Movie Night [Dinosaur Day]: Jurassic Park III


Sixty-five million years ago, dinosaurs ruled the Earth. These massive beasts existed for about 180 million years and came in all shapes and sizes, before finally going extinct following a cataclysmic event that forever changed our world and rendered these creatures mere fossils to be discovered and studied. Fittingly, “Dinosaur Day” is actually celebrated twice a year, giving dino fans the world over ample opportunities to pay homage to this near-mythical titans.


Released: 18 July 2001
Director: Joe Johnston
Distributor: Universal Pictures
Budget: $93 million
Stars: Sam Neill, William H. Macy, Téa Leoni, Trevor Morgan, Alessandro Nivola, and Laura Dern

The Plot:
When Paul (Macy) and Amanda Kirby’s (Leoni) son, Eric (Morgan), is stranded on Isla Sorna, the estranged couple enlist Doctor Alan Grant (Neill) to help them brave the genetically resurrected dinosaurs that reside there and rescue him.

The Background:
In 1993, legendary director Steven Spielberg teamed up with special effects wizards Stan Winston, Phil Tippett, and Dennis Muren to turn Michael Crichton’s bestselling Jurassic Park (ibid, 1990) into a pioneering blockbuster. Despite grossing over $1.030 billion at the box office and overwhelmingly positive reviews, both Crichton and Spielberg were reluctant to work on sequel. Ultimately, while The Lost World: Jurassic Park (ibid, 1997) broke box office records, it was met with mixed reviews and even Spielberg believed it failed to match expectations. Thus, he passed the director’s chair to his friend Joe Johnston since he felt the series needed fresh blood behind the camera. Initial ideas to have Dr. Alan Grant stranded on a dinosaur-infested island were scrapped, as was a sequence involving a motorcycle chase against a pack of Velociraptors, but the idea of characters being marooned on the island continued to persist. Star Sam Neill eagerly signed on, believing he could improve on his original performance, and Stan Winston and Industrial Light & Magic returned to provide the dinosaur effects. Various versions of the film’s newest dinosaur, the Spinosaurus, were created; it was purposely chosen as a more horrifying counterpart to the returning Tyrannosaurs rex and was so powerful that it tore the animatronic T. rex’s head off! Although Spielberg afforded Johnston complete creative freedom, he had a chair reserved for him on set and insisted that Pteranodons were included after the were cut from the last two films. With a box office gross just shy of $370 million, Jurassic Park III became the lowest-grossing film in the franchise and was subjected to near unanimous negative reviews that criticised the redundant narrative, muddled tone, and ridiculous moments. In time, Jurassic Park III has been re-evaluated and come to be regarded as the black sheep of the franchise, but this was far from the end for the series, which made a dramatic comeback in 2015 that (more or less) successfully revived the franchise.

The Review:
I think a lot of us take for granted just how big Jurassic Park was when it first released; undeniably, the film redefined what a modern blockbuster could be and brought cutting-edge CGI effects and animatronics to the forefront of cinema, to say nothing of the wave of “Dinomania” it unleashed. Although I have no love for the book or its literary follow-up, I, like pretty much my entire generation, was captivated by Jurassic Park and much of this enthusiasm meant that I was overly generous towards the sequel movie for the longest time. It made sense: I liked Jurassic Park, I liked Jeff Goldblum, so of course I had to like The Lost World. Unfortunately, time has not been kind to The Lost World, which fumbled in areas where the first film succeeded, but I definitely think that it pretty much tapped out the appeal and reach of the concept, especially once it showed dinosaurs in the outside world. All this is to say that I’ve always been disappointed by Jurassic Park III; sure, it features some new dinosaurs and even recycles sequences from the book into its content, but there’s a reason why it’s the shortest and most universally disliked of the franchise. In a word, the film is just unnecessary, and offers very little to entice fans of the original back, to the point where you may as well just watch Jurassic Park three times and you’d probably get more enjoyment than suffering through the surprisingly disappointing follow-ups.

Grant is horrified to find he’s been duped into fighting off his beloved dinosaurs once again.

The first indication that we’re simply retreading old ground is that the film immediately returns to Isla Sorna and the majority of it takes place in this setting. It makes sense; the unfamiliarity of an isolated island adds to the wonder and danger of the franchise, but we’d seen everything this setting could offer in the last two movies and Jurassic Park III really could’ve done with trying something different, especially after The Lost World established that dinosaurs were basically free to roam as they desired, within their capabilities. One way Jurassic Park III attempts to stand out is by addressing the scientific inaccuracies in the dinosaurs; even though the first film did cover this quite conclusively, Grant makes a point to clearly spell out that the island’s genetically-engineered dinosaurs were “theme park monsters” and that the real science is found in fossils, a sentiment that remains true today. However, the dinosaurs were real enough to haunt not only Grant’s scientific career but also his nightmares. While he remains awestruck at having seen close approximations to dinosaurs up close and personal, he has no desire to ever return to the island, much less encounter them again. But, as ever, he can’t turn down the chance to inject some serious cash into his Velociraptor research when Paul Kirby comes asking for his expertise in taking him and his wife on a tour of the island. Of course, this is all a ruse; the couple have no money to offer him and have simply tricked him into helping them navigate the island’s dangers to rescue their son, but Grant’s experience is immediately hampered by the fact that he’s never actually been to Isla Sorna before, to say nothing of the Kirbys’ foolishness when it comes to heeding Grant’s advice and warnings about the local wildlife.

Unlike their son, the Kirbys are woefully incompetent and in way over their heads.

Despite Paul being little more than a painter and decorator, he and his estranged wife somehow pull together the funds not just to fly to Isla Sorna, but to hire some unscrupulous characters to transport them and stave off the ravenous dinosaurs with some serious firepower. However, these would-be mercenaries prove as ill-equipped as the Kirbys, who are immediately in over their heads and realise that they’ve vastly underestimated the dangers of the island. It doesn’t help that Amanda is painfully idiotic; not only does she yell into a megaphone as soon as they land but she, more than any of the other characters, constantly ignores or disregards Grant’s expertise, putting herself and the others in danger when the carnivores come sniffing around for their next meal. Grant is incensed to learn the truth and even more perturbed when the survivors are stranded after the Spinosaurus destroys their plane and devours their satellite phone, but even then his main concern is reaching the safety of the coast rather than actively searching for the couple’s lost son, Eric (indeed, it’s heavily implied that Grant thinks the boy is dead). Following a Velociraptor attack, Grant is separated from the couple but runs across Eric, who has done a decent job of surviving by himself thanks to his adaptability, knowledge of dinosaurs from Grant’s research, and resources afforded by InGen’s abandoned facilities. Grant, now far more comfortable with children thanks to his experiences in the first film and his close relationship with former flame Doctor Ellie Sattler’s (Dern) infant son Charlie (Blake Bryan), is very impressed by Eric’s survival instincts over the last eight weeks. Eric uses tear gas and even Tyrannosaurs rex urine to keep the dinosaurs at bay but he’s more upset at the prospect of his estranged parents trying to work together than he is by the locals. However, their shared trauma and determination to find Eric brings the two closer together but their joy at being reunited is cut short when they’re separated by a massive fence, with the Spinosaurus hot on their heels, and driven into the dilapidated aviary. Once he’s back with his parents, Eric reverts back to being a scared kid and fades into the background; he consoles Grant over the apparent loss of his assistant, Billy Brennan (Nivola), but basically just becomes another screaming would-be meal for the Spinosaurus.

Trumping any other dinosaur, the Spinosaurus obliterates every threat and constantly dogs the humans.

As ever, the humans are under constant threat from the genetically-recreated dinosaurs; while there’s a sense of wonderment about herbivores like the Corythosaurus and Parasaurolophus, the Velociraptors remain a persistent danger to the group. Grant continues to be enamoured with the pack hunters, which now sport rudimentary feathers and an intelligence beyond even his expectations as they call to each other, signal for help, and even use live, injured humans as bait to lure in other victims. This time around, the Velociraptor threat is only escalated thanks to Billy secretly stealing their eggs to sell on the black market to help fund Grant’s research, which causes the creatures to furiously hunt them throughout. For the first time, winged dinosaurs play a key role in the events of the franchise; in one of Jurassic Park III’s better sequences, one ripped right out of the first book, the group stumble into the twisted, rusted remains of a Pteranodon aviary and the giant, bat-like creatures briefly carry Eric off to their young before Billy successfully rescues him in what appears to be redemptive act of self-sacrifice but which the would-be black marketeer inexplicably survives. The franchise’s most recognisable dinosaur and brand mascot, the Tyrannosaurs rex, also reappears but, sadly, it’s little more than a cameo; the T. rex is primarily here to show off the bigger, badder Spinosaurus, which not only makes an immediate impression by splattering Cooper (John Diehl) all over the Kirbys’ plane but easily bests the T. rex and snaps its neck in a startling show of power. Unfortunately, this means that we’re denied a proper battle between the two or a suitable opponent to slay or challenge the Spinosaurus in the finale, though the Spinosaurus’ threat lingers over the entirety of the film and recalls the constant sense of dread the characters faced from the T. rex in the first. Far larger, with a crocodile-like jaw and massive talon-like claws, the Spinosaurus is Isla Sorna’s undisputed apex predator, unhindered by any weaknesses and capable of fending off any obstacle, swimming through water, and even…somehow…sneaking up on its prey despite not only its massive size but the constant ringing of the satellite phone in its stomach!

The Nitty-Gritty:
Jurassic Park III tries so hard to emulate the epic wonder of the first film but there’s just not enough material left to support it. John Williams’ sweeping, iconic theme still permeates the picture despite him being replaced by composer Don Davis, and the awesome sight of seeing dinosaurs brought to life onscreen remains, but it’s undeniable that it’s just not as impressive as it was the first time around. These issues are only compounded by some absolutely detestable characters; Paul and Amanda Kirby are clueless, deceitful morons who are difficult to root for, especially in the case of the foolhardy Amanda, whose desperate need to rescue her son costs the lives of three other people and endangers them all on numerous occasions. Téa Leoni is easily the worst part of this film; she’s so wooden and rigid and just mumbles her way through the narrative, dragging every scene down and making Amanda a thoroughly unlikeable and moronic character. Paul is a spineless fool who’s in way over his head and I can absolutely understand Grant’s exasperation at being surrounded by such ridiculous characters, and his admiration for Eric at somehow breaking the chain and being a smart and capable young boy. Billy’s side plot where he plans to sell the Velociraptor eggs is an interesting wrinkle, but it really doesn’t go anywhere and is basically a scaled down version of the plot seen in The Lost World, plus it’s difficult to really care about Billy’s betrayal of his mentor or his apparent death because about he only thing Billy has going for him before his greed is revealed is that he has a “lucky backpack”.

Somehow, the effects have worsened and, with some exceptions, everything seems rushed and lazy.

As ever, the main selling point is the dinosaurs. While, for the most part, they still look as amazing as ever, it’s clear that the quality of the animatronics and CGI have taken a hit despite Jurassic Park II having the highest budget of the original trilogy. The animatronic dinosaurs, especially, look far less realistic than before; it’s almost as if the filmmakers got lazy or rushed the process, coasting on the influential effects of the first film and putting in less effort, with the brief appearance by the Ceratosaurus being a particularly poor effect, but a lot of the CGI is surprisingly awful. I can’t help but be disappointed at how unconvincing the ’raptor puppets are this time around; it might not have been so bad if the film didn’t choose to explore the depths of Grant’s trauma by having him experience a nightmare involving a talking ’raptor (though, admittedly, I do find this scene hilarious!) A ’raptor does make an impression when the characters are exploring the ruins of an InGen facility, chasing them through the dark corridors, scaling cage walls to reach its prey and even signalling for help, much to Grant’s horror and amazement, though this does result in a pretty lacklustre chase through a herd of herbivores that is, again, a pale imitation of the first film. Although the Spinosaurus often also looks cartoonish and its battle with the T. rex is disappointingly brief, it is truly horrifying. Clearly chosen for its fearsome appearance and for looming over even the T. rex with an ominous poise, the Spinosaurus is a nightmarish creature that really pushes Jurassic Park III into monster movie territory as it glares at its prey and stalks them with vicious purpose. Indeed, Jurassic Park III’s better moments are when it leans into horror; the Pteranodon attack is especially evocative of this, with the massive prehistoric bird/lizards looming and flapping through the mist like something out of a slasher movie, to say nothing of the terrifying way the Spinosaurus cuts through the water in the dead of night during a torrential downpour. Although the Jurassic Park films have often strived to be more than monster movies, these more terrifying and intense sequences are a definite highlight and demonstrate that there was still some gas left in the tank for the franchise, it was just sadly hampered by an overall poor execution.

After inexplicably scaring off Spiney and placating the ‘raptors, the survivors are saved by the Navy!

After narrowly escaping the Pteranodons, the survivors finally manage to retrieve Paul’s annoying satellite phone from a pile of Spinosaurus excrement (again evoking imagery from the first film) and Grant makes a frantic call for help to Ellie. The Spinosaurus attacks, however, while the group is sailing on a barge; since we were denied a proper T. rex vs Spinosaurus showdown, though, the franchise’s newest, most dangerous predator yet is simply scared off after Grant ignites some oil with a flare gun, making for a painfully unsatisfying final showdown with the vicious carnivore. Instead, as ever, Jurassic Park III falls back on the Velociraptors for one last scare; having tracked the humans and the eggs Billy stole, the Velociraptors corner them on the beach and appear ready to strike; however, Grant manages to confuse the pack by randomly blowing into a replica ’raptor larynx. Just then, the film simply comes to an end when Ellie was somehow not only able to understand that Grant was on the island but was also able to get the US Navy to storm the beach for a rescue, scaring off the raptors, who reclaim their eggs and run into the jungle. Just like in the first movie, Grant and the other survivors (even, inexplicably, Billy) are airlifted to safety and left to contemplate the beauty, awe, and danger of the long-extinct dinosaurs, but again this is simply the same ending as in Jurassic Park but with an additional bit of family drama slapped on top of it! The tension and horror of the island rekindles the relationship between the Kirbys, who are overjoyed to be reunited with their son, who is equally pleased to see his parents finally getting along, and all it took was a few lives and the threat of mortal danger to bring them back together. Although he isn’t going to get the funding he was promised, it seems as though Grant is content to have faced his fears, though I would argue that his experiences on Isla Sorna only galvanised his dislike for InGen’s genetically-engineered monstrosities.

The Summary:
It’s really hard to rate Jurassic Park II very high as the entire film just feels like an unnecessary cash-grab, one final desperate attempt to wring the life out of a franchise that, at the time, really only had enough gas for two movies (and even then, the second one was a questionable effort). Certainly, there’s enough material in Michael Crichton’s books and the prehistoric to be reconfigured into another movie, but Jurassic Park III plays things way too safe. It’s just a shorter, less fanciful, and far less thrilling retread of the first film: Grant is a grouchy traditionalist forced to adapt to a dangerous situation, he’s forced to bond and work alongside a kid, there are ill-prepared morons running around just looking to get eaten, and there’s a monstrous prehistoric predator stomping around looking to snap everybody up. Even the sub-plot about stealing the ’raptor eggs is half-baked and familiar, and the effects somehow look worse than in the original Jurassic Park despite the higher budget and what I would assume would be the refinement of those original techniques. Sam Neill puts in a great performance but even he can’t save this grating cast; Téa Leoni is always dreadful, and William H. Macy just lacks the charisma to be all that compelling. I did enjoy the sadly underutilised Pteranodons and the monstrous Spinosaurus, but the filmmakers really dropped the ball by not having a longer, more brutal fight scene between ol’ Spiney and the T. rex. Thankfully, the revived entries would correct this, and many of Jurassic Park III’s mistakes, but that doesn’t help wash the sour taste of this ill-conceived, rushed, and lazy entry out of the mouth. Just watch the first one again and then jump to the fourth, it’s the best way.

My Rating:

Rating: 1 out of 5.

Terrible

Are you a fan of Jurassic Park III? Do you think I’ve judged the film too harshly and that there are actually some positives to be found here? Were you happy to see Dr. Alan Grant return and what did you think to the Kirbys? What did you think to the Spinosaurus and would you have liked to see a more competitive fight between it and the T. rex? Do you agree that the film was too lazy and that the concept was tapped out by this point? Which of Jurassic Park’s sequels is your favourite or do you consider the first one to be the best? How are you celebrating Dinosaur Day this year? Whatever your thoughts on Jurassic Park III, and dinosaurs in general, leave them below or drop a comment on my social media.

Game Corner [Turtle Tuesday]: TMNT: Mutants in Manhattan (Xbox 360)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. Even now, the TMNT continue to be an influential and popular commodity, proving that some fads don’t die out…they just get stronger!


Released: 24 May 2016
Developer: PlatinumGames
Also Available For: PC, PlayStation 3, PlayStation 4, Xbox One, Xbox Series S/X

The Background:
Kids were mental for the Teenage Mutant Ninja Turtles back in the late-eighties and early-nineties. Though the Teenage Mutant Ninja Turtles cartoon (1987 to 1996) was a drastically toned down version of the original Mirage Comics, it was a veritable merchandise machine that saw the Heroes in a Half-Shell expand out to live-action movies of varying quality, further comic books, a fantastic line of action figures, and a whole host of videogames. At the time, Konami’s arcade efforts set the standard for TMNT videogames and, with few exceptions, most subsequent videogame adaptations would be brawlers of some variety. By 2016, the TMNT weren’t the dominating juggernaut that had been back in the day, but they were still very popular. A new, slightly darker cartoon ran between 2003 and 2009 before giving way to a much lighter, all-CG animated series from 2012 to 2017, and the franchise saw a resurgence in IDW’s popular comic book series. These comics became the primary inspiration behind PlatinumGames’ newest Ninja Turtles videogame. However, the developers also wanted to pay homage to the ever-changing nature of the franchise despite featuring an original story and sought to create an action-orientated, co-operative experience built on flashy moves and signature abilities. The result, however, was a mediocre brawler that failed to impress critics; reviews almost unanimously agreed that Mutants in Manhattan was a let-down that would prove to be a disappointment to even die-hard franchise fans, with very few redeeming qualities being highlighted in reviews.

