Join the Mayo Discord and meet more remarkable souls like yourself! discord.gg/29jbfwycDJ Mayo merch here! teespring.com/stores/underthemayo Support me on Patreon. patreon.com/underthemayo UA-cam Memberships to my channel now available, click the "Join" button. Follow me on Twitch at twitch.tv/underthemayo.be/HCQ_N571VAA
@@docsavage4921 That was the closest to a good Metal Gear game. Hideous "I've never had an original thought in my lifetime so if I plagiarise enough popular properties and inject enough random crap into my games people will enjoy them" Kojima is a joke.
So me and my son sat down and played this last night on gnarly, we had a blast. Don’t know if I would have enjoyed it as much by myself. We also played cuphead together and unfortunately, shredders revenge didn’t even come close to how much fun we had with cuphead. Still though, if you got a kid who is competent with games, shredders revenge is worth it.
He says it's bad bc a move doesn't work, the bosses are kinda meh when fighting them, and some moves are weirdly implemented and don't really work in such a game. His criticism is fair
It's not nitpicking, he's just critiquing it on a serious level, why wouldn't you? Streets of Rage 4 is the obvious example of a better game in the genre, which he brought up literally as i was typing this. If you enjoyed it, then that's awesome for you dude. I was a little disappointed to say the least.
Great game, just lacks some mechanical depth for my taste. Good old fun with great animations and a stellar soundtrack. You can really tell this was made with love for the classics. Streets of Rage 4 spoiled me.
I disagree. It has a ton more depth than any of the more repetetive games like Turles In Time, but it's also trying to be kid-freindly accessible, not like SoR4. Turtles is a franchise that's supposed to be accessable, not for hardcore fans of the genre, of course it's going to be a middle ground.
@@offended323 You'd be surprised by how deceivingly deep they can be. Something as straightforward as Final Fight (which is also from 1989, really old) has gameplay depth comparable to Shredder's Revenge, if not a bit deeper. The crowd control, change of pace and abusing the (very strict) s with different throws make the technical ceiling of that game a lot higher than TMNT - SR. If we factor in that the 3 characters have dramatically different walking and hit animations, and each of them has a unique mechanic (Guy wall jumps, Cody holds the knife, Haggar can walk and jump while holding enemies). Imagine if we could apply such simple but effective design to a game that has 3X the levels, twice the playable characters and like 10X more technical capabilities, it would be such a joy! So yeah, the game looks and sounds great, it's fun to play, for sure. But it's also true that it could be tweaked and improved for people who wants to play for longer.
The point system in TMNT: Shredder's Revenge definitely needs a retooling. You only get 1 point for defeating each enemy no matter what, which is straight up weird because the original arcade games had it where you defeating enemies in certain ways gave you more points. If you just defeat an enemy with a normal hit, it's 1 point, but throwing them towards the screen got you 3 points.
@@gertyflings1252 Depends on what mode you are playing. In story mode, those things do play into unlocking achievements. I get the sense that the devs consider story mode their preferred way of playing through the game as some of it seems designed around those unique mechanics.
Idk about Turtles in Time nor the original Arcade game but Hyperstone Heist had the exact same point system, 1 kill = 1 point. I get it that people like to 1cc these games but I've always played them casually as time killers since my childhood, so my criticism goes on the lack of infinite lives/continues! That's my main gripe on home releases versus arcade releases, on arcades you could play for as long as you had quarters, and on emulators it became free to play and it made way more enjoyable to me! Also about all characters playing similar, that's a plus on my book because I can play with my favorite character and it will be just tuned to my prefered playstyle! Comparing to SOR4, Alex have always been my favorite SOR character but he is lacking on the movement options on SOR4 and his walking speed was severely bad at launch! It got better but it's still far behind the others. I like consistency on the moveset! If one char can run, make them all able to run! IMO there's no place for this kind of RPGfication of character classes on beat 'em ups. Same for the lack of foes life bars LOL I agree that the charging attacks should allow us to change directions and one other thing that you haven't said that I miss from other beat 'em ups like Caddilacs & Dinnosaurs and Fight 'n Rage running + jump attacks, I would love to run and jump dive kick or even run and anti air attack. Those and the lack of CRT filters are my only gripes LOL
A friend of mine described it quite eloquently: "if you think beat-em-ups are button mashing quarter munchers and have never once played one above normal this will be the best game you've ever played" Also I am once again asking you to play Fight 'n Rage, Mayo!!!!!!
