>4 player co-op >everyone has different normals with varying speed, AoE, and damage >Attack right after pressing jump to rising upper for juggle combos >dodge system that rewards precise timing on both the beginning and end of the dodge >level and equipment system that adds endless replayability to the online >Missions in each level's overworld are dynamically generated based on your team's current score and time >If your score and time are good enough at the boss a secret boss will join the fight >Raph finally isn't shit in a TMNT game This game is fucking awesome and if you disagree you're wrong.
Don't play the single-player.
Juan Fisher
>level and equipment system that adds endless replayability to the online But those are just passive upgrades. >Missions in each level's overworld are dynamically generated based on your team's current score and time They're just selected from a list of a few pre-defined missions like "kill or enemies" or "defuse the bombs", with the difficulty adjusted based on your team score. >Raph finally isn't shit in a TMNT game I wanted to believe this, but after playing him, I must disagree. His range is still shit and his dps isn't any better than everyone else's. Also his unique skill - stealth mode - is kinda meh, and has ridiculously long cooldown for some reason.
Ian Brooks
>There has not been a good TMNT game since Turtles in Time over 20 years ago
Of course Platinum shits out another Korra-tier piece of garbage, when can a competent dev finally break the curse?
William Martinez
>equipment is passive Yes, that's how equipment works in literally every game. >they're just preselected Yes, from a fucking massive list with randomized locations and many different difficulties. Tell me there's no variety when you've gone from splitting up to chase down robbers to trying to defuse a bomb that's on an active metro track.
Each stage has its own pool of missions. I will grant that certain levels are way less fun than others (see: Rocksteady). I can understand why you might think there's little variety from only playing Bebop once or twice.
>Raph's DPS isn't any better than anyone else's What game are you playing? Besides having the best strong-strong-strong string in the game, the best single-target juggling, and massive lunges on a ton of his strings, his unique skills (stealth and turbo) multiply his DPS and let him one-shot tough enemies
Matthew Long
...
Landon Ross
>playing raph in Turtle in Time Strike 1 >doing so shit that you're about to die in a game that can be beaten on hard in 8 minutes Strike 2 >Hurr durr P* bad korra activision b-team And strike 3, you're retarded!
Alexander Rivera
Fuck off Kamiya
Go back to work on Scalebound
Thomas Perez
>playing raph in Turtle in Time >Strike 1
Literally the best character
Jacob Garcia
i hate that fucking game so goddamn much
>finally get farther than i ever have >the game bugs and won't let me leave one of those warehouse rooms
Kayden Anderson
>Yes, that's how equipment works in literally every game. Except, you know, the times when "equipment" is more than just a passive charm, and using a different weapon can change the entire playstyle. >a fucking massive list with randomized locations There's like five different mission types in the whole game, and the levels with randomized rooms just have the very same handful of them just in a different order. >his unique skills (stealth and turbo) multiply his DPS and let him one-shot tough enemies He has turbo pre-equipped in the loadout the first time you start playing, but I think it's not unique to Raph. And the tough enemies in particular can't be one shot with takedowns.
Cameron Sanders
legit best game i've played in years SO MUCH FUN I've beat a few stages on hard (can't wait for very hard) but yeah, single players SUCKS the ai is too stupid and you have to switch turtles luckily Left is Leo, Right is Raph, Down is Don, and Up is... well Mikey.
the fact that dodge isn't just one solid committed action and you can hold it down to decide when to release is my favorite thing. I thought it was going to be "lol easy mode dark souls" but it literally just makes for more timings. Sure, you can avoid things easier than in games like ds but you won't do shit for damage if you suck.
Grayson Thomas
>There's like five different mission types in the whole game, and the levels with randomized rooms just have the very same handful of them just in a different order. >strong enemies can't be beat with takedowns Oops, you just revealed that you didn't play the game past stage 1
Dominic Foster
I'm afraid YOU just revealed that YOU didn't play the game past stage 1 if you seriously think that the parts you've quoted are not true.
Colton Nelson
>I want to use a different weapon >in a TMNT game become an hero
Owen Sullivan
Not saying that the turtles should just ditch their signature weapons, but if you're thinking it's an excuse for the lack of gameplay options in this or any other game, you should just follow your own advice.
Juan Hall
yeah every stage has a couple new missions and rotates some "old" ones as well. I mean yes, technically "defeat all enemies" is the same even if the enemy types change.
Landon Roberts
>I'm not saying the turtles should switch weapons, but it's unacceptable that they can't switch weapons
Camden Sanchez
>let's remove the single most defining features of (current) TMNT lore (aside from colored masks)
Really though I wouldn't have had a problem with different weapons and what not. Obviously I think the turtles should only have their base unlocked at the start and maybe there could be an ult form of each weapon that only the specific turtle could use. That might be cool. Then a whole mess of other weapons with varying stats.
Robert Long
that's great but i have the same issue with this that i do with all platinum licensed games and that is it is TOO FUCKING SHORT
give them an extra six months to make the campaigns like twice as long on these fucking licensed titles and it could be great, but no, all the effort of perfecting its visual style and combat system is completely wasted because they have no time left to give the actual game substance
Jack Cook
>too short Like all P* games, it's meant to be played through multiple times.
If anything this game has way more replayability thanks to co op and loot tables
Brody Garcia
bayo1 and 2 are capable of being replayable without also being like 3-4 hours long. the reason these licensed games are so short is because i guess they are now devs known for making very short pen-to-paper-to-product turnover.
Korra and TF were the same thing. decent games crippled by stupidly short campaigns. each game needed like another six months and it could have been something truly incredible
Jack Martin
>bayo1 and 2 Had ten times the budget and cost 10-30 dollars more
Chase Harris
>ten times the budget Proof?
Jason Myers
Are you retarded?
The dev cycle was three times as long, the team was several times larger, and there was a ton of marketing.
Activision is paying for a small team and around 6-8 months of development for budget releases
Michael Evans
>Don't play the single-player. it wants the overwatch audience
Eli Hall
Raph is literally the best character in Turtles In Time.
Are you stupid?
Kayden Price
>but muh small budget i don't give a shit, don't even bother making games if you can't make it good don't tell me anyone working on this was unable to see that it was some buttton basher tier garbage
Jayden Barnes
Raph sucks.
Don hits at the perfect range to stop any incoming attacking and hit-walk-throw. Every enemy is 3 points. Every enemy is a one-hit kill. You'll get extra lives out the ass and beat the game on hard in minutes.
Adam Wright
Raph is literally the fastest turtle. He can hit stun throw enemies better than Don can.
Hudson Evans
>30 fps
Zachary Moore
>platicum
Who do you think you're fooling around ?
Camden Torres
Except in order to do that he has to get into range to get hit and can't stun groups at once. On higher difficulties and against the more dangerous enemies Don is vastly superior. Besides, if someone's out of range you're just going to dash-elbow-screen throw
Brandon Mitchell
>30fps action game >locked fps on pc It's not even worth a pirate
Kevin Collins
>he thinks 60 tick/60FPS would work with console P2P servers in an action game