The Plot:
When Oroku Saki/The Shredder and Krang once again join forces and swarm the streets with their mutant lieutenants and Foot Clan soldiers, the Teenage Mutant Ninja Turtles leap into action. Aided by their ally, April O’Neil, they respond to various crimes and disturbances before confronting the Shredder in an epic showdown.

Gameplay:
Teenage Mutant Ninja Turtles: Mutants in Manhattan is a mission-based, quasi-open-world hack-and-slash brawler in which one to four players take control of the iconic TMNT and battle against some of their most memorable foes across nine different stages. The game offers four control schemes, though the default settings were perfectly fine for me: X and Y perform light and heavy attacks, respectively, using the TMNT’s signature weapons. You can string button inputs to pull off various combos, but as ever you’ll have to consider the range of your chosen character when fighting as Raphael favours close-quarters combat compared to, say, Donatello, who has a longer reach. A sees you jumping and pressing A in mid-air pulls off a double jump and holding it lets you glide on a shell-themed parachute, and B is used for actions, such as picking up or riding objects or mounting turrets. The Left Bumper puts you into an over the shoulder aim mode so you can toss unlimited shuriken with the Right Bumper and the Right Trigger is used for dodging and blocking; pressing RT at the right time will execute a back attack and counters, but mindlessly mashing it can leave you dizzy and vulnerable.

Utilise the TMNT’s diverse combat, gadgets, and abilities to stop incursions and safeguard the city.

You can switch to any character at any time by holding the Left Trigger and pressing a direction on the directional pad; when playing alone, you can use the ‘Back’ button to issue various commands to your AI-controlled partners, such as asking them to wait or to protect you, or communicate with other players using limited options. If you choose the “Go All Out” option, the AI will respond accordingly; while I spotted some instances where the AI got a little stuck, most of the time it was super aggressive, tackling enemies without hesitation and always running over to revive me when my health was drained. Sometimes, you’ll need to press B or mash A as a team to open large manholes or shutters to progress, and you’ll also make copious use of the TMNT’s ability to clamber up walls and grind on rails and wires to speedily reach your objectives. You can review these and get a layout of the environment at any time by pressing in the right stick to activate the Turtle Glass (T-Glass); this enables a digital overlay of the screen to pinpoint enemies and interactive objects, not unlike the Detective Vision from the Batman: Arkham games (Rocksteady Studios/Various, 2009 to 2016). The comparisons continue as, while in this mode, you can sneak up behind unsuspecting enemies and take them down with X or Y for a quick victory, and you’ll be in constant communication with April and the other TMNT to identify objectives, secrets, and incoming waves of enemies.

Each Turtle has a variety of special attacks and can be revived by scarfing down pizza.

As is often the case with a TMNT game, combat is at the heart of Mutants in Manhattan; while combos are simple and satisfying to pull off, each Turtle has their own “Ninjutsu” powers, activated by holding the Left Trigger and pressing one of the face buttons. You can customise, acquire, and upgrade each of these attacks using the Battle Points (BP) and loot you acquire from combat and gameplay and there are a range on offer, from tossing a larger shuriken to creating a healing circle, to teaming up with another Turtle for a shell shock attack or unleashing a powerful flurry. Each carries a different cooldown time that automatically refills to avoid you spamming them, but you can conceivably execute them and then quickly switch to another Turtle to keep the chain going. You can also pick up and throw or set off explosive barrels to take out large groups of enemies, lock on to an enemy with the right stick to focus your attacks, and take control of gun turrets to bring down helicopters and other airborne threats. Between stages, you can customise each Turtle’s moves but you can also return to the lair using one of the many manholes scattered around each location. This is also where you purchase health, power-ups, and items if you’re running low but these are so commonplace in normal play that I never had much need to stock up. Each Turtle also has their own life bar and can be revived with a press of B when required. If you fail to be revived, you’ll be dumped into the TMNT’s sewer lair and be forced to mash A to eat pizza and refill your health. Be warned, though, as the pizza can get very hot and if all four TMNT are defeated at the same time, the mission will end, and you’ll need to use a continue to jump in from your last checkpoint.

Various random and predetermined missions advance the plot and earn you rewards.

Each stage sees you embarking on various missions; depending on the stage, some of these might be randomised, but generally you’ll be fending off waves of different enemies in different situations. April may direct you to an enemy hideout, for example, or waves of enemies and reinforcements may appear on the map that need to be taken out in order to progress the story. Other times, you’ll need to protect something, like a pizza stand or a power generator, from enemy attacks, or you’ll need to disarm bombs or download data from terminals while fending off waves of enemies. When in the city, enemies may hijack cars that need to be stopped or rob banks; in these instances, you’ll need to roll bags of cash to a set point on the map or carry large gold bars to the same goal to complete the mission. Later, Krang’s Krangdroids launch an all-out assault on New York City and you’ll need to take them out, something made all the easier when you commandeer one of them for yourself! You’ll be travelling to different subway stations, taking out spherical lasers, riding the waves down in the sewers, avoiding sticky slime and lightning strikes, carrying Krang’s bombs to safe zones using beams of electrical energy, avoiding enemy scouts and helicopters (or taking them out entirely), bouncing from nets across the rooftops of the skyscraper distract, and surviving an assortment of enemies in enclosed arenas, all within a time limit that determines the rewards you receive. It can get a little annoying as the game is constantly interrupted by April banging on about the latest emergency, but it’s just varied and random enough to keep things from growing stale, the time limits are pretty generous, and the combat is fluid and deep enough to keep things enjoyable.

Graphics and Sound:  
Mutants in Manhattan opts for a cel-shaded style that mimics both the IDW comics and the original Mirage Comics at times. The TMNT look really good; I enjoyed their characterisations, banter, and animations, though I was a bit put off by the bizarre decision to give them noses. While they don’t have very interesting idle animations, their weapons come out as they run along and you can command them to strike a pose or start dancing, which is fun. Everything runs really smoothly and I had no instances of slowdown or major glitches; the controls are responsive and attacks hit with a meaty impact that is very satisfying. Even better, the game uses the in-game models, with some upscaling, for its cutscenes, which are fully animated and voiced, though the game opts for a sound-a-like rap/rock soundtrack rather than recreating the classic TMNT theme. The plot might not be the most original TMNT story in the world and there was some obvious assumptions on the player’s familiarity with TMNT lore, especially from the IDW comics, but I enjoyed it and like the characterisation of the TMNT. It also helped that April and Splinter appear in the cutscenes and throughout to offer advice and upgrade your gear, and that the bosses you encounter are large, detailed, and varied even if the regular goons aren’t much to shout about.

The cel-shaded style really works for the game and its appealing characterisations of the TMNT.

Equally, the game’s environments aren’t anything you haven’t seen in basically every other TMNT videogame; you’ll battle on the city streets and rooftops, traverse the somewhat maze-like sewers, and end up in the Shredder’s futuristic, neon-filled lair, but the presentation benefits from the cel-shaded visuals. Stages also mix things up by using different times of day, switching to different areas (you’ll be downtown in one mission and then up high on skyscrapers later on), and even depicting the city under attack and on fire from Krang’s assault! The sewers were surprisingly engaging; you’ll have to open shutters, dive down manholes, and avoid toxic gunk that turns you into a mindless zombie on contact. When battling Slash, the arena is in near total darkness, giving it a horror edge, though you can activate a light switch to see things better. You’ll also descend into the subway, where you’ll take out various colourful gangs and have to avoid speeding trains that can hit with devastating force. While opposing Karai and Wingnut, you’ll need to bounce and glide between skyscrapers, avoid lightning strikes, and ride wind currents to traverse the skyline, and even briefly battle enemies on top of a speeding subway train! For the most part, stages are just big enough where it’s fun to explore to find optional missions or collectibles but not so big as to be intimidating or outstay their welcome.

Enemies and Bosses:
Mutants in Manhattan doesn’t exactly deviate from the usual TMNT formula when it comes to its enemies. You’ll be pummelling the Foot Clan, punk-like Purple Dragons, robotic Mousers, and formidable Rock Soldiers throughout each level, with the enemies being so interchangeable that they’re rarely referred to be name and simply called “the enemy” whenever they spawn in. The Foot can appear in a puff of smoke and sometimes wield bags of explosives (which you can use to your advantage) or briefly tie you up using thrown bola-like chains; “elite” versions of the Foot are also present and are more proficient in swordplay, requiring better use of your blocking and dodging. Enemy helicopters and scouts often pop into the area and will increase the aggression of the enemies if you’re spotted; you’ll also have to watch out for Utroms in little UFOs that fire beams at you that mess up your controls or encase you in a bouncy bubble, amongst other negative effects (though these can also affect enemies, too). Mousers aren’t really a bother, though they will explode in your face if you don’t dispatch them first, meaning the game’s most formidable enemies are the Rock Soldiers. These guys absorb attacks like a sponge and their larger, hammer-wielding elites can be a serious headache thanks to constantly causing shockwaves with their attacks, and you’ll also battle nine iconic TMNT antagonists. As is often the case, the first two bosses you’ll come up against are Bebop and Rocksteady; in fact, Bebop has a random chance or appearing during Rocksteady’s boss battle and the two exhibit attacks and capabilities not unlike their arcade counterparts. Bebop, for example, is fought in a claustrophobic bank vault; he’ll hop about a bit, swipe at you with his chainsaw, and blast at you with a futuristic laser pistol.

After enduring four monstrous mutants, your skills will be tested by the agile Karai.

Rocksteady is fought in the subway so you’ll need to be just as mindful of any speeding trains as you are his sledgehammer attacks, grenade launcher, and the grenades both mutant monsters rain into the arena. Neither are much of a bother if you stay locked onto them, though, and make use of your Ninjutsu attacks and the dodge mechanics. Even when they team up, they’re not too tough and you can even make use of the trains to deal additional damage. The third boss is a bit more formidable; you’ll fight the rampaging Slash in a dark area of the sewers, avoiding his manic claw swipes, rolling attack, and charges. He’s definitely a bit more aggressive than the previous bosses and it can be difficult to see him if you don’t flick on the lights; he can also be joined by another boss, Armaggon, to increase the challenge on offer. After defusing her bombs and taking out her goons, you’ll battle Karai in the girders of a skyscraper. Unlike the other bosses fought in the game, Karai is swift and agile, easily leaping out of harm’s way, attacking with a sword dash, and sending you flying with a tornado spin. She’s also the only boss who sends her minions after you during the battle, meaning you have to employ a little more skill than with the other bosses. After that, you’ll face Armaggon in the submerged sewers; Armaggon pops out of the toxic goo surrounding a circular platform and attacks with frantic chomps of his ravenous jaws, an impressive cartwheel tail swipe, and even spits purple goo at you to leave you disorientated.

The endgame bosses prove a greater challenge and there are even secret, even tougher versions to face!

One of the most diverse bosses is Wingnut; this mutated bat initially attacks in a large UFO, from which he fires missiles and lasers, though you can make use of the handy-dandy nearby turrets to bring him down. Although he’s relieved of his fancy toy in the second phase, he’s by no means less dangerous; in fact, Wingnut was the toughest boss I’d faced up to that point and actually caused me to use a continue to best him. He hovers above you swiping with his talons and sending out a spread of lasers and a larger, far more devastating laser blast from the orbs that circle him. Wingnut covers a large portion of the arena with a big spin attack; though this leaves him dizzy, it can deal big damage to you and your allies, making him a surprisingly formidable opponent considering how comical he is. When you infiltrate the Techno Cosmic Research Institute (T.C.R.I.), you’ll have the joys of battling all of these bosses once again with hallways filled with power-ups, enemies, and security cameras placed between each bout, though nothing has changed from any of the fights except the environment and that Wingnut no longer attacks in his UFO. Once you beat them all again, you’ll reach the control room and battle Krang in his oddly-designed android body. Although Krang sports an intimidating arsenal, from homing missiles to explosive bolts and a massive laser attack, he’s very slow and can get temporarily stuck in the floor when he executes his melee attacks. The next stage sees you battling Mega Krang, however, and he’s absolutely nothing to sniff at. Here, you’re best off making use of the Krangdroids to fire lasers, missiles, and charged punches because this gigantic version of Krang can temporarily destroy the buildings you’re standing on, send huge orbs of energy at you, and fire missiles and lasers from his hands. He’s a massive target, though, and his attacks are easy to avoid and telegraph; he also briefly collapses after you deal enough damage, allowing you to pummel his big holographic, brain-like head, but he’s definitely the toughest boss in the game. After you defeat him, you’ll finally confront the Shredder on a rotating helipad platform high above the city. Like Karai, the Shredder is more agile and swift in his attacks; he slashes at you, delivers martial arts kicks, tosses out barbed traps, and even sends pieces of rock flying at you. He sports a charging dash, a tornado spin, and the longest health bar of any boss in the game, and there’s also an even tougher secret version of the Shredder you can battle as well!

Power-Ups and Bonuses:
Every stage features a number of green and red orbs floating about the place; while you can just touch the green orbs to collect them, the red ones will need to be broken with your shuriken and each will offer a different item for you to use in battle. These range from a slice to a full pizza to restore your health, drinks to temporarily buff your speed, power, or defence, and more offensive weaponry such as fireworks, bombs, turrets, and freezing blocks. You can purchase more of these from the TMNT’s lair using the manhole covers and you’ll also gain them from defeating enemies, and they can be really useful against large groups of enemies and in boss battles. You’ll also earn BP that you can use to acquire new Ninjutsu abilities and upgrade them, alongside loot, when modifying your characters. You can also equip up to three Charms (depending on what difficulty you’re playing on) to each Turtle; these can also be upgraded (or dismantled for new loot) to be more effective and provide buffs such as inflicting poison on enemies, reducing cooldown times, earning you a discount on items, and increasing the drop rate of items. If you accomplish certain feats in battle, such as using takedowns or defeating certain numbers of enemies and such, you’ll also earn Emblems you can equip to each Turtle, though this doesn’t seem to serve a useful in-game function. Each Turtle also levels up from battle, which doesn’t increase their stats or anything but instead allows you to purchase new Ninjutsu moves to use, effectively functioning as a means to purchase new abilities from a skill tree, of sorts.

Additional Features:
There are fifty Achievements up for grabs in Mutants in Manhattan and, surprisingly, they actually require a bit of effort to earn. Rather than simply being awarded an Achievement for beating each boss, you’ll need to travel a certain distance, both on foot and on rails, detonate explosive barrels, take out security cameras and devices, and complete a set number of missions to earn your G. Achievements are also dished out for playing online, battling secret bosses, and being in specific situations during the snapshots that play whenever a boss is defeated. It’s advised to play alongside friends in order to better sync up your chances of earning some of these Achievements, and a fair few of them depend on luck and replaying stages over and over to spawn in specific missions. There are three difficulty settings to choose from, with a fourth being unlockable, and numerous collectibles to find, including comic book covers and movies but, sadly, no additional characters or skins to unlock (you’ll need to have been lucky enough to get the downloadable content to access those).

The Summary:
I was actually presently surprised by Teenage Mutant Ninja Turtles: Mutants in Manhattan. I’d heard that it was a bit of a disappointment, so I wasn’t exactly expecting too much from it, but it turned out to be a pretty good brawler. At first, I was worried it was going to be too open-world, and then I was a bit frustrated by the mission-based structure of it, but it quickly became an enjoyable romp with just enough depth to be interesting but not too much stuff happening that it becomes confusing and full of grinding and micromanagement. The TMNT were fun to play as and brought to life really well; the AI system was ridiculously competent (almost too competent in some instances, especially when I was trying for Achievements) and the stages are just the right length and have just enough variety to not get boring. Things are very linear but there’s a degree of randomness to certain events; exploration is limited but usually rewarding; and it’s fun to experiment with different Ninjutsu combinations and Charm effects. The highlight of the game for me were the boss battles; large, intimidating, challenging, and recognisable TMNT villains act as the focal point of each stage and they were really enjoyable to battle against, with each one being just different enough to not be boring or aggravating, and I honestly didn’t even really mind the forced boss rush in the endgame since they were so much fun to fight. I imagine the game is even more fun to play with a friend and this was the closest I’ve seen a 3D TMNT videogame come to emulating the pick-up-and-play arcade-style action of the games I enjoyed so much as a kid. It’s not perfect by any means and is maybe a little too short and too lacking in content, but it’s certainly more appealing than some TMNT videogames and I definitely wouldn’t say no to jumping back in and trying to grind out some more of those Achievements.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played Teenage Mutant Ninja Turtles: Mutants in Manhattan? What did you think to the combat and abilities of the TMNT? Which of the bosses was your favourite to battle and what did you think to the forced boss rush? Did you struggle with any of the missions on offer? What did you think to the BP and Ninjutsu system? Did you ever experience all the secret bosses and earn all of the Achievements? How did you celebrate the TMNT’s debut this month? Whatever your thoughts on Mutants in Manhattan, leave a comment down below or on my social media and check out my other TMNT content across the site.

Back Issues [HulkaMAYnia]: Future Imperfect


Since his explosive debut in May 1962, Stan Lee and Jack Kirby’s gamma-irradiated Jade Giant has been one of their most recognisable and successful characters thanks, in large part, to the Incredible Hulk television show (1977 to 1982) catapulting the Hulk into a mainstream, pop culture icon. The Hulk has been no slouch in the comics either, being a founding member of the Avengers and undergoing numerous changes that have made him one of their most versatile and enduring characters.


Published: 22 December 1992 / 26 January 1993
Writer: Peter David
Artists: George Pérez

The Background:
The Incredible Hulk (and his human alter ego, Doctor Robert Bruce Banner) was another creation of Marvel legends Stan Lee and Jack Kirby. Inspired by the story of a hysterical mother showcasing superhuman strength to rescue her endangered child and classic movie monsters like Frankenstein’s Monster and Doctor Jekyll and Mister Hyde, the Hulk functioned as an allegory for the foils of war and was initially depicted as a stone-grey figure who emerged at night. Although his first series was cancelled after a year and a half in, the character returned to prominence following expansions of his lore and character and the popularity of the Incredible Hulk TV series. Nowadays, the Hulk is a staple of Marvel Comics, with an extensive gallery of villains who have tested him both physically and mentally, but one of his greatest tests came when writer Peter David and artist George Pérez had the Green Goliath encounter a possible future version of himself, the malevolent Maestro. Possessing the same insurmountable strength as the Hulk and bolstered by his calculating intellect, the Maestro is often regarded as one of the Hulk’s most dangerous and formidable villains. His debut story is so well regarded that the character has cropped up in additional tales to flesh out his backstory and regularly appears in the Hulk’s cartoon and videogame adaptations, so great is the threat of this devious alternative Hulk.