@@alexandrpeterberg390 they just released a big update pertaining to connection issues to fix that, so I'm hopeful they add/revamp more (which it seems like they are)
@@mrskinszszs game style. Some people adapt better than others to certain game style. Some people didn't adapted very well to Doom Eternal and took them time to understand and appreciate the mechanics. Some Doom Eternal players trashed Shotgun auto fire, others understood how it was meant to be used. Same here. Maybe.
I think these beat ‘em ups could really be a lot better if there were hidden areas and more interactivity in the environment. I saw a foot soldier slip in a fire hydrant puddle. The game is amazing and filled with detail, but I think more interactive levels would make the beat ‘em up genre a lot better.
Sounds like you want Dragons Crown. Does everything you are talking about. Hidden areas, hidden stuff in the levels you can discover. Have you played it?
Not everything needs to have animation cancels. Being mindful of mashing is a deliberate design choice. But yeah, the combo meter definitely need to do SOMETHING.
Due to how much delay can be caused by your attacked making delayed contact with enemies, causing you to be locked into long animation states, I think not being able to super cancel is an issue. It has nothing to do with mashing.
@@underthemayo as someone who has 1cced gnarly within week 2 of the game solo, and i'm at the part where you're talking about dodging. While I agree throws are pretty gimped in the game, you can also cancel into anti-air and come down into downward kick. For characters like Splinter (and sadly not Donny, who had a weaker kick dive), it is vital to do massive combo damage over dodge strikes.
This is a very well thought out review. Some of these criticisms I intuitively knew but couldn’t or wouldn’t have thought to articulate them. I think this is why, even though in the classic games I used him, I actually don’t like Donatello as much. Range isn’t as useful in a game where your attacks home into enemies The recovery frames are killing gnarly difficulty for me as well
I came here thinking I'd disagree, but I think you make some good points on how the game can be improved. I love the dodge button, but I'd love the option to be able to jump after doing it. And i-frames for grabs would be great.
I really like this game but streets of rage 4 is still the superior side scrolling beat em’ up imo, that being said, I absolutely adore this game’s pixel art, animation and soundtrack I just wish the gameplay had a bit more depth, especially in character uniqueness, something that sor4 does really well
I guess most problems with controls go from fact devs tried to create party/family game for Nintendo Switch played primarily with JoyCon - 1 thumbstick, 4 face buttons, 2 shoulder buttons and and no more options here
Nah, it's kinda complicated if you wanna enjoy it at a deeper level, or a hardcore level. That being said, Streets of Rage 4 had these same issues on launch that also got in the way of such an experience, so this'll probably improve with time as well.
@@youtubesuresuckscock I said deeper level. Also, SoR4 *can* be enjoyed at a hardcore level, the game itself isn't necessarily hardcore only, as most games aren't. The only comical thing here is you, pretending to have a brain.
As much as we compare a streets of rage to tmnt maybe that is a wrong comparison. I played all the turtles arcade games and it seems like a love letter to the older games. I don't feel the game is perfect but it's feel is like it was in the arcades. I remember a day when combos wasn't around and you had to rely on knowing how enemies attack. Tmnt kinda brought That back... good review tho not everyone is going to love the game and that's cool
But it's not about them not being their own games. You can't say this game wouldn't be better if you didn't take 6 health points of damage just because you threw someone. Or that some kind of correlation between the combo system and the point system would be even better than what we have. Or that the ability to super cancel from a dive kick wouldn't be better.
It’s GOOD for sure, it’s a fun game. But yea it just feels a little shallow compared to something like SOR4. I 100% agree about the characters needing more to differentiate them from one another.
Yes, game is a step backward for beat 'em ups. Dotemu boss did an interview about wanting to make a new game with Sega's Guardian Heroes. That could be great if they use the SOR4 combos and selectable paths that let you choose the next level.
Don't expect it to be the same game as streets of rage 4. You can't just spam combos on end.. you need to hit&run a lot and that is how you beat arcade mode on Gnarly. Not every game needs to be a tryhard experience with perfect runs and endless combos..
In "Turtles in Time" there was a slightly different point system as far as I can remember. Killing an enemy with a basic combo gave you one, throw gave you two and I think a throw out of the screen gave you 3 if I am not mistaken. It wasn't much but it encouraged a more direct approach to fights.
I agree, bought it on nostalgia and loved it. It is extremely fun and it has more depth than you would expect but some of the issues you say will make it even better.
