this game will be the character list.
crispy4001 @ Jul 7th 2009 5:24PM
I disagree - what'll make or break this game is if it's fun or not.
The bigger question I think is if it'll correct some of Brawl's shortcomings (the online for starters), and if the new twists (health bars, less projectiles, more combo oriented, etc) were good choices to make.
Stix Remix @ Jul 7th 2009 5:32PM
Yes, but if the characters included are linked to one's enjoyment of the game, it's hard to say the character list won't affect people's opinion of the game.
With an iconic series, I know I will be disappointed moreso with a lack of certain characters than with a lack of an extremely polished combat system. I could put up with a somewhat lackluster game, if it included a lot of fan favorite characters and a thick supporting cast. I don't think I'd care much for an excellent fighting game with characters I couldn't care for or with certain persons missing.
crispy4001 @ Jul 7th 2009 5:46PM
Suppose it's a matter of different expectations then. The characters are what drew me into playing Smash in the first place on the 64, but it's not what I stayed for in the next two installments.
If you say that the enjoyment of a fighting game is so closely tied to the characters and not the gameplay, what's that supposed to imply about fighting games like Blaze Blue with completely new rosters?
Since they are using a license I think it's Ubisoft's best interest to throw in tons of TMNT fanservice. The license by itself just isn't enough for me personally. Even if I was a huge-TMNT fan (I was 15 years ago), I'd ultimately spend more time with the game if there's a solid game underneath worth spending lots of time with.
aReEeNeN @ Jul 7th 2009 5:21PM
Maybe I'm alone on this one, but I still play Brawl quite frequently with friends. Even though I grew up on the Ninja Turtles, I just can't see this pulling me away from Smash. Again, I might be an exception to the rule, maybe the majority of people are already bored with SSBB and are looking for something new. For me, Melee was played throughout the GCN lifespan into Wii, up until the release of SSBB, so Brawl isn't going to be replaced anytime soon.
crispy4001 @ Jul 7th 2009 5:34PM
For me, it's not a matter of being bored of Brawl so much as it is wanting something a little tighter and polished.
I played tons of Melee, and sunk in some good time into Brawl too, but the latter just hasn't been able to hold my attention as well as the former. If Melee was online, I'd never go back to Brawl.
That said, I'm open to change. I don't expect or even want Melee from Smash Up. Just want a good 2d arena fighter that'll bring something unique to the table, and hopefully that remedies some of Brawl's faults (tripping, poorly balanced, bad netcode, no matchmaking options, shallow compared to Melee, etc).
Mr Khan @ Jul 7th 2009 5:54PM
Huh, i thought Brawl was well-balanced. The only characters that came close to broken were Pit and Meta Knight, and they were balanced by the fact that they didn't have any really good "launching" attacks. They could rack up the damage, but they weren't that good at finishing the job.
crispy4001 @ Jul 7th 2009 6:19PM
Once you've come to terms with Metaknight's kill moves, he's beastly. Enough so that in the right hands, 70% of the roster has a huge disadvantage. (at least in no-items matches)
Granted, Melee wasn't perfect either. But Brawl's good characters seem to be that much in respect to most others, and it's worst are even harder to manage with (Ganondorf in particular).
Mr Khan @ Jul 7th 2009 6:22PM
Oh, i see. I always play with all items on Very High, so my tactics are adapted for a vastly different experience
mercy @ Jul 7th 2009 6:23PM
@crispy Google Brawl+, it's a community patch(so to speak) that fixes most of the nagging issues people have with Brawl, except of course the gimped online.
Jacksons @ Jul 7th 2009 5:51PM
Huh. And here I thought there couldn't possibly be a more simplistic fighter than Smash Bros.
Mr Khan @ Jul 7th 2009 5:58PM
From what i've seen, there's more. Like CTC said up there, there's now 8-way directional attacks, for both A and B buttons, i think.
Not sure about what else there is, or isn't, but there's definitely that over Smash Bros.
The issue about characters has me somewhat worried, since they're already starting to include Rabbids in the lineup (2 of 'em so far, normal and Splinter-Cell Rabbid). Having the Utrominator in there makes me hope that they are going to dig pretty deep, and we haven't even seen Karai yet, so they do have a ways to go.
NOT ME @ Jul 7th 2009 6:31PM
why in this current generation of tmnt do they insist on making them look like frogs in the 80s they looked alot tougher. they look like puny frogs now turtles arent skinny an lanky this started with the movie
Dopple Boppler @ Jul 7th 2009 7:21PM
I'm not entirely sold on this (more simple than Smash Bros? wut) but I'm definitely keeping my eyes on it; I guess at this point it really all depends on what other characters they're including, Baxter Stockman and Usagi Yojimbo being my most wanted.
mechevar21 @ Jul 8th 2009 9:55AM
Yeah...I think this game is about 20 years to late. The game sounds like it is taking its cue from all the best (SSB, Power Stone, etc.) but it just doesn't sound that exciting.
I'll eat my words once I see gameplay footage with Usagi Yojimbo.
TrumpetDan @ Jul 8th 2009 7:00PM
I'd be more inclined to pick this game up if Ubisoft decided to include a few of those great B and C-list TMNT characters like Mondo Gecko, Ray Fillet, Wingnut, Dreadmon, Jagwar, etc.
John @ Jul 8th 2009 9:24PM
Well, given that Smash Brother Brawl was utterly atrocious in comparison to Melee, I welcome a frantic fighter that's not slowed down and padded so as not to offend newcomers.
GohanGVO @ Jul 12th 2009 2:41PM
It looks like Power Stone trapped within Smash Bros. shell. Not sure how I feel about that.