The Review:
Our story begins in a dystopian wasteland about one hundred years into the future; the overgrown, dishevelled ruins of New York City house the remnants of society in overcrowded, war-torn streets. Tensions are high and a “Big Brother” monitoring system is in place, courtesy of the mysterious Maestro, who dwells within an emerald palace high above the ruins. Amidst the bustling, anxious crowd, we’re introduced to Janis Jones and her cohorts in the rebellion against the Maestro, one that’s vastly outnumbered and against the odds. This is immediately demonstrated not just in their paranoia about their plans being overheard by the Maestro’s “Gravity Police” but the violent introduction of his cybernetic law enforcers, who immediately execute one of their number and demand their immediate surrender. Although Janis begs them to fall back and get to safety, her fellow insurgents choose to fight, leaving the elderly Pizfiz with a bloody stump for a leg and Janis and Skooter desperately trying to escape their pursuers. Luckily for them, a building collapses and covers their escape and, from the rubble, emerges none other than the Incredible Hulk. Now, this is the so-called “Professor Hulk”, a stable merging of Banner and the Hulk’s psyches who operated during the nineties. This Hulk wears clothes and is capable of intelligent speech, while also still exhibiting his trademark superhuman strength and dexterity, though not quite to the same degree as his usual savage self. This means he waxes lyrical while thrashing the Gravity Police but briefly struggles against their massive, mechanical “Dog O’ War”. However, he’s still the Hulk so naturally he rips the robot dog’s head off and sends the cops packing as a message to the Maestro.

100 years hence, the world is a dystopian hellhole ruled by a malicious Hulk.

Naturally, the Hulk attracts a fair amount of attention as he walks the streets; the people view him with a mixture of fear and respect, which he finds strangely alluring. He’s soon accosted by Janis and taken to the literal underground, where the rebellion hides deep beneath the wreckage of the city streets. Janis gives her people a quick history lesson on the Hulk, going over his classic origin courtesy of “sliding”, a visual representation of actual eyewitnesses to the Hulk’s history. It seems Janis recruited him to help them out and the Hulk went along because his old friend, Rick Jones, vouched for her and out of curiosity regarding the Maestro’s true identity. Janis takes the Hulk to an aged and decrepit Rick, who sits in Professor Charles Xavier’s hoverchair amidst a trophy room of those who have fallen in the years since, hero and villain alike. Word of the Hulk’s appearance quickly reaches Thomas Raymond, minister to the Maestro, who interrupts his leader’s orgy to bring him news of this temporal impossibility, giving us our first look at the Maestro as an older, more grizzled version of the Hulk who sports a lion’s mane of grey hair and beard. Favouring a regal cape and an intimidating helmet, the Maestro callously interrogates Pizfiz. When Pizfiz tries to goad the Maestro into losing his temper and killing him, the dictator allows the influence of the Minister and his cooler temperament to keep him in check and forcibly extracts the information he requires. Pizfix got Doctor Victor Von Doom/Dr. Doom’s time machine up and running and sent himself and Janis to the past to recruit the young Rick and the Hulk in helping them out. When Pizfiz is left a broken, lifeless husk from the stress of the procedure, the Maestro splatters him for his insolence and prepares to lead a strike team to hunt down his younger counterpart.

The Hulk is overpowered by the far stronger, far more cunning Maestro and left his helpless captive.

The frail Rick reveals that, in the end, humanity was their own undoing; two massive nuclear wars ravaged the world, killing the world’s heroes and villains, not to mention countless innocents, with only their costumes and ashes left as a memorial in Rick’s collection. Not so for the Maestro, who only increased in power from the radioactive fallout, built a dystopian society for his own amusement, and was driven completely insane. Much like Darkseid, the destitute peons of the city cheer the Maestro’s name and try to win his favour, only to be brushed aside and kicked out of the way like flies. The Maestro also has no time or worry for any defences the resistance may have set up and simply burrows his way down to their hideout using sheer brute strength, caring little when his men are dissolved by acid and gas or sliced to ribbons by lasers. The Maestro simply walks through these traps to come face to face, and blow for blow, with his counterpart. Their fight quickly explodes to the streets above, where the Maestro tests the Hulk’s resolve by calling him ”Puny Banner” and threatens to tear an innocent girl to pieces if he doesn’t surrender. The Hulk calls his bluff, reasoning that the Maestro must truly fear him to resort to such a tactic, but is unable to keep himself from leaping to the woman’s aid, much to the Maestro’s delight and disgust. Though the two are somewhat evenly matched, the Maestro takes the upper hand throughout the fight; he also constantly goads the Hulk, reasoning that he (as in the Maestro) can out-think and out-match him at every turn through the gift of hindsight as well as his awesome power and devious intellect. The plan works; when the Hulk charges in, the Maestro easily dodges and counters him to prove his intellectual superiority. Although the Hulk briefly turns the tide by fighting dirty with a nut shot, a haymaker sends the Maestro into a nearby building crushing and threatening innocent lives. The Hulk’s desperate need to save those lives allows the Maestro to get the jump on him and subdue him by breaking his neck. While Janis and the other lament the damage done to the Hulk, the Green Goliath wakes in the Maestro’s throne room, strapped into a massive neck brace and attended to by one of the Maestro’s “favourites”, who identifies herself as “Betty” and, apparently, rapes or at least physically interferes with him against his will, much to the Maestro’s pleasure.

The Hulk feigns injuries and temptation to lure the Maestro into a false sense of security.

Powerless and paralysed, the Hulk is forced to endure the Maestro’s scathing rhetoric; the Maestro even offers the Hulk the opportunity to put himself out of his misery, confident that his existence is assured since he has no memory of these events. The two get into a metaphysical debate about time travel theory but, in the end, the Hulk can’t bring himself to end his life since the risk that the Maestro is telling the truth about branching timelines being true is too great and would simply result in the Maestro’s continued existence. Resigned to being held prisoner while his wounds heal, the Hulk is forced out to the wastelands, where the elderly Boz and other would-be farmers desperately try to cultivate the irradiated and war-torn soil. Due to the scarce resources in the city, and the physical imperfections of these outsiders, they’re dependent on the Maestro’s limited generosity. He allows them to live, even furnishes them with supplies and has been trying to introduce nutrients into the soil, and all he asks in return is to take their most beautiful and worthwhile women for his own sordid amusement. The Maestro tries to win the Hulk over to his way of thinking, dressing him in fine robes and expositing the benefits of the less spirited slave girls in his palace, but the Hulk remains unimpressed. The Maestro sees his indignation and rejects it; to him, humans are the true monsters, for they destroyed themselves before any supervillain could. He sees himself as benefitting from the strange fate placed upon him since he was fortunate to have avoided being at ground zero and therefore reaped the rewards of the nuclear fallout while the world died around him. He offers the Hulk the chance to stay and rule at his side, promising that the future that lies ahead of him is full of the same hatred ad betrayal he’s always known, and the Hulk feigns temptation, and the extent of his injuries, in order to lead Janis and her allies into the palace.

Overpowered by the Maestro, the Hulk’s only hope is to out-think his foe using the time machine.

Pointed in the right direction by the Minister, the Hulk attempts to confront the Maestro directly and is blasted full force by a cannon specially created by Forge to kill the Green Goliath. Congratulating himself for being one step ahead of his counterpart, and his enemies, once more, the Maestro sets his forces against the resistance and a big ol’ shootout ensues. Angered at his soldiers’ inability to wipe the resistance out, and the disappearance of the wounded Hulk, the Maestro callously snaps the Minister’s neck and storms off in search of his younger self as his palace becomes a chaotic warzone. The Maestro follows the Hulk’s blood trail, and the familiar sound of Rick’s harmonica, to the trophy room; there, he chastises himself for allowing sentiment to stay his hand and delivers a mighty blow to his old friend. Though the frail Rick attempts to shield himself with the iconic shield of Captain Steve Rogers/Captain America, the force of the punch sends him flying across the room, where he’s impaled on the Adamantium claws of James “Logan” Howlett/Wolverine’s skeleton, much to the Maestro’s sneering amusement. In anger, the Hulk launches a surprise attack and attempts to cut the Maestro in half with Cap’s shield. When the Maestro attempts to counterattack with Thor Odinson’s magic hammer, he’s incensed to find he still cannot enough to lift it and briefly takes a beating after being blinded by the ashes of his former lover, Doctor Betty Ross. Once again, though, the injured Hulk finds himself overpowered and pummelled by the insane dictator’s onslaught; however, in the end, the Hulk is able to outsmart his devious doppelganger by luring him into Dr. Doom’s time machine. The Hulk activates the device, sending the Maestro to the one place he can be destroyed, ground zero of the very Gamma explosion that birthed the Hulk in the first place! In the aftermath, Boz’s daughter is returned to him and the people begin to pick their lives up in the Maestro’s absence. In a poignant farewell to his old friend, the Hulk launches Rick’s ashes, attached to Cap’s shield, into the horizon for one last adventure.

The Summary:
If you’ve ever read any story dealing with a dystopian future, particularly in Marvel Comics, then much of Future Imperfect will be visually familiar to you. The depiction of a war-ravaged, overgrown city full of strangely dressed survivors, cobbled together technology, and an oppressive, survival-of-the-fittest mentality is nothing new but this story does put a bit of a unique spin on things by focusing on the Hulk. As is often the case with stories that take place far in the future, the people of Future Imperfect use a lot of weird terminology in place of modern slang, curses, and even simple words like “see” to give it that bizarre edge, but this isn’t a future where advanced technology is readily commonplace. Thanks to humanity waging two devastating wars, these people are lucky to even be alive, much less spared the ravages of radiation poisoning and mutation, and it’s only through the paper thin grace of the tyrannical Maestro that they’re even able to eek out the harsh living they’re forced to endure. What’s left of the world’s heroes and Marvel’s iconic characters is stored in Rick’s trophy room; tattered costumes, forgotten weapons, and the ashes and memories of heroes and villains alike adorn the walls and are a stark reminder that, for all their battles, the superhuman community was unable to save humanity from itself in the end. This, as much as anything else, is a crucial aspect of the Maestro’s rise to power; as he so eloquently exposits to the Hulk, the people who hated, feared, and fought him were undone by their own monstrous nature and the “monster” they rallied against became a saviour and survivor in the aftermath.

The tyrannical Maestro is the Hulk’s physical and mental superior throughout the story.

At least, that’s how he sees himself. A combination of radiation, power, and presumably survivor’s guilt have driven the future Hulk completely mad. Selfish and tyrannical, he cares only for his own self gratification and sees himself as a tough but fair ruler to his people, who he demands sing his praises but cares little if they’re trampled underfoot. This is perfectly juxtaposed by the Hulk; younger, leaner, far less jaded (no pun intended), the Hulk retains his moral compass and respect for life, setting him at ideological odds with the Maestro in a way that wouldn’t be as possible or versatile with his more savage counterpart. It also helps that Professor Hulk is clearly much weaker than usual, especially against the Maestro; the added radiation and one hundred years of living give the Maestro the edge in terms of sheer power, ferocity, and cunning that even Professor Hulk struggles against. Rather than thinking with his fists or relying on his usual strategies, the Hulk is forced to endure being the Maestro’s captive to wait for an opening to strike more effectively, which allows us a deeper glimpse into the workings of the Maestro’s world and the depths of his insanity. I think it’s telling that the Maestro is so loquacious in his demeanour; he truly sees himself as the hero of his world, as the apex predator, and as deserving of everything his built and amassed after being hounded all his life and left the sole survivor following the devastating nuclear attacks.

The Hulk’s clash against the Maestro shows how dangerous an intelligent, evil Hulk can be.

Thus, the Maestro and the Hulk clash with morals as much as their fists, and both are intriguing. It’s not often that you see the Hulk, even Professor Hulk, manhandled and brutalised as badly as he is here; he’s constantly being swatted away, overpowered, and injured, bleeding in the finale and left half-paralysed after having his neck broken! In the rare instances when the Hulk is able to fight back, he’s always on the back foot within a few panels and, in the end, is forced to outwit the Maestro rather than out-fight him since he’s clearly outmatched. The supporting characters were okay; they fulfilled their purpose as resistance fighters who recruited the Hulk out of desperation, but it does make you wonder why Janis wouldn’t just stay in the past when she travelled back rather than risk her life saving a world that’s already gone to hell. The story even lampshades the suggestion that they go back and get more reinforcements; like, yeah, they could have tried to recruit more heroes while back in the past, and honestly the whole story of how the Hulk even got there is barely touched upon. Ultimately, they’re a means to an end; Janis needs to exist so the story can happen, but she’s not as interesting to me as the elderly Rick and his roomful of Easter Eggs, which served as a great backdrop for the finale. Ultimately, I can see why the story and the Maestro are so fondly regarded; it definitely could’ve benefited from being longer, perhaps five twenty page issues, to help things breathe a bit. Yet, the visual of the Maestro, his wild hair and his gruff, conniving demeanour, is certainly striking. The idea of the Hulk becoming intelligent and cruel enough to rule over the last vestiges of humanity is a powerful one since his rage at being ostracised is fully justified and he represents a nigh-unstoppable foe, and those elements were conveyed very well even in these two, all-too-brief issues.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of Future Imperfect? What did you think to the Maestro and his depiction as a tyrannical, malicious future version of the Hulk? Were you a fan of Professor Hulk, and would you have liked to see the more savage Hulk take his place in this story? Which of the Easter Eggs in Rick’s trophy room was your favourite? Which dystopian future of Marvel Comics is your favourite and do you have a favourite alternative version of the Hulk? How are you celebrating the Hulk’s debut this month? Whatever your thoughts on Future Imperfect, go ahead and share them below or leave a comment on my social media and be sure to check out my other Hulk content.

Game Corner [Turtle Tuesday]: TMNT (Xbox 360)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. Even now, the TMNT continue to be an influential and popular commodity, proving that some fads don’t die out…they just get stronger!


Released: 20 March 2007
Developer: Ubisoft Montreal
Also Available For: GameCube, Nintendo DS, Nintendo Wii, PC, PlayStation 2, PlayStation Portable (PSP)

The Background:
The Teenage Mutant Ninja Turtles (known as Teenage Mutant Hero Turtles here in the United Kingdom) dominated playgrounds during my youth thanks to the super popular cartoon and toys, but the impact of their videogames cannot be understated. Konami’s original arcade title was one of the defining titles of the beat-‘em-up genre, the Nintendo Entertainment System (NES) title all-but defined what it meant to be “NES Hard”, and the Heroes in a Half-Shell saw success in a variety of genres. Although the critical and commercial mauling of their much-lambasted third live-action venture meant it took the better part of fifteen years for them to return to cinema screens, new TMNT videogames, cartoons, and toys continued to be produced. With TMNT (Munroe, 2007) set to be the franchise’s big return to cinema, one that would encompass different aspects of the franchise, it was only natural that it was accompanied by a videogame adaptation; this was the style of the time, after all. At this point, the licensing rights were owned by Ubisoft and the developers sought to take the family-orientated nature of the TMNT and translate it into a brawler for unique gameplay mechanics. Unfortunately, TMNT was met with mixed reviews that criticised its simplicity, repetitive combat, and lack of content. Direct comparisons were made to the arcade games of yesteryear and the reviews felt as though TMNT failed to measure up to these standards as, despite capturing the visual style of the movie, the focus on platforming and mind-numbing gameplay failed to excite compared to what had come before.

The Plot:
Following the defeat of Oroku Saki/The Shredder, the TMNT have drifted apart; leader Leonardo is off training in Central America and hot-headed Raphael is secretly busting heads as a masked vigilante known as the Nightwatcher. However, the brothers come together again when mythical creatures rampage through New York City as part of an ancient ritual.

Gameplay:
TMNT falls into the rare and frankly bonkers category of being a TMNT videogame that is focused solely on a single player experience, despite the fact that many levels see you not only switching between the four brothers but also pulling off team-up attacks! Instead, the game is framed as the TMNT reminiscing about their newest big-screen adventure alongside their master and father-figure, Splinter. The player controls each of the Turtles individually, and eventually gets access to all four of them, across sixteen story-based levels heavily inspired by locations and events from the movie and focused heavily on combat and, surprisingly, a great deal of platforming. The player can jump with A (executing a double jump if A is pressed again in mid-air), use Y to knock enemies flying with a spin attack (or hold the button for a flurry of attacks), strike hard and fast with their signature weapons by pressing B (holding it for an overpowered dash attack that sees you automatically zip towards any nearby enemies or mashing the button to string together basic combos), and switch characters, when available, with X. The player can also use the shoulder buttons to dodge and block when in combat, though I had no need for this for the most part, and holding one of these shoulder triggers in conjunction with X pulls off co-operative attacks, such as tossing your Turtle across large gaps or at enemies.

While the TMNT have their own signature styles, repetitive combat and platforming runs rampant.

As you’d expect from a TMNT videogame, the four mutants all look and play very similar and are separated by their slightly different voices and quirky personalities and their signature weapons. The very nature of these weapons means that characters like Leonardo and Donatello have greater reach than Raphael and Michelangelo and, for the most part, TMNT doesn’t get more complicated than categorising Leo as the “balanced” character and having Mikey focus more on executing a flurry of melee attacks. However, they do have distinctive special abilities that can be pulled off by holding the Right Bumper and pressing X or B: Leo can phase through bars, Don can “bo vault” across large gaps, Mikey spins his nunchakus like helicopter blades to float for a short period of time, and Raph can climb certain walls (as indicated by glowing red rectangles and dialogue prompts) with his sais. The player will also get to control Raph’s armoured alter ego, the Nightwatcher, at various points. Although he plays very similar to Raph and the others, he builds up an additional “Rage Meter” that, when full, allows him to pull off an area blast with RB and B or gives him a power boost when only partially full. Success in combat awards you stars and builds your “Family Bond Meter”, allowing you to pull off the aforementioned team attacks and a screen-clearing “Mega Attack”, and you can execute a ground punch to get some breathing room by pressing B in mid-air. You also have a decent variety of traversal options in the game’s platforming sections. The TMNT can grab ledges to shimmy across gaps or simply run along walls for a short period. They can also scale vertical walls using handholds, swing from poles, and, if you stand completely still, your Turtle will meditate and slowly regain health (though the Nightwatcher seems exempt from this).