He said spike. It is not that is hard but levels uptil then were fairly easy and simple and about the same in difficulty so last 2 being such a big jump feels weird
This 40 year old gamer is absolutely loving it. Sure, it's not perfect, but the couple shortcomings are barely noticeable against the background of nostalgia which is exactly what I wanted.
the one thing that would sell me on this game is your aforementioned super cancels, akin to SOR4 the big thing about SOR4 was that for me, every character had extensive combo systems that were in depth but not necessary to learn, it was just there if you wanted to get better at the game, and it really helped me get into beat em ups as a whole when I could style on my enemies with what I learned in Shredder's Revenge, the best I can come up with as a Casey player is to do the four hit attack, slide, anti air into super. thats it, thats all I could do in terms of cool combos. most of the game is reliant on spacing, dodging, and not getting hit so you can spam your ninja specials, which to me kinda sucks coming off of SOR4. your takes on Shredder's Revenge should be considered thoroughly not just by beat em up fans but the devs as well if they want to make this game as good as humanly possible, because the potential exists, it just doesnt feel "complete" yet for me
You offer a lot of valid criticism and I do agree with a lot of points you make. Kind of hoped you'd bring up SoR4, a game I have played since it's release and still play to this day. Can't help but compare it to SoR4 myself, but... that game took a long time to become the game that it is today. Do you remember vanilla SoR4? That game wasn't fun. Enemies having hyper armor non-stop, powering through everything you did. Complete wake-up invincibility on enemies. Bosses that did whatever they wanted whenever they wanted. I think it's only fair that we give this game some time, like SoR4 and we'll see what happens. It's been out since last Thursday and SoR4 has been out for years and has gotten many updates. We can only hope that this game receives the same treatment. Because you can clearly tell this is made with a lot of love and respect. Always enjoy your takes. Peace
I think it's a little unfair to compare it to streets of rage 4 because streets of rage series has always been more complex in terms of its combat mechanics. I think shredder's revenge definitely succeeds in paying homage to its classic versions. I'm always in favor of depth in a beat em up, I'd love to be able to pick special moves for each turtle that you unlock in story mode so you could play them in different ways. I'd love to style and combo someone from the left side of the screen to the right, back to the left, launch them super high in the air, and finish with leonardo's air cutter move and super but you don't always get what you want. I do agree with points mentioned like i frames on throw, taunt abuse trivializing fights and comboing ragdolls. While I too would appreciate more uniqueness to each individual character, again in the older beat em ups they all played the same. My biggest gripe with the game is poorly designed taunt mechanic and bosses with long periods of invulnerability. The first one was well designed, but the later ones and especially the last one just incentivizes one main strategy which dumbs down the game. I enjoyed the 2nd last boss much more than the final boss because they actually let you hit them most of the time.
I agree with most of what you said, you are specially right about Super Shredder's "do exactly what we say or fuck off" type of strategy. I would like to point, though, that as simple as old games are, the SNES version of Turtles in Time gave us 4 _completely_ different supers from turtle to turtle. So that, plus the range/speed differences, gave us fairly diverse characters to play as.Not that TMNT IV was Alien vs Predator level of complex, but it was enough for its time, and I would have loved to see those fully different supers across characters in this game too.
wouldnt making some of the changes suggested at 12:41 make you too powerful? The ability to cancel attacks or have less vulnerable frames in the animation would surely turn you in to a tank? And a back attack button?? Even for a super casual game like this that would be too much and make the game too easy?
The game is already pretty broken with the meditation ability and multiplayer breaking the AI and turning it into a super spam fest. These kinds of options would help higher level play be more interesting on arcade mode at least.
@@underthemayo that fair. I've only played for a couple of hours so far and it's a pretty nostalgic experience so far. Thanks for your analysis. Enjoying what I've seen so far
I noticed that Leonardo lost a parry move from the trailer. The evade super should have the option to press forward and super at the same time, making the regular super on neutral without directional input. Also thr evade button could have the back directional input while facing right instead of pressing in neutral.
I feel like some of this, while valid, is expecting the game to have deeper fighting mechanics than I think was probably intended. It's a slightly souped up retro-style beat 'em up and the mechanics reflect that. Compared to a lot of modern games, the mechanics may be lacking, but compared to the classic Turtles games (which I think was the point), it feels like you can do a lot more. Also, the combo counter does serve a function if you're playing in story mode as it ties into achievements. Still, I think they can probably smooth some of this out with patches.
Yeah it doesn't need to be a HARDCORE game. But it does have hard mode and arcade options, and there are some deeper mechanics available here. They certainly are not ignoring the more serious beatem up fanbase. They just need some tweaks and I think they can do it.
@@underthemayo I'd like to see the throw mechanics fixed most of all. The hit detection seems really wonky there which makes it harder to extend combos with certain characters, like Mikey, in the way I think was intended.