The game offers little challenge or variety, featuring simple platforming and button mashing.

There’s no real incentive to do this, however, as you’re not only penalised with a lower grade if you take too long to complete stages but you can simply mash the A button when your health is drained to return to the fight, with no danger of failure at any time. Each stage is incredibly linear and filled with checkpoints, allowing you to easily respawn if you miss a jump or plunge to your doom, and you can simply mash A if you get stuck in toxic waste. Stages demand very little from you other than to follow a set path, hopping across rooftops, fences, and from platform to platform in a shameless aping of Frogger (Konami, 1981) as you traverse the game’s limited and repetitive environments. Occasionally, you’ll encounter various hurdles to break up the monotony: the Foot Clan will have placed trip wires that activate arrow hazards, the game switches to a 2.5D perspective a few times as you scale the outside of buildings, you’ll hop to temporary or moving platforms, and at one point have to quickly scale a shaft, battling with the stubborn camera, to avoid regular laser blasts. A couple of other times, you’ll have to race towards the camera Crash Bandicoot-style (Naughty Dog, 1996) as the environment crumbles around you, avoid bursts of flame, electrified hazards, and laser traps, run through a super simplistic hedge maze, and cross the New York skyline using parade balloons but it all gets very samey very quickly. Combat is much of the same; each combat encounter takes place in a pre-set area, meaning a variety of goons come at you at specific points and you’re forced to fend them off to progress. I had very little use for the block or dodge mechanics and found it much easier to simply knock the enemies away, charge up an attack, and then pummel them with simple weapon combos in order to move on as quickly as possible.

Graphics and Sound:  
Graphically, TMNT is a bit of a mixed bag; the four Turtles look really good, emulating their big-screen counterparts and even their voice actors reprise their roles. Depending on the story chapter you’re playing, the TMNT will slightly change up their looks; Leo sports a cloak when in the jungle, for example, and Mikey’s first stage sees him garbed in his “Cowabunga Carl” costume, though there are no options to unlock these as permanent skins. As you play, the TMNT will offer the usual commentary praising your fighting skills but also chime in to advance the story with the benefit of hindsight. Unfortunately, the music is incredibly generic and, like the movie, opts for more of a sound-a-like than anything resembling the classic TMNT theme song. The goons you fight aren’t very visually interesting either, and the game’s cutscenes have a serious case of identity crisis. For the most part, the story progresses using barely-animated comic book panels that are visually inconsistent with the source material. In-game cutscenes are few and far between, with only a handful occurring near the end of the game, and, most surprisingly of all, TMNT features very little film footage, and what is there is grainy and oddly placed.

The game’s visuals are all over the place, though the Nightwatcher’s noir-style stages stand out.

Most disappointing of all is the level variety. New York City has never looked more blocky and deserted in a TMNT videogame; you’ll constantly be running and jumping across rooftops and alleyways that all look and feel very similar, despite the time of day changing or tossing in parts of Chinatown and recognisable landmarks in the background. When you’re not on the streets or rooftops, you’re in the sewers, hopping to platforms or running along the tunnel walls, or in Max Winters’ high-tech building riding elevators and avoiding lasers. There is a part where you enter a Chinese-style temple full of lily pads and ornate decorations, which was kind of interesting, and you’ll have to traverse water wheels and a steel mill full of molten lava in order to progress, too. Generally, the game runs okay but I did experience odd periods of slowdown and it’s all very bland and by-the-numbers and feels very padded out, but things do get visually interesting when playing as the Nightwatcher. Not only is Raph’s vigilante persona chunkier and a little different to control but his levels all take place in a black and white filter that emulates the original Mirage Comics and helps to break up the visual repetition of the game. There’s also a point where Leo confronts the Nightwatcher and chases him across the city; when Leo is ambushed, the player switches to controlling an unmasked Nightwatcher and backtracking to help their brother, which did mix things up but these cutscenes were let down by the rigidity of the in-game models and the reliance of pop-in character portraits rather than mouth animations.

Enemies and Bosses:
There are a few different factions of enemies that will oppose you throughout TMNT, none of them being all that interesting conceptually, visually, or as enemies. In the jungles, you’ll encounter machete- and gun-wielding mercenaries; street punks come at you with blunt weapons and bravado; and you’ll occasionally encounter more tech-orientated goons in the sewer who jab at you with electrified sticks. Naturally, you’ll also battle the Foot Clan on more than one occasion; these black-clad ninjas attack with swords and arrows but aren’t much of a threat, despite their numbers. Other enemies may toss projectiles, such as acid beakers, and you’ll generally face far more goons as the Nightwatcher in order to build up his rage meter faster, but there aren’t any of the classic TMNT enemies to find here, like Mousers or the Stone Warriors, most likely because they didn’t feature in the movie and the developers were hyper-focused on bombarding you with 3D platforming sections.

Of the thirteen ancient monsters, you’ll only fight four and they’ll flee before you can finish them off!

Considering the source material revolves around thirteen mythical beasts rampaging through New York City, you’d think that TMNT would include a decent variety of boss battles but, sadly, you’d be mistaken. You’ll encounter seven bosses throughout the game; four of those are fought on two separate occasions, which is already pretty cheap, but you also won’t even defeat a boss until your reach the boss gauntlet at the end of the game. The first boss you encounter is General Gato, who hops around a circular arena tossing spines at you, lunging at you with blade swipes, or charging up a spray of projectiles in the middle of the arena. Simply dodge and jump over his projectiles and deliver a beatdown when he comes close and you’ll soon have him on the run. Next, you encounter the Yeti crashing his way through buildings before settling in a construction site. This ape-like brute throws slow, powerful haymakers, delivers a ground slam, and goes absolutely mental after you drain enough of his health but, again, flees before you can deliver a decisive blow. General Mono is easily the worst of the bosses; this hulking brute wields a massive hammer that he constantly smashes to the ground to create shockwaves; he also leaps into the air to come crashing down on you and is easily able to tank your combos. The fourth mystical creature you battle is Serpientei, easily the most agile and versatile of the group thanks to her ability to teleport, spit acid, race at you with a dashing strike, and unleash a charged strike. Halfway through the fight, Serpientei spews acid on Raph and the other TMNT will arrive to help, allowing you to make full use of your Mega Attacks to finish her off.

Besting Shredder and the final boss is much easier with your team-up attacks.

All four of these bosses reappear in a boss rush at the end of the game and are fought one after the other, with checkpoints and a barrage of lightning to avoid between each one. This time, you fight them in a circular arena that, if you fall out of, will see you instantly fail and have to retry from the last checkpoint, something which is incredibly frustrating when battling General Mono again. Of the four bosses, this guy easily poses the biggest problem as he absorbs your attacks like a sponge and unleashes a massive explosive hammer slam that will instantly KO you off the arena unless you interrupt his attack by tossing a Turtle at him. Despite only briefly appearing in the movie, you’ll also battle the TMNT’s archenemy, the Shredder, courtesy of a flashback; much like Shredder battles from the TMNT’s arcade games, Saki summons duplicates of himself and tosses kunai, but he’s not a very intimidating foe and is easily dispatched without much trouble. Finally, after defeating the Shredder and dealing with the four mystical creatures once again, you’ll battle General Augila, who immediately reduces the size of the boss arena and proves invulnerable to conventional attack. General Augila will attack with a spread of laser beams, tossing out multiple arrows, raining fireballs, and firing energy waves at you while spinning his sword; he also constantly floats around the arena between attacks, making him a difficult target, and can restore his health. However, you’ll notice that each of his attacks is colour-coded and this is your key to victory; simply switch to the appropriate Turtle and unleash your Mega Attack to damage him and he goes down without much fuss (certainly easier for me than the second battle with General Mono!)

Power-Ups and Bonuses:
Strangely, unlike pretty much every single TMNT videogame, there aren’t any power-ups or pick-ups in TMNT. As the Turtles restore their health through meditation and there is no life system, you won’t be picking up pizzas or extra lives and there are no temporary power-ups to find; you simply need to pummel enemies to build your meters and that’s it. There are no fire hydrants to attack, no additional weapons to pick up, no explosive barrels, or anything like that, making it a bit of a step back compared to its arcade predecessors.

Additional Features:
There are twenty-three Achievements to grab here, and you should have no trouble earning all of them in no time at all. Sixteen of them are awarded simply for completing each of the game’s stages; you’ll get another four for using each of the TMNT’s special moves, one for finishing a level without taking damage, one for doing a co-op attack, and one for collecting your first Gold Coin. There are no difficulty settings here so you don’t have to worry about finishing the game on harder modes and, while you do get a rank at the end of every stage, there are no Achievements tied to getting any of these, making these Achievements a breeze to get. Every level contains a number of Silver Coins; collecting these adds to your rank and allows you to purchase “goodies” from the main menu. Sadly, rather than these unlocking new skins or characters (April O’Neil and Casey Jones are nowhere to be found here), you simply unlock big head mode and daft weapons and sound effects. Clearing a level allows you to replay it and grab a Gold Coin for more points and that Achievement and also unlocks a virtual reality Challenge Map, where you must complete a wireframe obstacle course in a time limit (though, again, there’s nothing to gain from this).

The Summary:
I have a certain expectation when it comes to TMNT videogames; it’s not exactly a high standard or anything, I just expect them to be fun, colourful, arcade-style brawlers and not much else. In this respect, I was fully expecting to still enjoy TMNT despite it having the stigma of being a videogame adaptation, but this game really misses the mark. As much as I enjoy the movie it’s based on, I can’t say the same for the game, which pads out its playtime with an overabundance of visually boring platforming sections and repetitive combat. It’s not long before you’ve seen everything TMNT has to offer and the level of challenge here is so low that you’ll quickly become bored by it all. There’s no skill to the game, no new moves or power-ups to earn, and you can’t even play it with a friend, which has to be some kind of cardinal sin for a TMNT videogame at this point. Bland environments and a stubborn unwillingness to expand or deviate from the source material clashes with a disjointed visual style and a lack of content from the movie, making the whole experience very basic and slapped together. The game controls well and, at times, does look pretty good, but the lack of options, disappointing bosses, frustrating camera and finicky controls, and mediocre challenge on offer make it only really worth playing to bump up your gamer score. If you can find it cheap, I’d say it’s worth snapping up for this reason alone and to make you appreciate the TMNT’s 2D adventures all the more, but the lack of playable characters and lacklustre Achievements and gameplay modes mean this game is easily forgettable and little more than a barebones brawler/platformer designed to cash-in on a popular franchise.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played TMNT? If so, what did you think to it, especially compared to other TMNT videogames? What did you think to the presentation of the game and its focus on 3D platforming and repetitive combat? Which of the TMNT was your favourite to play as? Were you also disappointed by the lack of content and challenge on offer here? Which of the bosses was the most frustrating for you? Did you ever clear all the Challenge Maps? What are some of your most, or least, favourite videogame adaptations and how are you celebrating the TMNT’s debut this month? Whatever your thoughts on the TMNT, leave a comment down below.

Movie Night [Turtle Tuesday]: TMNT


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. Even now, the TMNT continue to be an influential and popular commodity, proving that some fads don’t die out…they just get stronger!


Released: 23 March 2007
Director: Kevin Munroe
Distributor: Warner Bros. Pictures / The Weinstein Company
Budget: $34 million
Stars: James Arnold Taylor, Nolan North, Mikey Kelley, Mitchell Whitfield, Patrick Stewart, Zhang Ziyi, and Mako Iwamatsu/Greg Baldwin

The Plot:
Since defeating Oroku Saki/The Shredder, the TMNT have drifted apart; leader Leonardo (Taylor) is training in Central America and hot-headed Raphael (North) is secretly busting heads as the masked vigilante the Nightwatcher. However, the brothers are forced to come together again when thirteen mythical creatures rampage through New York City as part of an ancient ritual.

The Background:
Created by Kevin Eastman and Peter Laird as a violent pastiche of comic book tropes, the TMNT were catapulted to mainstream success by the unbelievably popular 1987 cartoon. Perhaps naturally, this success led to a live-action feature film. Hiwey, although Teenage Mutant Ninja Turtles (Barron, 1990) proved to be a technically impressive financial success and the under-rated Teenage Mutant Ninja Turtles II: The Secret of the Ooze (Pressman, 1991) did well despite comparatively mixed reviews, Teenage Mutant Ninja Turtles III (Gillard, 1993) broke the cycle and both bombed at the box office and was widely derided as one of the lowest points in the franchise. After plans for a fourth film were scrapped and an attempt to produce an all-CGI revival in early-2000 fell through, production on a new TMNT project finally got underway after fifteen years away from cinema screens. The decision to go all-CGI was based on a desire to tell a more surreal story and the escalating budgets of the previous films. Director Kevin Munroe aimed to tell a darker story to appeal to a more mature audience while still staying true to the core appeal of the characters and the continuity established by the previous films. The animation was handled by Imagi Animation Studios, who looked to film noir and Hong Kong action movies to create the film’s visual style, and the movie was dedicated to screen legend Mako after he sadly died shortly after completing his work on the film. With a box office of $95.6 million, TMNT became the second-highest-grossing movie in the franchise but was met with largely negative reviews; critics questioned the overly serious tone, the focus on style over tangible substance, and the nonsensical plot, though the visual style was praised. Although accompanied by a five-issue prequel comic and a mediocre videogame tie-in, plans for a sequel were ultimately scrapped due to TMNT’s poor reception and the later collapse of Imagi Animation Studios, resulting in a completely unrelated live-action/CGI hybrid reboot in 2014 before returning to animation in 2023.

The Review:
It’s always surprising to me how a premise as bonkers as Teenage Mutant Ninja Turtles finds ways to go even further out there with its content and stories. As early as their initial issues, the TMNT were battling robots, travelling across the galaxy, and encountering strange semi-cybernetic alien lifeforms. As much as I prefer the street-level adventures of the TMNT, I have enjoyed their more bizarre escapades and enemies, which have come from different dimensions, timelines, and worlds and have long expanded the TMNT’s world beyond simply battling ninjas on the streets of New York City. However, for the most part, the TMNT’s cinematic adventures tend to be more grounded; this, as much as anything, made Teenage Mutant Ninja Turtle III stand out as quite the anomaly, but TMNT also offers up a surreal plot for the mutant brothers, though the differences between the two can be chalked up to their execution and tone. It helps that TMNT opens with a narration from the always-awesome Laurence Fishburne that not only positions this film into the loose canon of the existing movies (Splinter’s (Iwamatsu/Baldwin) trophy shelf also reinforces this, containing mementos from the previous films, even if the TMNT’s characters are slightly different) but also gives some insight into the legend of warlord Yaotl. Three thousand years ago, the warrior king and his brotherhood carved a path of destruction and conquest across the globe that culminated in him opening a portal into a parallel universe to gain immortality but at the cost of his generals being turned to stone and thirteen immortal monsters being unleashed from the rift, eventually serving as the inspiration for famous mythical monsters over the centuries.

While Leo has been off training, the TMNT have fractured and lost their camaraderie.

When we rejoin the titular turtles, they’ve been fractured; Leonardo has spent over a year in Central America on the orders of his master and father-figure, Splinter. Although Leo’s training ended some time ago, he feels he hasn’t yet fulfilled his mission to become a better leader and has come to believe his efforts to protect the locals as the “Ghost of the Forest” is more important than his duties back home. However, Leo is stunned when his old friend and former news reporter turned-antiquities-dealer April O’Neil (Sarah Michelle Gellar) arrives in Central America looking to source rare pieces for her boss, business tycoon Max Winters (Stewart), and tells him all about how Donatello (Whitfield) now “does machines” by working an exasperating job as a remote tech support, Michelangelo (Kelley) dresses up as “Cowabunga Carl” to act as a children’s entertainer, and Raphael (North) has largely ostracised himself from the group, sleeping all day to recover from his nightly jaunts as the armour-clad vigilante the Nightwatcher. Each of Leo’s brothers are aggravated by their situation in their own way; while Don appears content to let the past go and focus on contributing to their welfare, even Mikey, traditionally the most jovial of the bunch, expresses frustration at how boring their lives have become. While Mikey is in awe of the Nightwatcher, Don isn’t so convinced, believing he’s doing more harm than good, while Raph is obviously all for the vigilante filling the void his “has-been” brothers have left behind. Proud of his son for having grown stronger, Splinter encourages Leo to bring his brothers back together as a team before they return to vigilantism and encourages each of them to see their situation as a learning opportunity to acknowledge their flaws and grow stronger, though there’s a definite sense of scepticism amongst his sons even when Leo returns as they’ve gotten a little rusty working together.

Resentful of Leo’s leadership, Raph frequently clashes with his brother and lashes out in frustration.

Strangely, Leo is also unimpressed by the Nightwatcher’s efforts; while he accepts fellow vigilante Casey Jones (Chris Evans) as a trusted ally and the TMNT have their ninja training to fall back on, Leo believes the Nightwatcher is putting himself in unnecessary danger by meddling in crimefighting. While the others may be unaware of Raph’s nightly activities, Casey isn’t; constantly shirking his chores and missing appointments as April’s muscle thanks to his late-night excursions, Casey not only delights in busting heads alongside Raph but also opens up to him about his fears of a long-term commitment with April since he doesn’t feel mature enough to be the man she needs. Raph also opens up about his frustrations with Leo, which are surprisingly complex; he resents his brother for leaving, but also admits that he would probably do the same if he could only let go of his love for the noisy, violent city they call home. Despite Raph constantly criticising him, Leo tries his best to pull his brothers together but they’ve grown impulsive and immediately disregard his (and even Splinter’s) orders to avoid fighting, which results in them not only failing to subdue the Bigfoot but also taking quite a beating, too. Raph’s recklessness and loyalty to his friend later sees him drugged by a Foot dart and once again finds himself unconscious in April’s care. Luckily, he has one of the Stone Generals’ throwing stars stuck in his shell, and April’s knowledge of ancient lore allows her to piece together not just an explanation behind the monsters that’ve cropped up in the city but also Winters’ involvement in the plot.

Although he seems evil, Winters actually wants to atone for his past and end his immortality.

April is now capable enough to work with Don to calculate when and how the dimensional rift will open and also showcases enough ninja training to join her allies in the finale. April also assists Winters in obtaining the legendary petrified generals but, while he assumes the façade of a charming and affluent collector of ancient relics, Winters secretly hires the remnants of the Foot Clan, led by Shredder’s former lieutenant, Karai (Zhang), to capture the thirteen monsters and bring them to him. When inside Winters’ vast skyscraper, the film veers towards the absurd somewhat; Winters favours a distinct stone-and-marble aesthetic, one that’s made up of centuries of relics and an unnaturally long life amassing an impressive fortune, but that’s also home to an impossibly large, steampunk-themed facility specifically designed to siphon the interdimensional power of the rift by sacrificing the captured monsters. No mere businessman, Winters easily intimidates Karai and the Foot after awakening his old allies, General Aguila (Kevin Michael Richardson), General Serpiente (Paula Mattioli), and General Gato (Fred Tatasciore), imposing, nigh-immortal warriors who eventually conspire against Winters when they realise that his goal is no longer world conquest. Although thirteen monsters cause havoc throughout the city, only a handful feature prominently, and some are barely glimpsed. The first one seen is the gargoyle-like Succubor, which feasts on birds and Raph and Casey witness being captured by the Foot and the Stone Generals. However, the first monster that the TMNT encounters is the Bigfoot, a rampaging, ape-like yeti that manhandles the Foot atop a construction site before being captured by General Aquila. Through the power of a montage, the Foot and the Stone Generals subdue all but two of the legendary monsters in quick succession, meaning the most prominent monster is the diminutive, voracious Jersey Devil, which the Nightwatcher battles in a diner kitchen. After deciding to maintain their immortality and unleash a legion of monsters upon the world, the Stone Generals turn against Winters and substitute Leo for the final monster, reducing these visually interesting creatures to mere plot points.

The Nitty-Gritty:
As much as I enjoyed the first two TMNT movies and admire the excellent suits and animatronics used to bring them to life, there’s no doubt in my mind that going all CGI is a much better way to bring these bizarre characters to screen. In fact, the only downsides I have about the TMNT’s appearances in this movie are that they’re not as easy to tell apart as their predecessors and successors. Yes, they have different weapons, voices, and bandanas but they’re not as physically distinct; like, usually they have different colourings or Raph is bulkier, for example. Additionally, they’re a little too frog-like in their movements. I’m okay with this, however, as they move and fight with a kinetic, superhuman quality that results in some fun and fast-paced sequences. TMNT also gets extra points not just for evoking the original Mirage Comics in its visuals, especially when the TMNT are traversing the city at night, but in its violence. While there’s no blood or bodily dismemberment, there’s a surprising amount of explicit and implicit violence in TMNT; Leo is very heavily implied to have killed the soldiers who ransacked the village under his protection and the film opens with Yaotl and his brotherhood ruthlessly cutting down their enemies. Committing to an all-CGI production certainly allows TMNT to maintain a consistent visual style; while the TMNT and the various monsters are obviously fantastical creatures, this is a hyper-realistic animated world, where stick-thin characters like April co-exist alongside the absurdly broad-shouldered Winters. The entire film is steeped in a murky darkness that really adds to the atmosphere and again harkens back to the original Mirage Comics; Leo’s brutal confrontation with the Nightwatcher notably stands out due to the rain and storm effects adding to the emotional conflict. Although the city can appear a little barren at times, there are a few instances of armed street punks running afoul of the Nightwatcher to help give the location a bit of life.

Raph’s hot-headed attitude leads to him clashing with Leo and being forced to make amends.

It’s not uncommon for TMNT stories to focus on themes of family and brotherhood, but TMNT is the first movie to really delve into these aspects beyond just depicting a sense of camaraderie and rivalry between the four. The film begins with the family dynamic splintered (no pun intended) in a way we rarely see; Leo is in Central America, honing his ninja and leadership skills, leaving his brothers to fend for themselves with menial jobs and a general lack of excitement. Feeling abandoned by his brother and frustrated by being stuck in their underground lair all the time, Raph has taken to stalking the streets as the Nightwatcher; as ever, his hot-headedness and antagonistic attitude causes friction between him and Leo when the latter returns since Raph is slighted by Splinter’s apparent favouritism towards his brother. Thus, while Mike and Don are elated to be reunited with their brother, it’s clear that the group’s effectiveness has waned in his absence and a central aspect of the movie is about them learning to trust each other and work collectively as an ass-kicking unit once more. Raph’s resentment towards Leo eventually boils over, causing him to quit the team and his family. When Leo goes to make amends, he confronts the Nightwatcher and, unaware that it’s Raph under the helmet, tries to reason with him following a thrilling rooftop chase across the city. Leo easily dodges the Nightwatcher’s heavy chains but is stunned to find his hot-tempered brother beneath the helmet; the two have a heated exchange and, with their tempers and egos flared, they engage in a brutal scuffle to settle their differences. Although seemingly evenly matched, Raph comes out on top after breaking Leo’s katana but he’s so ashamed at how close he came to killing his brother that he flees into the rainswept night and is unable to keep Leo from being captured by the Stone Generals. Guilt-ridden, Raph confesses his shame to Splinter; after his father commends Raph’s strength of character, Raph resolves to work with his family and friends to storm Winters’ tower and rescue Leo in order to make amends for his recklessness.

After reuniting as a team and family, the TMNT bring Winters the peace he’s longed for.

The theme of family permeates further as it turns out that Winters’ entire motivation is not for conquest or power, but to rid himself and his generals of their immortality and remove the monsters from the world so they can all finally be at peace. As they have no desire to lose their immortality, the Stone Generals capture the monsters for their own ends and force Karai and the Foot Clan to swear allegiance to them. Thus, the TMNT and their allies are forced to fight through an entire legion of Foot Soldiers in a large-scale fight scene that’s far and away beyond anything we’ve seen in a live-action TMNT movie; even Splinter, April, and Casey get in on the action, easily fending off the Foot’s greater numbers to the infectious beat of P.O.D.’s “Lights Out”. With an intense sky beam acting as a ticking clock before the dimensional rift is reopened, the TMNT breaches the tower and successfully rescue Leo; Raph apologises, gifts Leo new katana, and finally recognises his brother’s place as their leader. To his credit, Leo also acknowledges Raph’s importance to the team and family dynamic, and the heroes are surprised to find Winters actually desire the same goal as them: to save the city, dispense of the monsters, and end his long centuries of agonising immortality. Remaining loyal to Winters out of a sense of honour, Karai forges a temporary truce with her enemies. While Casey and April join her and her ninjas in tracking down the final monster, the TMNT finally come together as an efficient and co-ordinated unit to oppose General Aquila and his stone brethren with Winters and Splinter try to contain the beasts from escaping the swirling vortex. Due to the Stone Generals’ immortality, it doesn’t matter how hard or well the TMNT fight but, luckily for them, the Foot and their allies find the last monster, dispel the portal, and finally free Winters of his immortality. Despite Karai threatening that she and the Foot will resume hostilities on their next meeting, the TMNT return to the city streets finally reunited and stronger than ever; Splinter adds a few more mementos to his collection and the brothers head out into the night ready to defend their city from injustice…together at last.  

The Summary:
I really enjoyed TMNT; when I first saw it, the “Heroes in a Half-Shell” had been absent from cinema screens for way too long and I was really digging the visual presentation of the film at the time. While the TMNT had returned to their darker, more violent roots in the intervening years, it always hits a little different when the TMNT make it to the big screen and push those boundaries a little further. While TMNT adopts a very different visual style, one that’s clearly very different from the previous films, it emulates the same tone and gritty atmosphere as the first film and works nicely as a semi-connected continuation of those movies. I really enjoyed the kinetic action and the animation style used to bring the TMNT to life; for the first time on film, they could hop about and perform all kinds of crazy moves that no suit performer could ever match and could encounter many visually interesting creatures. While it’s unfortunate that the monsters and even the Stone Generals aren’t spotlighted more, the focus on the family dynamic more than makes up for this; this wouldn’t be the first or last time that Leo and Raph would butt heads but it’s realised in an intriguing way here. Raph’s resentment towards Leo clashes with his begrudging respect for him, but he’s ultimately unable to contain his temper, leading to them having one of their most intense battles in the entire franchise. I enjoyed the sub-plot of Raph operating as the Nightwatcher and that there was a little more for April, Casey, and even Splinter to do in the finale, but the twist of the bad guy actually seeking to release himself and his family from their never-ending torment was greatly appreciated. I do think TMNT might have benefitted from playing things a little safer and focusing on Karai’s revenge against the TMNT, but I appreciate that the filmmakers tried to do something new and make the most of the revised genre to deliver a fun, mature, and apparently under-rated return to form for the fightin’ mad mutant turtles.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of TMNT? How do you think the film holds up against the other TMNT films? Did you like the all-CGI format or do you prefer the live-action/CGI hybrid format of the previous films? What did you think to the fractured relationship between the TMNT? Did you enjoy seeing Raph operate as the Nightwatcher and go at it with Leo? What did you think to Winters and were you disappointed by the brief screen time of the thirteen monsters? Which of the TMNT is your favourite and why? How are you celebrating the TMNT’s debut this month? Whatever your thoughts on the TMNT, leave a comment down below or share your thoughts on my social media, and be sure to check out the other TMNT content across my site.

Mini Game Corner [X-Men Day]: X-Men (PlayStation 3)


To commemorate, the culmination of their long-running and successful X-Men movies, 20th Century Fox declared May 13th as “X-Men Day”, a day to celebrate all things Mutant and X-Men and celebrate Marvel’s iconic collection of superpowered beings who fight to protect a world that hates and fears them.


Released: 14 December 2010
Originally Released: 31 January 1992
Developer: Backbone Entertainment
Original Developer: Konami
Also Available For: Arcade, Mobile, and Xbox 360

A Brief Background:
After Stan Lee and long-time collaborator Jack Kirby introduced the X-Men in 1963, Mutants have featured prominently not only in Marvel Comics but also in videogames. The first X-Men videogame was essentially a vertical shooter on the Nintendo Entertainment System, but the characters saw their greatest early success in arcade ventures and team-based brawlers. Indeed, in 1992, the arcade scene was still a popular staple of the industry and beat-‘em-ups were at the forefront of that; the biggest names in this genre were Capcom and Konami, who pumped out licensed and first-party titles and defined a generation. X-Men was one of Konami’s most celebrated efforts; based on the vastly different pilot episode of the incredibly popular X-Men animated series (1992 to 1997), X-Men’s widespread acclaim was matched only by its scarcity. The title never made it to home consoles and it would take about twenty years for it to finally be ported from the arcades. This digital-only version was praised for its nostalgia, though criticised for being far too easy, and was sadly delisted from digital store fronts in 2013 due to licensing issues and hasn’t been seen since.

The Plot:
Erik Lehnsherr/Magneto leads an all-out war against humanity with an army of Sentinels and his human-hating loyalists, the Brotherhood of Evil Mutants, even kidnapping his old friend and rival, Professor Charles Xavier/Professor X, and the X-Man Kitty Pryde/Shadowcat. It’s up to the X-Men to use their unique Mutant powers to topple Magneto’s forces, rescue their allies, and put an end to his mad schemes!

The Review:
X-Men is one of the quintessential arcade beat-‘em-ups from the heyday of the era, allowing up to six players to battle it out across eight stages beating the crap out of an unending series of robotic or animalistic enemies and vying to be top of the leaderboards. The controls are as simple as you could want from a game like this: you use Circle or Square to attack, landing a series of combos with each button press and attacks that are unique to each character, jump with X, and perform a jumping attack by pressing Circle or Square in mid-air. When enemies are on the ground, you can press Circle or Square to pound on them or press Square when close to most enemies to throw them across the screen or into other enemies for good crowd control. Unfortunately, there’s no dash attack here and few other attack options available beyond pressing Triangle to unleash your character’s Mutant power, which will drain a bit of your health or cost you a “Mutant Orb”. These attacks are unique to each character and will wipe out all enemies on screen, but have some limitations; James “Logan” Howlett/Wolverine and Scott Summers/Cyclops’s Mutant powers are great for clearing what’s right in front of you but you’ll want to pick Kurt Wagner/Nightcrawler of Piotr “Peter” Rasputin/Colossus if you want to target enemies all around you. Unlike other beat-‘em-ups, there are no weapons to get, no crates or barrels to smash, and no interactive objects to aid you (there are no explosive barrels here, for example); hell, there aren’t even any health pickups to find. Supposedly, the Japanese version of the game does have them, and other pick-ups that are dropped by defeated enemies, and I didn’t see one when I did a quick check after my first playthrough.

Plough through endless robotic enemies using the X-Men’s uncanny Mutant powers!

Indeed, despite its much-deserved reputation as one of the greatest arcade games of all time, there’s not much that makes X-Men particularly innovative. Its appeal comes down to the enjoyable mindlessness of its action, the colourful visuals, and the atrociously entertaining voice acting. The goal here is little more than to travel from the left side of the screen to the right, ploughing through disposable enemies until you reach the boss of each level. You’ll need to watch out for hidden turrets, cliff drops and lava pits, and a bunch of palette-swapped Sentinels who throw rocks, detach their hands, or fire projectiles. They’re joined by bulkier robots armed with cannons who fire missiles, low fireballs, or high laser shots, lizard men who attack with their tails or breathe fire, and even anthropomorphic mud and plant monsters and robotic arms, though these enemies are constantly recycled and become quite samey quite quickly, even when they’re riding in on trucks or these weird gun-toting cyborgs on treadmills. The environments are a bit hit and miss, too; the opening city is suitably wrecked, there’s a thunderstorm raging in the background of the cave stage, you’ll see the Giant Sentinel, X-Jet, and the captured Professor X and Kitty in other stages, but few levels were as visually interesting as the wild jungles of Island M and lava-filled dangers found in “The Trap”. You’ll be transported up and down lifts, as is expected in a beat-‘em-up, but won’t really be battling a host of enemies in these sections; there is one part where you’re confronted by a missile-spewing wall, but you don’t actually have to destroy it, and the only character with anything close to an idle animation is Wolverine, who sheathes and unsheathes his claws when left standing (but don’t linger too long or the game will punish you with an explosive death!)

Magneto’s monstrous Mutant minions are itching to welcome you to die!

Yet, the character and enemy sprites are big, colourful, and evoke both the comic books and the pilot of the animated series. The story, paper-thin as it is, is related through large, partially animated cartoon-esque sprite art and in-game graphics, with Raven Darkhölme/Mystique’s deceptive tricks and the Brotherhood’s explosive, boastful entrances being as notable a highlight as Professor X’s many words of wisdom. Of course, one reason X-Men is so fondly remembered is the awful dialogue, lovingly recreated here so as not to rob us of such meme-worthy statement as “X-Men! Welcome to die!”, “Magneto is in another place”, and “You’re dead, X-Chicken!” In terms of bosses, X-Men doesn’t offer much in the way of challenge or strategy and you can generally get by with a simple technique of jumping in for an attack, landing a quick combo, and jumping out of harm’s way, maybe landing a special attack if you have a spare orb or enough health. This is established from the first encounter with St. John Allerdyce/Pyro and is largely true of all bosses: they’ll burst into the scene, taunt you (leaving themselves vulnerable to an early attack), and use their various powers to whittle down your health. While Pyro is quite nimble and spams screeching flame projectiles and roasts you with a flame burst, Fred Dukes/The Blob is much slower, plodding about and landing big punches or swings with his spiked mace, causing the screen to shake when you knock him down for a few seconds, and tanking your hits. A version of the Wendigo is also fought, with it pouncing at you and performing a head grab/throw combo shared by subsequent bosses, such as Nimrod, another large, clunky, slow boss who’d rather waste time taunting you than attacking in an interesting way. Cain Marko/The Juggernaut is similarly large and cumbersome but makes up for it with a screen-crossing charge and a huge cannon that fires a large blast across the screen. There are also a couple of mini bosses to contend with, such as the mental bolt-throwing Emma Frost/White Queen, a battle against three Egyptian statues, several Pyro clones, and additional encounters with all previous bosses when battling through Asteroid M. You’ll fight Magneto twice; the first time, it’s Mystique in disguise and he/she’s limited to punches and kicks but defeating her sees you battle the true Magneto. This is the toughest fight yet thanks to his impenetrable shield, but his attacks are still limited to slightly faster and very powerful punches and kicks. He also likes to mock you, though, so you can get in a good combo in those moments, and you’ll be immediately trust into another playthrough after the ending and credits roll when playing the American version of the game.

Colourful visuals and fun bosses were offset by some repetitive backgrounds and enemies.

Yes, this version of X-Men allowed you to pick between the American and Japanese versions; the main difference between the two was that you get a free, non-health-sapping Mutant Orb after every boss in the American version, but you start each new life with one in the Japanese version, and there’s apparently more to pick up from defeated enemies in that version, too. X-Men also allowed for local and, at one time, online multiplayer, allowing up to six players to fight together like in the arcade days of old. You can head into the “Options” menu and turn smoothing on or off, set whether you want a wallpaper to fill in the gaps around the action, show or hide the in-game timer used for speed runs and such, change the screen size, and change where the player’s health and lives and score are displayed. Every time you clear a stage, it’s unlocked to select for next time, allowing you to pick up where you left off or freely jump to any level. While you strangely can’t change characters when you die (or, at least, I wasn’t able to; there was no way when the continue countdown appeared and the option was greyed out on the pause menu), you do get unlimited credits and you can test your skills on three difficulty stings: Normal, Hard, and Hardcore, with even more enemies swarming the screen on the harder settings. X-Men had twelve Trophies for players to earn, with Trophies popping when you used a Mutant power five times, earned at last 250 points in one game, completed it on Expert difficulty, and defeated Pyro without using your Mutant powers. Tougher challenges included beating Magneto with every playable character, finishing the game in 25 minutes or less, and being fooled by Mystique in a six-player game (which I achieved by mapping all six characters to one controller). Otherwise, that’s it; there are no skins, no new characters to unlock, and no additional game modes here; just the classic arcade machine in all its punchy, ridiculous, and colourful glory.

The Summary:
It’s such a shame that X-Men got delisted and hasn’t been made widely available for download since 2013; almost as much of a shame that it never came to home consoles back in the day and we were stuck with all those mediocre X-Men platformers. It’s a really fun game that ends just as things are about to become too repetitive and mindless, with a surprising amount of variety to each character despite the lack of pickups and power-ups. Each character plays a little differently (Nightcrawler is fast and has lots of elaborate attack animations while Colossus is much slower and bulkier, for example) and has some fairly good special attacks, though the lack of team-based moves and temporary power-ups is a bit of a shame. Similarly, the environments are quite bland and uninspired, especially compared to other beat-‘em-ups and even the colourful sprites on offer here. Considering the vast library of X-Men characters and enemies, there’s very little enemy variety (potentially because it’s more appropriate to have players smash up robots than people) and, while the bosses make up for this, there’s not much strategy to defeating them. I liked that there was a lot of voice samples used here, and in the engaging tunes, and the quality of the cutscenes was very much like a cartoon, which was very fitting considering the source material. Although X-Men doesn’t offer anything new to the genre and is, in many ways, inferior to other titles that don’t have the luxury of such a big licensing name being attached to them, it’s a short burst of entertaining fun that’s best enjoyed with a couple of friends. I’m really hoping Konami work out some kind of deal to make this accessible to new players sometime soon so I can revisit it again, maybe as a collection of titles or something, and add in some additional materials like concept art, the option for HD graphics, and maybe a couple of extra characters and game modes. If you missed out on playing this version of the game, which is nevertheless the definitive version, there’s always the Arcade1Up cabinet or…you know…emulation, the latter of which I’d highly recommend as this is a great game that should be more easily available to play despite its lack of core features.

My Rating:

Rating: 4 out of 5.

Great Stuff

Were you lucky enough to play X-Men when it came to PlayStation 3 and Xbox 360? Have you ever played it out in the wild? Which character was your favourite and were you surprised by Magneto’s polite welcome to die? Do you agree that the levels and features were a bit sparse, or do you think there was just enough here to compensate? Would you like to see X-Men more widely accessible for modern gamers? What’s the worst (or best) videogame tie-in you’ve ever played? Which X-Men videogame is your favourite and how are you celebrating X-Men Day today? Whatever you think about X-Men, and arcade games in general, feel free to share your thoughts below or leave a comment on my social media.

Game Corner [Dragon Ball Day]: Dragonball FighterZ (Xbox Series X)


DragonBallDay

When the Great Demon King Piccolo was released upon the world, he broadcasted a message on television declaring May 9th as “Piccolo Day”…and promptly celebrated by announcing his ownership over the planet. Since then, May 9th has been officially recognised as “Goku Day” but, to make things simpler, I’m using this as a good excuse to celebrate all things Dragon Ball,


Released: 26 January 2018
Developer: Arc System Works
Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
Akira Toriyama’s Dragon Ball franchise, particularly Dragonball Z, is no stranger to videogame adaptations. In 1990, the first Dragonball Z videogame released for the Family Computer (Famicom) and, since then, various titles based on the long-running manga and its popular anime counterpart have been released, generally as shameless rip-offs of Street Fighter II: The World Warrior (Capcom, 1991), tournament fighters or one-on-one beat-‘em-ups that retell the events of the anime over and over again. After Bandai Namco acquired the rights to the franchise in 2009, they routinely released new Dragon Ball titles on an annual basis, with the games now incorporating elements from the long-awaited Dragon Ball Super (2015 to 2018). Following the critical and commercial success of Dragon Ball Xenoverse 2 (Dimps, 2016), the publishers turned to Arc System Works, known for their Guilty Gear fighting games (ibid, 1998 to present), to develop a three-on-three fighter to address issues with power balances. Akira Toriyama designed a brand-new character to act as the game’s antagonist and the game was initially met with a great deal of enthusiasm. This was reflected in the sales, with Dragonball FighterZ becoming the fastest-selling Dragon Ball game at the time, and the reviews, which praised the anime-style visuals and explosive combat, with the game seen as one of the best in the franchise. While some criticised aspects of the gameplay, the game performed well enough to not only be bolstered be additional downloadable content (DLC) but also to receive an updated PlayStation 5 and Xbox Series S/X port.

The Plot:
The Red Ribbon Army continues to plague Son Goku and his allies when the hitherto-unknown Android #21 uses the Dragonballs to resurrect their fiercest foes. Their powers dampened by Android #21’s energy waves and faced with an army of puppet-like clones, the Z Warriors join forces with their worst enemies and a mysterious possessing soul to combat Android #21’s threat.

Gameplay:
Dragonball FighterZ is a 2.5D fighting game in which players initially pick from a roster of twenty-one characters from across the Dragonball Z and Dragonball: Super series’ to take part in fast-paced, cinematic bouts. From the moment you start the game, you’re bombarded with pop-ups, messages, and notifications and that’s before you even start to work out how to navigate the main hub, which is a chibi­-fied recreation of famous locations from the franchise, such as the World Tournament arena and Master Roshi’s island. Thankfully, you can either guide your chubby little avatar to various gameplay options, warp there with the Left Trigger, or bring up the options menu to take a look at the game’s controls. As you might expect, a practice and tutorial mode are included and tutorials are commonplace throughout the “Super Warrior Arc” of the game’s story mode so you can quickly get to grips with the fighting mechanics. Although you’re initially taught the basics in a one-on-one scenario and you have the option of fighting one-on-one (as well as customising the difficulty level of the computer-controlled opponents, setting the rounds and timer limits, and other options before fights outside of the story and Arcade modes), Dragonball FighterZ is primarily a team-based fighter. You pick three characters to form a team and can tag in and out in, which continues to be an aggravation for me as I’ve never really clicked with team-based fighters and find it to be an even more overplayed cliché than a Street Fighter II clone.

Rush in to pummel your foes with attacks or finish them in explosive fashion with your ultimate attack!

Thankfully, Dragonball FighterZ only takes inspiration from Street Fighter II; the fighting mechanics, while obviously similar given the presentation, are noticeably different and perfectly suited to reacting the anime’s explosive, high-intensity battles. X sees you throwing a light attack, Y a medium, and B a heavy (which can send you opponent flying away or through the environment for a “Destructive Finish” if timed correctly). Successive presses of each button pulls off different combo moves; you can mix and match, but the focus is more on mashing, say, Y as your character will automatically pull off a Super Move at the end of that simple combo string, negating the need to perform quarter-turns on the left stick or directional pad. A tosses out a ki blast; you can hold or rapidly tap it and press A after pushing towards your opponent to swat away their projectiles, just like in the anime. Although you can jump, dash, and sidestep towards and away from your opponent, the Right Trigger and Right Bumper allow you to dart at them with a “Dragon Dash” and “Dragon Rush”, respectively, allowing you to close gaps quickly, land a hit, and pull off a quick combo in mid-air or on the ground. These will also break your opponent’s guard, sadly executed by holding away from your foe just as they land an attack. I would much prefer a dedicated block and counter button as pushing back isn’t very reliable, though you can always press Y and B together to instantly teleport behind the opponent for an attack as long as you have at least one bar on your ki gauge.

You’ll need to call upon your allies to help withstand the barrage of attacks from your foes!

The ki gauge builds up as you dish out and take damage, but you can also manually power up by holding X and A together. The more bars you have, the stronger and more elaborate special moves you can pull off and, when you’re at maximum power, you can pull off your character’s ultimate attack using a simple input of a quarter-turn back or towards your opponent and pressing RT or RB afterwards. These ultimate moves certainly are visually impressive and are a great way to end a match, and they’ll also partially destroy the stage for maximum impact. As it’s a team-based fighter, you can call in an assist from one of your teammates at any time with the Left Trigger and Bumper; this allows you to string together massive two- or three-way energy attacks or dish out an even bigger combo, though be warned as you can easily get inescapably caught in your opponent’s team attacks as well. Holding either trigger allows you to switch to one of your team mates; this is essential as switching allows those not in play to regain a bit of health and some characters are better suited for different situations, such as larger characters like Nappa being slow and powerful and smaller characters like Teen Gohan being more agile and nimble. When playing the game’s story mode, the damage you take carries over between fights; you’ll regain some health (and downed characters will be revived) after a victory, but it’s best to switch often during the more intense battles to keep your health up. However, while you can set the difficulty of the computer in local play, arcade bouts become progressively difficult depending on which route you take. The easiest sees you fighting past three teams and the hardest has you battling seven and defeating each route unlocks a harder version for a greater challenge, and you can also play online or take part in a tournament.

As annoying as it is to have to navigate a map screen, the repetitious clone fighting is just as bad.

At first, Dragonball FighterZ seems intimidating but the story mode and practice options help guide you through the basics and the game initially plays very simply. Combos are easy to pull off with just a few mashes of the same button and it’s pretty easy to get into a rhythm of dashing at your opponent, pummelling them with a light combo, then focusing on medium combos with a super finish and calling in a team assist to speed things up. When playing the story mode, you’re actively encouraged to battle as many opponents as possible to grow stronger as, narratively, this unlocks your character’s full power. Each chapter presents a map and a set number of turns; your goal is to move around the map, taking out opponents and earning rewards, on your way to the boss fight. You cannot simply skip to a space and must actively move step by step around the map, which is either painfully linear or slightly more complicated, but always very restrictive and annoying. I never ran out of turns so I’m not sure what happens if you use them all up but I do know that you need to manually save on this screen as a game over mean replaying the entire map from the start, which can be very annoying in the later, more difficult arcs. Generally, fights aren’t very difficult and you’ll breeze through them; even higher-level bouts against Kid Buu or boss battles against the likes of Perfect Cell and Frieza can be painfully easy, but don’t let yourself become complacent. I fought every single opponent across the three arcs, finishing the story at around level forty, and eventually did have to take the battles more seriously as the computer upped its game. You’ll see this difficulty spike more prominently in the arcade mode where, after the first fight or two, you’ll get absolutely decimated if you don’t keep your wits about you. The “Super Warrior Arc” likes to pepper the map with tutorial fights; completing these will earn you extra rewards, and you’ll earn similar additional rewards if you fight Kid Buu when he appears, but otherwise it’s just a series of fights over and over with little variety apart from recuing a new character or the amount of opponents you face or characters you control, meaning it gets very repetitive very quickly.

Graphics and Sound:  
In terms of presentation, Dragonball FighterZ is on a whole new level! Of all the Dragon Ball videogames I’ve played, this is the one that most closely emulates the kinetic action of the anime. Everything from the character designs to the stages, cutscenes, music, and voice acting is all ripped straight from the anime and the attention to detail is really impressive. Unlike some cel-shaded Dragon Ball videogames, Dragonball FighterZ sticks to a 2.5D aesthetic so characters never appear award or blocky and the illusion of playing as hand-animated sprites is very convincing. You can pick to have Japanese or English voices, which I know is a big deal for some “purists”, and the English voice cast all return to tell the game’s interesting (if somewhat derivative) story. The story is basically just a mish-mash of familiar arcs from Dragonball Z but I appreciated that it was an original story for a change and not just retelling the same story over and over, though the game does pepper in some classic story moments if you meet the right criteria for a “Dramatic Finish”. Indeed, it’s the fights where the presentation really shines; sticking to the 2.5D plane is admittedly a little more restrictive than more 3D-orientated Dragon Ball videogames but it makes the action so much easier to follow and all the attacks, special moves, and ultimate attacks are beautifully animated, with the game employing cinematic perspectives and drawing from the anime for the more destructive energy attacks.

The game does a fantastic job of recreating the look and energy of the anime.

Sadly, the game’s stages don’t fare quite as well. There are numerous stages to pick from, all of them very familiar, such as the Supreme Kai’s world, Planet Namek, a futuristic city, the rocky wastelands, and even the depths of space. Some stages will react to your attacks, breaking and crumbling apart around you, and you can even transition to other stages by finishing your opponent with a heavy attack in some locations. Unfortunately, there’s not a lot happening in them; you can’t directly interact with anything, there are no stage hazards to worry about, and they’re simply just there for the characters to have somewhere to fight, which is fine but I like it when there’s a little extra to do. The hub world takes on a completely different visual style; you pick a chibi-style character to wander about with and access different modes, which is cute and a little different but initially a bit puzzling. The story mode’s cutscenes can all be advanced with the press of a button, or skipped entirely, but they’re enjoyable enough. It’s fun seeing Goku interact with Perfect Cell and Frieza and you’ll trigger unique dialogue and interactions the more characters you rescue and recruit, though some characters are reduced to simply being silent clones for you to fight. Outside of the story mode, you can select different colour schemes for your characters but this is disappointingly limited; rather than selecting different skins for characters, they just take on a different hue, with the only bit of creativity I found being that you can apply Vegeta’s original colour scheme. It would’ve been nice to see different gi for certain characters, maybe Yamcha’s bandit look or Adult Gohan’s “Great Saiyaman” persona or Vegeta’s “Majin” form, but sadly we just have to make do with them sporting ill-fitting alternate colours.

Enemies and Bosses:
There are twenty-one playable characters in Dragonball FighterZ; three more are unlockable and a further twenty can be purchased as downloadable content, meaning you’ll face forty-four different fighters from across the franchise between the different game modes. In the story mode, the vast majority of enemies you’ll face are cloned versions of the main roster; these guys sport a black colour scheme with red eyes (a look that is also missing from the colour options, I might add) but are otherwise indistinguishable in their fighting style. The game seems to categorise fighters in three ways: small and fast, balanced, and big, slow, and powerful. Thus, playing as Krillian is not exactly the same experience as playing as Tien Shinhan, which is also different from playing as Majin Buu, even though the button inputs remain largely the same for all characters. Sometime you’ll have to press down, down, A for a move; some characters have you pressing X more than A, and very rarely you’ll find they have unique aspects to their characters. Future Trunks, for example, uses his Z Sword and Frieza can temporarily transform into “Golden Frieza”.

While fighters can feel samey, there’s enough to distinguish them through their feel and specials.

This extends to even more unique traits at times. While both Kid Buu and Piccolo can extend their limbs, Majin Buu, Kid Buu, and Android #21 can turn their enemies into chocolates and sweet treats to deal massive damage and power themselves up. Some characters will even call on other recognisable faces to aid them in battle: Captain Ginyu, for example, sends the Ginyu Force to attack you in place of more traditional projectiles, Nappa spawns in Saibamen, and many of Android #18’s attacks see her working in tandem with her brother, Android #17, who appears only here and in cutscenes unless you shell out for the DLC. Consequently, while it’s useful to have an understanding of how the different fighters play and what they’re capable of, it’s rare that you have to alter your strategy too much, but it does factor into how you play. Android #16, for example, is slow and bulky but makes use of rocket-powered punches and grapples, piledriving you into the ground if you get too close; his ultimate move also sees him left with the tiniest slither of health, so that’s something to consider when fighting. Kid Buu can rain destruction across the arena with his “Human Extinction Attack”, Adult Gohan can power up to his “full potential”, and many characters, like Goku and Vegeta and their variants, make use of screen-filling energy attacks, sometimes even warping about for increased damage.

Alongside repetitive fights, you’ll face Kid Buu and Android #21 in more challenging encounters.

You’ll only encounter actual boss battles in the game’s story modes; here, you’ll battle some recognisable Dragonball Z villains and heroes in each arc, often recruiting them after victory. Generally, you’ll fight the same clones over and over and they don’t pose much challenge until later in the story, and the same is true of guys like Captain Ginyu, Perfect Cell, and Frieza. While they’re sold as formidable opponents, you often fight them with a three-on-one advantage so they can be complete pushovers, especially compared to other teams made up of ki­-spamming assholes like Vegeta and Yamacha. As ever in Dragon Ball videogames, I found that the weak human characters were more of a problem than God-tier enemies like Majin Buu; Yamcha, Tien, and Krillan always seem to cause me issues in these games, though I’m not sure if that’s an actual gameplay feature so they can go toe-to-toe with Super Saiyan God Super Saiyan Goku or if it’s just a mental block on my part. As you explore the various maps, additional battles will spawn in and Kid Buu will sometimes take over a spot. These battles are touted as being tougher since Kid Buu is a few levels higher than you, but don’t actually become more challenging until the last story arc and, by then, you’ve pretty much mastered the fighting mechanics and team-based combos. Thus, the only real “boss” of the story mode is Android #21, a hybrid of android and majin who acts as the final boss for each of the three story chapters. Although she’s capable of consuming foes for massive damage, slicing an explosive energy blade across the arena, and attacking in a flurry of super speed, her most dangerous trait is that she can absorb abilities from her foes using her “Connoisseur Cut” technique. Each time this lands, a bar fills up above her health meter and, when it’s full, she’ll pull off a new attack, one dependant on the type of character she’s facing. Still, while she’s always at a higher level and far more aggressive than other enemies, she only poses a real threat at the end of the “Android 21 Arc”, where you first have to battle her with your team and then alone as you control her “good” half in a battle to the finish.

Power-Ups and Bonuses:
In addition to building your ki gauge in battle, which allows you to pull off more elaborate special attacks, you can also power up your fighter and restore a little health by pressing RB and RT together once per match to enter a “Sparkling” state. By battling with specific fighters on specific stages and performing a specific attack, you can also recreate moments from the anime such as Goku obliterating Frieza on Planet Namek. Every battle earns you various rewards; primarily, you’ll earn Zeni, the currency of the Dragon Ball franchise, to spend in the shop, though there’s really not much worth buying in there. In the story mode, you’ll earn different Player Skills; up to three can be equipped at any one time and these will buff your attack, defence, regenerate health, or fill your ki gauge faster, amongst other perks. You’ll earn higher levels of Player Skills as you progress, but there’s no crafting, combination, or discard system here so it’s pretty basic. You’ll also earn experience points (EXP) in the story mode; earn enough and you’ll level-up, though I can only assume this raises your fighter’s stats as I never actually looked too deeply into it. Unfortunately, only fighters you play as earn EXP so you either need to mix up your team or stick with the same fighters to have the best chance as higher-level opponents definitely present more of a challenge; they’re faster, more aggressive, and string together greater combos and can easily down your lower-level fighters if you’re not careful. Each team member can be further customised to perform one of three assist actions when called into the fight and you will recruit more characters, though not every character will be playable and there are some restrictions based on the narrative. This isn’t the case in local or arcade fights, though you don’t need to worry about EXP or Player Skills or anything here, though you can acquire the seven Dragon Balls by pulling off combos outside of the story mode. Once you have all seven, another combo string will summon Shenron and allow you to pick from four wishes, including reviving an ally or regenerating your health, which is a fun bonus.

Additional Features:
Dragonball Fighter Z offers thirty-five Achievements for you to earn, three of which you’ll automatically earn just by completing the story mode, though you’ll inevitably snag a few more just by playing through it. Defeat Kid Buu, for example, and you’ll snag some G; another will pop for triggering a “special conversation sequence”, and a couple more once you level-up high enough. You’ll also earn Achievements for clearing each of the different arcade mode paths, completing combo challenges and tutorials, and for playing online, but there aren’t many fun ones to get here. There are no Achievements to earn from Destructive Finishes, for example, or recreating the Father/Son Kamehameha against Perfect Cell for a Dramatic Finish or for summoning Shenron, which is a shame. You can purchase items from the shop, but they’re pretty pointless; you mainly buy new chibi avatars, colours, and stickers for use online. You can unlock Android #21 by beating story mode and there are a couple of ways to unlock Super Saiyan God Super Saiyan Goku and Vegeta, from clearing harder arcade paths or the story mode or buying them, but note that you cannot have two of the same character in your team at once (so, you can’t have Vegeta > Future Trunks > and Super Saiyan God Super Saiyan Vegeta in the same team). You can also play online or against a friend in a local battle, saving replays and such, and there are twenty DLC characters to add to the roster, though no additional story modes or Achievements tied to them so it’s probably better to wait for a sale as the packs are quite expensive and I’m not sure I’m that desperate to play as Bardock!

The Summary:
I’d been waiting to play through Dragonball FighterZ for some time. I put it off not because I wasn’t interested in it, but because I wanted to wait to see if the game would be re-released with all the DLC included. Sadly, it wasn’t, so I bit the bullet and went for it, with only my lack of skill at Street Fighter II-style fighting games being a concern. Then it turned out to be a team-based fighter and my concerns grew; then the difficulty curve went all wonky, being ridiculously easy for most of the playthrough and then steeply rising as the story mode progressed or I tackled one of the arcade modes. As someone who is rubbish at “frame cancels” and all that nonsense, I really enjoyed how simple the game’s combat was; with just a few button presses, you can easily recreate the fast-paced, high-impact fighting style of the anime and I loved the big, explosive special moves and the voice acting on offer here. The game looks absolutely gorgeous, too; it’s easily the closest I’ve ever seen to playing the slick, action-packed anime. I also liked that it wasn’t just a retread of the same stories; while the original story might be a bit derivative, it’s still refreshing not to have to play the damn “Cell Games Saga” again! However, there’s a disappointing lack of content here; once you’ve beaten the story and arcade modes, there’s not much to come back to as the roster is pretty thin outside of the three unlockables and DLC characters, with no skins or variants to purchase or unlock. There’s also not much to the combat and gameplay beyond mashing buttons faster and making better use of your teammates; you can plough through most fights without issue and simply tank your way through others, but a little variety would’ve been nice, like maybe take a cue from the variables seen in Mortal Kombat X’s (NetherRealm Studios, 2015) Towers rather than just asking players to complete the same basic tutorials over and over. In the end, while it’s definitely the best looking Dragon Ball game I’ve ever played and I did really enjoy it, Dragonball FighterZ quickly outstayed its welcome with repetitive and mind-numbing fights akin to grinding and a lack of tangible rewards.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Dragonball Z FighterZ? What did you think to the team-based mechanics and action-orientated gameplay? Who was your go-to team? What did you think to the original story and Android #21 as a villain? Were you also disappointed by the lack of skins and playable characters? Did you ever clear all of the arcade pathways? What is your favourite Dragon Ball videogame and how are you celebrating Dragon Ball day today? Whatever your thoughts on Dragonball Z FighterZ, or Dragon Ball in general, leave a comment below or on my social media and check out my other Dragon Ball content!

Game Corner [Turtle Tuesday]: TMNT: Arcade Attack (Nintendo DS)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. Even now, the TMNT continue to be an influential and popular commodity, proving that some fads don’t die out…they just get stronger!


Released: 9 November 2009
Developer: Ubisoft Nagoya

The Background:
Like so many kids back in the day, I was super into the Teenage Mutant Ninja Turtles (known as Teenage Mutant Hero Turtles here in the United Kingdom). The “Heroes in a Half-Shell” dominated playgrounds in the years prior to the rise of Mighty Morphin’ Power Rangers (1993 to 1996) and Pokémon (1997 to present) thanks to a slew of toys, merchandise, videogames. Konami’s original arcade title largely set the standard for subsequent TMNT videogames, with many of the franchise’s most revered titles being arcade-style beat-‘em-ups. By 2009, almost forty TMNT videogames had been released in arcades and home consoles, with most of them either being sidescrolling beat-‘em-ups or brawlers. It’s perhaps no surprise, then, that developers Ubisoft Nagoya turned to this tried-and-true gameplay style for this Nintendo DS-exclusive title. Unfortunately, there’s not a lot of information out there about the development and thinking behind this game, but I can say that it doesn’t seem to be one of the franchise’s more successful or revered games. While the presentation, references, and concept of the game drew some praise, the gameplay, button configuration, and graphics were criticised and the game was seen as a shallow effort to lure in fans with the promise of a throwback to the celebrated arcade games of old.

The Plot:
After returning from an adventure in the far future, the TMNT are faced with the threat of a cybernetic version of their greatest enemy, Oroku Saki/The Shredder, who sends his futuristic Foot Ninjas back through time in a bid for world domination!

Gameplay:
Teenage Mutant Ninja Turtles: Arcade Attack is a 2.5D sidescrolling beat-‘em-up in which the bulk to the game’s action takes place on the bottom screen, while the top screen displays your current score, rank, and plays the story cutscenes. Players can pick between the four Ninja Turtles, with each one having different strengths and weaknesses in addition to their trademark weapons: Leonardo is an all-rounder, Donatello has the best reach but is the slowest, Raphael has the worst reach but is the most powerful, and Michelangelo is the fastest and most agile of the four. Each of the TMNT has their own combos that are performed with successive presses of B or A, with the former attacking with their weapon and the latter seeing them kick. You can jump with X and perform jumping attacks by pressing B or A in mid-air, or hold down or tap the Y button to block or counterattack enemy attacks. A also allows you to revive your partner when they’re knocked down and to pick up weapons and health restoring food, while Y and B lets you grab and toss or launch enemies and pick up or push objects like barrels and traffic cones. Although there’s no dash function here, you can press the directional pad and Y to back flip out of harm’s way (even launching into a flying kick with A or B) or to sidestep, though I found both of these actions to be finnicky and unreliable. As you wade through enemies, you’ll build up a Co-Op Gauge; when it’s full, and flashing, you can press Y and B together to perform one of three powerful co-op moves, such as a giant swing, a diving shell smash, or the classic tossing of enemies towards the screen. However, I was only ever able to pull off the swing so it’s probably better to try to others with a human partner using the DS’s wireless feature.

Battle through eight boring stages with repetitive and dull gameplay and combat.

Even when you’re playing alone, you’ll be accompanied by a computer-controlled partner who you can select before a stage; the CPU does a decent job of fending off enemies but, while you can revive them, there’s no option for them to return the favour. If you’re defeated, you can spend some Shells to continue on from that point; otherwise, it’s back to the beginning of the stage for you. Shells are earned by performing well in stages; as you pummel enemies, you’ll build up a combo meter that increases your grade. At the end of a stage, this is factored into your overall score (alongside other data, such as how many hits you landed, how much damage you took, whether you used a Shell to continue, and such) and translates into more Shells for you to use to either continue or unlock extra game modes from the main menu. These modes are also made available by playing through the game’s story mode, which is comprised of eight stages, each of which is surprisingly long and light on interactive elements. You’re asked simply to run at an awkward right angle towards the edge of the screen, fighting between one and four enemies at once, with no bonus stages or much in the way of gameplay variety beyond the odd instance where you have to jump up to a higher level, mash B in a quasi-quick-time event when your clash weapons with an enemy, or the obligatory rising/descending elevator stage near the end of the game. There are four difficulty modes to choose from, with enemies being faster, smarter, and tougher on the higher settings in return for higher scores being on offer. The easiest setting, “Normal”, isn’t especially difficult to play through as you rarely face more than four enemies at once, but the enemies can be quite cheap and the gameplay isn’t really rewarding enough to make bashing them up all that enjoyable.

Graphics and Sound:  
TMNT: Arcade Attack seems to be a little confused about its identity; the story is told using animated comic book panels that are modelled after the original Mirage Comics, which is amazing, but the plot seems to be rooted in the continuity of the 2003 to 2009 cartoon series despite the logo being closer to the original 1987 series. The game doesn’t include the classic TMNT theme song, or any notable music or voice acting, which really doesn’t help improve the experience or shake off the sense that this was a slapped together budget title to cash in on the franchise. While the black and white cutscenes are really good and perfectly capture the spirit of the original comics (and even include some funny running gags such as Mikey struggling with his nunchakus), the in-game graphics opt for a bright, colourful cel-shaded style that is similar to Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled (Ubisoft Singapore, 2009) but far less appealing; character models are distinctly low resolution, blocky, and lack idle animations. Their attacks are nice and fluid, however, and they have entrance and stage victory animations, and it is fun seeing them pull off more elaborate attacks when you punch in button combos, but the models are a far cry from the appealing sprite work of its predecessors.

While the cutscenes are great, the in-game presentation is generally clunky and lifeless.

Environments equally as disappointing; the game does its best to recreate the locations of previous TMNT brawlers, placing you on the city streets, in a construction site, having you battle trough dark alleyways, the surprisingly clean sewers, across rooftops, and through an office building but there’s no real personality or excitement in these environments. Even when you get transported to the far future, you’re restricted to a traditional Japanese temple and a futuristic lab, with only cyberspace really having much to offer in terms of visuals. None of the stages have any hazards or obstacles to avoid; there’s not much really happening in the background, enemies simply drop in from the top of the screen or dramatically appear on screen rather than bursting from behind signs and such, and the stages go on for far too long, which really makes the game a drag. You’re also restricted in your movements; you can’t always move beyond the awkward angle of the game’s linear path, or backtrack too far, and you’re never asked to climb ladders or to transition to other screens as the game does all of this automatically. Stages do try to be a little distinct from each other by featuring different breakable objects, from tyre stacks to discarded televisions and pixelated cubes, but it’s not enough to make the environments any more interesting and, again, they pale in comparison to the 2D arcade games of yesteryear.

Enemies and Bosses:
Since this game is all over the place with its visual identity, I’m not really sure what you’re fighting here half the time. You start off beating up nameless, disposable street punks; the bigger variants attack with a hockey stick and can tank through your attacks, and you’ll learn that most of the enemies can block your attacks and grab and hurl you just like you can to them. Other punks will toss grenades, which can be hard to see and avoid as they seem to drop them right as you’re jumping in for an attack, but once you reach Stage 3 you’ll find some cybernetically enhanced members of the Foot Clan. As ever, these come in different colours and with different weapons; the basic ninjas can slide tackle you, others toss concussive grenades or shuriken, others wield laser pistols or will rush at you with katana swipes, and others shoot arrows or rockets. You’ll also battle hoards of Mousers, who swarm the screen and jump and bite at you or blast you with laser projectiles from their mouths, but at least you don’t have to worry about them clamping down on your hands and you can toss enemies into each other for extra damage and even send them flying with breakdance-style wake-up attacks.

Only four of the five bosses are worth talking about, and they’re all sadly disappointing experiences.

Eight stages means five bosses (strangely, the first, third, and sixth stages don’t have boss battle…), each sporting a life bar but lacking disposable minions to distract and frustrate you. Your first test is against a golden Foot Ninja variant who wields two katana swords, back flips about the place, slides at you, and sports a jump attack. He’s not too difficult to take out as he’s basically just a tougher version of the regular Foot Ninjas, but Hun represents the game’s first real challenge. This hulking bruiser carries a bazooka that allows him to not only fire missiles from a distance but also doubles as a devastating melee weapon; he can absolutely tank your hits and smash you in the middle of a combo, too, so it’s best to wait for him to taunt you or become momentarily stunned from his attacks. Karai attacks at the end of the sewer stage; easily the fastest boss, she attacks with katana blades, tosses shuriken from mid-air, flies at you with a kick, and loves to endlessly block your attacks to make the battle needlessly long and aggravating. A cybernetically enhanced version of Doctor Baxter Stockman awaits in the far-flung future, proving the most versatile boss so far. His enhancements let him hover about with a burst of flaming jet, he knocks you flying with an electrical burst if you get too close, has a sliding uppercut and an electrically-charged fist, and blasts a Kamehameha-like laser across the screen that leaves him momentarily vulnerable to a good combo. Finally, you’ll battle the Cyber Shredder in cyberspace; this fearsome foe sweeps the arena with a wide red laser, flies at you with a spinning attack, emits a concussive blast after being knocked down, causes the ground to burst into flames, whips at you with a tentacle-like appendage, and dashes with a claw swipe or knee strike. The trick here is to hit and run, really; just leap in, hit a combo, and side step away until he’s open for another flurry and he’ll eventually go down.

Power-Ups and Bonuses:
As is to be expected from a TMNT game, you can restore your health by eating pizza found by smashing various objects around each stage; additionally, if you find some chop suey, you’ll restore a portion of your health. This is the first TMNT videogame I’ve ever played where you can actually pick up and use additional weapons; wooden boards, steel pipes, and stop signs can be tossed at enemies or used as temporary melee weapons and you can even toss shuriken, grenades, and destructible objects (though the latter will greatly reduce your walking speed).

Additional Features:
Perform well in each stage and you’ll earn yourself Shells that can be used as a continue if you’re defeated or to unlock additional gameplay modes. You can take on a Stage Attack to compete for the highest score and rank, a Survival mode against an endless wave of enemies, and a boss rush, all of which must be purchased with your Shells. Completing the story unlocks every stage in the game for you to replay at your leisure, though there’s no way to rewatch the game’s cutscenes outside of playing the story. While there aren’t any skins or unlockable characters, the TMNT do receive a futuristic glow up from Stage 6, though you can’t apply these at will, and of course TMNT: Arcade Attack can be played on higher difficulties or alongside a friend if they also have a copy of the game.

The Summary:
I’ve played a lot of Teenage Mutant Ninja Turtles videogames and, while many of them are basically mindless beat-‘em-ups with little on offer than the simple thrill of beating the piss out of countless colourful enemies, they still had more on offer than this misfire of a title. I get the idea behind Teenage Mutant Ninja Turtles: Arcade Attack: a quick, cheap, arcade-style brawler to appeal to fans of the TMNT’s old beat-‘em-ups, but the execution falls flat in almost every department except for the motion comic-like cutscenes and the shallow diversity of the combos. There’s a lot about the game that’s modelled after these arcade titles, particularly in the environments and the simple, pick-up-and-play format, but it just can’t live up to those titles because of the way it presents itself. Not only is it all over the place in terms of its identity, the presentation of the gameplay has this weird isometric angle, there are hardly ever any enemies onscreen, and the lack of environmental hazards or visual interest really hurts the title. It’s a shame as this would’ve been so easy to get right if the game had simply been a 2D brawler with 3D style backgrounds, or even more akin to Turtles in Time Re-Shelled, which was a far better 2.5D conversion of the classic arcade visuals. A disappointing lack of bosses and recognisable TMNT characters and enemies also keeps the game from being as good as it could be, as does the monotony of the strangely long stages, and I wasn’t impressed by the revive function not really working in single player. There are some decent unlockables, at least, but it’s undeniable that there are better TMNT games to play, with Teenage Mutant Ninja Turtles 3: Mutant Nightmare (Konami Computer Entertainment Studios, 2005) looking like a far better option for DS players.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Teenage Mutant Ninja Turtles: Arcade Attack? How do you think it holds up against previous TMNT beat-‘em-ups? Which of the TMNT was your favourite to play as and why? Did you enjoy the Mirage Comics-style cutscenes and do you agree that the game’s identity is a bit muddled? Were you disappointed by the graphics, environments, and bosses? Did you ever unlock and clear every mode in the game? Which TMNT videogame is your favourite? How are you celebrating the TMNT’s debut this month? Whatever your thoughts on the TMNT, leave a comment down below or on my social media and pop back for more TMNT action!

Mini Game Corner [May the Sith]: Star Wars: Dark Forces (PlayStation)


While May 4th is known the world over as Star Wars Day, many also choose to extend the celebrations of the course of three days, with one of them being the “Evil Star Wars Day” of May 6th (as in “Sith”).


Released: 28 February 1995
Developer: LucasArts
Also Available For: Macintosh and MS-DOS

A Brief Background:
First-person shooters (FPS) existed before Doom (id Software, 1993) but, thanks to its incredible success and accessibility, it not only defined the genre but also inspired a wave of FPS titles on PC and home consoles. LucasArts got the Star Wars franchise in on the action after seeing a fan mod of Doom that recreated the interior of the Death Star. Originally planned to feature Luke Skywalker as the main character, the developers created a new character, Kyle Katarn, who went on to become a firm fan favourite. Star Wars: Dark Forces expanded upon Doom with new control options and mechanics, and a specially-created game engine allowed for fully 3D objects and atmospheric effects, such as fog and animated textures helped to make the game unique. Star Wars: Dark Forces was well received upon release and has become popular among the fan modding community; the fidelity to the franchise was highly praised, as was the challenge offered by the title, though some criticised the presentation and for being derivative of Doom. Still, strong sales saw the release of a critically-acclaimed sequel two years later, one that introduced Jedi mechanics and kick-started a popular sub-franchise that many have called to be officially canonised.

The Review:
I’m giving Star Wars: Dark Forces a shorter review not necessarily because there isn’t much to say about the game, or because of its length, but primarily because my playthrough ran into a few roadblocks that even the super useful cheat menu couldn’t help me with. Even if this wasn’t the case, I would’ve still blasted through it with a series of cheats enabled (including invincibility and all weapons), so I feel it’s better to just give an overview of this Doom clone, a game I’ve long coveted due to its obscurity in the vast tapestry of Star Wars videogames. Anyone who’s played Doom will find the control scheme very familiar, but there are a few differences here: by default, you can swim and Triangle lets you jump, for example, and you can run by holding R1, two elements you’ll need to incorporate in later levels (referred to as “Missions”) to clear gaps. Square fires your primary shot, Circle cycles through your available weapons, and X allows you to activate switches and open doors and such. The PlayStation’s analogue sticks are useless here; it’s all about the directional pad and tank-like controls. Still, while there’s no aiming reticule, there’s a mild auto aim system and you can look up or down by holding L1 and strafe by holding R2, allowing a slightly greater range of movement when in a firefight. L2 acts as a toggle; if you hold this down and press Triangle, you’ll crouch to pass through smaller gaps, pressing Square fires your weapon’s secondary shot (usually a cluster shot or proximity function or emptying an entire clip), and pressing Circle cycle backwards through your inventory.

Kyle has an impressive array of weapons and options to help him achieve his objectives.

You play as mercenary and Han Solo proxy Kyle Katarn and are tasked with completing fourteen Missions, each with certain objectives that need to be accomplished (with many of these being repeated across the game, such as finding something or placing explosive charges) before you’re generally forced to backtrack to the start to exit on your ship (or, more accurately manually from the pause menu when prompted). Kyle has a decent array of weaponry available to him throughout the game, including a slow-firing pistol, an inaccurate Stormtrooper blaster, thermal detonators and a grenade launcher, and an assault cannon. If you run out of ammo, you can always default to your fists, but ammo seems pretty plentiful, though some weapons are quite large and obscure your vision and also have less ammo than others due to their power. You can occasionally blow open walls, crates, and explosive barrels to take out enemies and access secret areas, either to find shortcuts or caches of useful items, such as ammo, pick-ups to replenish your health and/or shield, or extra lives, brief invincibility, and temporary power-ups to your weapons. By pressing ‘Select’, you can activate a number of useful items, such as a small wireframe map that’s placed right in your field of vision, or activate a gas mask, night vision, or a headlight if you have enough battery power. You can also access Kyle’s PDA from here, which provides a larger map (when you find the appropriate item to enable this, though, it’s very confusing to look at), an overview of your inventory and objectives, and options to abort or restart the mission. Before you start the game, you can pick from three difficulty settings (“Easy”, “Medium”, or “Hard”) and you’ll need to find coloured keys to open certain doors and complete objectives such as locating clues or certain items (like the Death Star plans), placing explosive charges, and escaping your current location.

While the visuals can be repetitive, some locations and cutscenes do stand out.

One reason I struggled with Star Wars: Dark Forces, even with the cheats enabled, was that it sadly borrows the worst aspect of Doom: large, nearly identical, labyrinthine environments. While some locations faithfully recreate the aesthetic of locations like the Tantive IV or feature little details like those chirping Death Star droids, Imperial symbols, wireframe holograms, and the visuals of the Original Trilogy are recreated as faithfully as this generation of gaming allows, this is quite possibly the greyest game I’ve ever played! Almost every Mission takes place in an Imperial facility or on an Imperial starship, meaning everything is a dull military grey or a stone-grey shading, so it’s really easy to get lost and run into dead ends as you try to figure out where to go next. You’ll be activating a lot of switches to open doors but, like in Doom, it’s sometimes hard to tell what these switches activate. Locations also include stairwells and lifts, which can turn you about quite easily, and you unfortunately can’t destroy many of the monitors you see lining the walls (though the bodies of your victims do stay strewn on the ground, helping to show where you’ve been). Even when there is some visual variety, like the dark, towering skyscrapers of Coruscant or the disgusting sewage system of Anoat City, or the muddy hue of Jabba’s Kell Dragon-infested ship, things aren’t especially attractive. You’ll occasionally take a break from the endless grey to see purple or red-hued skies, dodge flaming pipes and crushing hazards, navigate industrial-esque mines and avoid giant fans. You can find and equip the ice cleats so as not to plummet to your death on frigid, narrow platforms and blast your way through a Star Destroyer to put an end to the Dark Trooper program, but it’s incredibly difficult to navigate each area and it’s disappointing how repetitive the visuals become. Each Mission is proceeded by a veritable wall of text to read but there are some amusing cutscenes on offer. Of course, the game begins with the classic Star Wars story scroll and distorted versions of the iconic music (including an “Imperial March” remix) feature during the game, but you’ll see decent CGI scenes whenever the story’s focusing on ships or planets and partially animated pixel art whenever characters are talking, which really evokes the DOS games of the era.

With only two bosses to contend with, you’ll have to settle for some tougher enemy variants.

Because I quickly became hopelessly lost and confused, I was only able to clear one Mission in Star Wars: Dark Forces and that was more by accident. Instead, I was forced to manually skip to the next Mission on every other level of the game, meaning I never found Crix Madine or Moff Rebus and Boba Fett only appeared in a cutscene in my playthrough. As you explore the repetitive environments, you’ll gun down incalculable Stormtroopers and Imperial officers, all of whom cry out when they see you and when they’re killed, which is fun. Imperial probe droids and other robotic enemies are also present, including (oddly) the Jedi training sphere and that spherical torture device, and these wicked sword-wielding robots that take ages to put down. Pig-like Gamorreans also show up, carrying large axes for a long reach, as do grenade-tossing, three-eyed Grans, disgusting squid-like monsters in the sewers, the gigantic and voracious aforementioned Kell Dragons, and even Trandoshans (who are all just copy/pastes of Bossk. Your most formidable recurring enemies are the Dark Troopers, large, dark-garbed Stormtroopers who can hover overhead and fire missiles and devastating plasma blasts at you. You’ll have to destroy ceiling-mounted turrets, avoid damaging liquid, and even see TIE Fighters flying out into the abyss (though they’re no threat) but I wasn’t able to complete Mission 11 enough to trigger the battle with Boba Fett. However, from what I can see, he’s very much the same as a Death Trooper as he flies about shooting missiles and blasting at you, meaning the Death Troopers and those droids are the closest the game has to boss battles. I did go head-to-head with General Rom Mohc, the man behind the Dark Trooper initiative, who’s also garbed in Death Trooper armour. His strategy is mostly to spam assault cannon shots and defeating him sees Kyle’s potential catch the eye of Darth Vader and the man himself be awarded for his services to the Rebellion. Unfortunately, there’s not much else to Star Wars: Dark Forces; there’s no multiplayer or deathmatch mode, so you’re left with challenging the game’s harder difficulties or messing about with the passwords and cheats, which also allow you to skip to different Missions, change your size, “pogo” up to higher platforms, and seemingly reflect enemy shots.

The Summary:
I’ve had vague memories of playing Star Wars: Dark Forces as a kid; I’m sure I played it on DOS way back in my youth and, as a fan of Star Wars, Doom, and Doom clones, I’d longed to get my hands on it and blast my way through countless Stormtroopers with reckless abandon. Unfortunately, Star Wars: Dark Forces quickly threw up some annoying roadblocks that meant I was far more reliant on the cheats than I initially planned to be. The game focuses way too much on its maze-like aspects, forcing you to backtrack to the start of most locations to be picked up by Kyle’s ship rather than having a traditional end goal like other FPS games from the time. This is bad enough but just trying to find your way around is even more frustrating thanks to the terrible map system, repetitive environments, and confusing level layout; everywhere looks the same and it’s easy to get lost, confused, or just aimlessly run around in circles searching for where you’re supposed to go next. The game also has a disappointing lack of boss battles; those droids and the Dark Troopers are formidable enemies, but I would’ve liked to see more battles against bounty hunters, or maybe a showdown with an AT-ST walker, or just something to break up the journey back to the level start. Although the game is slow, clunky, and runs very poorly, the sound effects and voice samples were fun; the cutscenes, while often terribly drawn, had a certain visual appeal and I quite liked the array of weaponry on offer. Unfortunately, the game is too dark, too confusing, and lacks any visual variety for me to really recommend it all that much. It’s a decent Doom clone but it could’ve been a lot better and you’re much better off just playing one of the other, more notable Doom knock-offs that came out around this time.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Star Wars: Dark Forces? Were you a fan of Kyle Katarn and his adventures? What did you think to the level layout and game environments? Did you also get lost and confused or were you able to easily best this title? What did you think to the Dark Trooper plot and lack of proper boss battles? Which Doom knock-off is your favourite? Whatever your thoughts on Star Wars: Dark Forces, or FPS games in general, drop a comment below or let me know on my social media.

Screen Time [May the Fifth]: The Story of the Faithful Wookie


Although May 4th is known the world over as Star Wars Day, many also choose to celebrate the popular, generation-spanning science-fiction saga on May 5th as a play on the word “Sith”, thereby extending Star Wars Day into three day celebration of the influential science-fiction franchise.


Air Date: 17 November 1978
Director: Steve Binder
Original Network: CBS
Stars: Mark Hamill, Don Francks (allegedly), Anthony Daniels, Carrie Fisher, and Harrison Ford

The Background:
Inspired by the Flash Gordon serials that captivated him as a youth, George Lucas sought to create his own “space opera”, a timeless futuristic fantasy that was infused with multiple influences across reality and media. Star Wars (later retitled to Star Wars: Episode IV: A New Hope) wowed audiences and critics upon release in 1977, becoming one of the most successful films ever made. Although it was followed by a polarising sequel in 1980 that is now regarded as one of the best in the franchise, Star Wars actually received a little known made-for-television special just one year later. Reportedly, it was CBS who pushed for the development of the Star Wars Holiday Special, a variety show that featured the main cast but very little input from Lucas beyond wanting it to heavily feature the Wookiee race. Unlike its feature-film predecessor, the Star Wars Holiday Special was universally panned at the time, with both Lucas and the cast dismissing the oddball production. Since its broadcast, the Star Wars Holiday Special has become something of a “white whale” for the franchise; it was never broadcast again and never released on home media, and is notable only for its obscurity and for introducing fan favourite bounty hunter Boba Fett in this animated segment. With animation inspired by the surreal artwork of Jean Henri Gaston Giraud/Mœbius,, The Story of the Faithful Wookiee is the only part of the Star Wars Holiday Special to receive a wide release as of this writing, being included in the Complete Saga Blu-ray set and even releasing on Disney+ in 2021. 

The Plot:
While attempting to recover a mystical talisman, Luke Skywalker (Hamill), Han Solo (Ford), Princess Leia Organa (Fisher) and the droids C-3PO (Daniels) and R2-D2 crash-land on Panna, a hostile alien world where they are aided by mysterious bounty hunter Boba Fett (Francks). 

The Review:
Being a big Star Wars fan, I was aware of the Star Wars Holiday Special, though I couldn’t tell you exactly when, where, or how it came to my attention. I’ve seen a lot of talk about how awful it is and, from what I’ve seen, it really does seem to be one of the cheesiest, most unfitting misfires to befall the entire franchise (and that’s saying something). The bulk of the special revolves around Han Solo bringing his Wookiee friend and co-pilot, Chewbacca/Chewie (Peter Mayhew), back to his home planet of Kashyyyk for “Life Day”, a traditional Wookiee celebration somewhat akin to Thanksgiving. With the two delayed by Imperial Star Destroyers, Chewbacca’s family – wife Mallatobuck/Malla (Mickey Morton), father Attichitcuk/Itchy (Paul Gale), and son Lumpawaroo/Lumpy (Patty Maloney) – and other characters distract themselves with various television programs, broadcasts, and song numbers providing a variety of “entertainment” that we, the viewers, watch alongside them. The Story of the Faithful Wookiee is one of these segments, an animated feature that Malla has Lumpy watch to keep him from worrying about his father’s troubles to get home for Life Day, immediately making one ask just why there is a cartoon detailing the adventures of the upstart Rebellion being so freely broadcast in the galaxy. In the cartoon, Han and Chewie have gone off looking for a sacred talisman that would be of great use to the Rebellion since it’s believed to make things invisible. Right away, this is an interesting departure from the usual Star Wars fare, where mystical artifacts tend to be associated with the Jedi or Sith, and it’s interesting that the mission wasn’t to recover a piece of invisibility technology rather than a magical ruin. Luke and Leia get a bit antsy when the duo take longer than expected to return with the artifact, and even more so when the Rebellion receives a transmission from the Millennium Falcon that depicts the two in trouble. Concerned, Luke hops into a Y-Wing with Threepio and Artoo to go after his friends, navigating an asteroid field and being startled when the Falcon fires warning shots at him before ditching onto one of the Panna system’s gloopy water planets. 

Trapped on a hostile world, Luke has no choice but to trust the mysterious Boba Fett.

With his communications systems damaged in his own less than graceful landing, Luke ventures out of his ship to search for Han and Chewie, much to Threepio’s chagrin, and is attacked by one of the dinosaur-like inhabitants of the world. Though resistant to Luke’s blaster, the Nessie-like creature is content to feast upon one of the Y-Wing’s thrusters while Luke and the others flee to safety in the cockpit section, though it is soon chased away by a blast from a helmeted stranger’s two-pronged lance. Sitting astride another gargantuan beast, the armoured saviour greets Luke and offers him assistance, identifying himself as Boba Fett and appearing to be warm and helpful, even if he takes a dim view towards showing kindness to “lower lifeforms” such as the planet’s voracious inhabitants. Although Threepio questions the soft-spoken Boba Fett’s kindness, Luke readily accepts his help in locating the crashed Falcon not just because of their shared dislike of the Empire but also because they don’t have any other choice if they want to rescue their friends. Luke’s faith seems to be rewarded as Boba Fett leads them to the Falcon, but he’s stunned when he boards the ship and finds Chewie, seemingly possessed, in the process of destroying the talisman. Luke collapses before he can stop the Wookiee, and it’s only through Threepio’s plea that Boba Fett doesn’t use deadly force on Chewie, believing that he caused Luke’s abrupt blackout. 

After his true nature is revealed, Boba Fett leaves without a fuss, making for an abrupt finale.

However, Artoo reveals that the talisman was emitting “contamination”, a sleeping virus that only affects humans, which is what caused Luke to drop unconscious and Han to fall asleep. Boba Fett reveals he is always aware of this weird virus, which can only be cured by hanging its victims upside down so the blood rushes to their heads, or with a remedy the Empire possesses in their nearby city. Boba Fett begrudgingly allows the insistent Chewie to accompany him to the city, a sprawling mechanical metropolis protected by bulbous domes, and the two sneak in through waste ducts. Boba Fett demands that Chewie hang back to avoid drawing undue attention, though this is a ruse to give the bounty hunter the chance to contact his employer, Darth Vader (James Earl Jones). When Threepio, anxious about the mission, asks Artoo to locate Chewie using the Falcon’s video system, they intercept this transmission and learn that Vader has tasked Boba Fett with earning the group’s trust so he can locate the new Rebel base. After retrieving the serum, Boba Fett and Chewie flee the city, easily taking out the single Stormtrooper unit sent to intercept them, and Luke and Han make a full recovery. Although Luke is incredibly grateful to this newfound friend, Threepio reveals Boba Fett’s true intentions, and a climactic showdown ensues. Wait…no, it doesn’t. Boba simply bids them farewell and jetpacks away without a fight! Far from feeling any shame or anger at this betrayal, Luke simply joins his friends in laughing the whole thing off and they simply leave Panna without any opposition, bringing the short to an abrupt end. 

The Summary:
Well, this was…certainly something. The first thing I want to note is how cool it is that all the film’s cast returned to voice their characters, even James Earl Jones and a very bored-sounding Harrison Ford. The cartoon also includes some musical cues and sound effects from the movie, giving it an air of legitimacy, but all of this is contrasted with its truly bizarre animation style. Walking a weird line between surreal, anime, and realistic, the cartoon is disturbing in its renditions of these characters, with Han looking particularly ugly. How the animators looked at prime Harrison Ford, one of the most ruggedly handsome men of this era, and turned him into this horse-faced abomination is beyond me. Luckily, Han’s barely in this so we don’t have to look at it for long, but Luke doesn’t fare much better, with some angles and movements being beyond surreal and venturing into fever dream territory. Similarly, the droids are much too fluid, losing their rigid, robotic nature, looking as cartoonish and out of place as the planet’s dinosaur wildlife. On the plus side, ships and environments fare much better; the Imperial city, though only briefly seen, is like an amalgamation of Mos Eisley and Neo Tokyo and reminds me of the rundown, futuristic cities we’d see in later Star Wars films. Frankly, I could’ve done with more time being spent in the city, or traversing the bizarre alien world, which barely factors into the plot. I feel this was a wasted opportunity and it would’ve made more sense for the Empire’s presence to merely be a small garrison digging for the mystical talisman on a backwater world, with Boba Fett being there as a neutral third party looking to steal and sell the artifact for this own end and the Falcon being downed by a surprise attack. 

Bizarre visuals, a weird plot, and Boba Fett’s strange depiction make this truly forgettable.

Of course, the main reason people know or talk about this cartoon is for the introduction of Boba Fett, who looks and acts completely differently here than in any other media. Presented as a stoic, faceless bounty hunter with an obsession with profiting from Han Solo’s capture in his brief live-action appearances, here he’s a loquacious and deceitful enigma who easily gains Luke’s trust and is said to be Darth Vader’s “right-hand man”. I did enjoy Boba’s depiction, though; he’s affable but also quite vicious, mistreating his monstrous steed and thinking little of other lifeforms, and he’s packing an array of gadgets and weapons, from his aforementioned lance to binding whips, a never-used pistol, and a jetpack. His mission was simply to befriend the Rebels to find their base, though he only partly succeeds in this venture. There’s no battle against him, Han and Chewie have no idea who he is, and he simply leaves without a fuss, making for an anti-climactic finale that does little to flesh out the bounty hunter’s character. In the end, it’s an interesting oddity but one that’s hardly going to shed new light on Star Wars lore. If the animation and poor voice acting doesn’t turn you off, the strange and nonsensical nature of the cartoon will and there’s little reason to go out of your way to watch this one, especially with all the other, far superior Star Wars content that’s now available. 

My Rating:

Rating: 1 out of 5.

Terrible

Have you ever watched The Story of the Faithful Wookiee? What did you think to the animation style? Were you surprised that the Rebels were looking for a mystical talisman? What did you think to Boba Fett’s characterisation? Were you surprised when he turned out to be a bad guy, and that there was no physical showdown with him? Would you like to see the Star Wars Holiday Special more widely available, or do you think it’s better off dead? How are you celebrating Star Wars this May? Whatever your thoughts on Boba Fett, and Star Wars in general, leave a comment below and check out my other Star Wars content across the site!