Madman I respect your criticism of the game but at the same time the devs wanted to make the game different from SOR4 while there is room for improvement every game is different
Sure, and I don't need it to be exactly like SOR4. But when you grab and enemy and lose 6 health points for just wanting to throw them, there's an issue.
For the back attack, I hated having to press back and attack. Sometimes I would forget to. So I just have it to be automatic in the options. Great review!
You, sir, are a great human being in my book. Seriously, after reading and listening so much uncritical praise about this game I thought "Am I just a huge annoying prick for not liking this game so much?". One of the things about TMNT: SR that I hate with a passion is how almost all of the bosses keeping hiding off screen while you have to dodge some stupid trap, hazard or battle against foot soldiers (the alligator one and the robot from stage 13 are the worst offenders). With more variety between characters, better mechanics, better bosses and better endings, and some other things I'm forgetting right now, this game could way, way better. For now, it's just decent with occasional great moments here and there and a WHOLE LOT of frustrating moments overall. Let's what the DLCs will bring about.
Agreed. A year of hype and then all we get a decent Turtles game with easy bosses. I had fun on-line until all the freezing glitches appeared. Did they not test for all these bugs?
Mayo, could you do a video on Hollow Knight? The multiple implications of the combat are not usually known. The game is not that long (maybe 10h). Have a great day, I love your videos!
@@Auvisome look, the game itself is amazing. I don’t think mayo would have a problem with playing it. But if he only wants to do a quick vid on the combat it shouldn’t take him that long. Either way, if he does a video, even if he hates the game, I’m happy ;)
Pro tip on throws: when you grab, you got to let go of the dpad and then input the dirección and attack button. And this is well done by the developers because otherwise you’d be getting a lot of unintentional forward throws.
I get unintentional forward throws a lot. And I prefer that because accidental grabs happen and then you're just standing there doing nothing until you realize you grabbed them. It suuuuucks.
Those monkeys throwing bananas are more annoying than cute, the bananas need to be more visible, maybe a brighter glow around the fruit would help to see them .
It's fun to play through the first time. But if you playing solo it becomes pretty routine fast. Solo is good for improving your skills. It's the multiplayer where this game shines. Especially local with friends. 6 players can be overwhelming at first. With 3-4 players being a good starting amount. But once you all have a good feel for the game. A 6 player local coop on a 65 inch TV with some light group coordination looks amazing.
"bosses have states of invulnerability" uh at least 85 percent of beat em up games did this lol has he never played other ones? Even the classic turtles in time did this bro. You gotta redo this review, most of the points you are complaining about are learning curves, some game require you to learn them. Also the Throws complaints goes both ways it can be good but it can be bad in a broken way. Ninja Warriors although a decent Beat em up, has this issue to cheese the game with throws which I dislike with a passion.
After playing that game with friends, I was wondering why something felt off for me... And you gave me the answer : the lack of super cancels is very frustrating, as well as not being able to move while charging, a la SOR4. On an other note, I wonder if you would like Fight'n Rage. More metal. WAY faster. Co-op play. Super cancels. Jump cancels. Dodges. And the most interesting thing to me : PARRY, that also instant refills up the super gauge !
You like to use the word Casual when talking gibberish about a game based on fighting game mechanics... It is sweet for enthusiasts and simple enough for casuals.. but it has its thing on mechanics. However they have patched it may be that would make the game more frantic.
Why isn't input customization a standard for all games on all platforms? Even Openbor lets you choose inputs, yet professional developers can't be bothered? Looks like Joy2Key and keyboard remapping for yet another game.
@@infectedanimal9830 Joy2Key lets you map keyboard inputs to a ganepad (Or mouse or other peripherals) I actually prefer this method to uxe a gamepad with Dosbox, as the native support is limited.
The only thing that irks me about the game is that they replaced April's pincer booty thrust with a much less visually interesting knee attack -- and you just *know* it was done to head off any potential Twatter outrage about how she's being "exploited". Lord help us if a female character does anything even remotely sexy in this day and age.
If you're interested in hidden gem beat em ups I'd love to see your take on Sengoku 3, a very late Neo Geo game. It's got nothing to do with that first two games in the series and is one of the only beat em ups of the time where you have two attack buttons and can string attacks together in a more custom way. So you can add in some more styling and finesse over just mashing attack. It's not perfect, as it leaves you wide open all the time and obviously has quarter munching bosses. But it's a cool game that not many have played!
This is an excellent review and you described my issues with the game in great detail. It’s a fun game, but I find the controls and mechanics imprecise and inconsistent. Streets of Rage 4 did this MUCH better.
This is purely a nostalgia fishing trip with a fun game. I would agree with you, if I thought they were making a whole new game, and trying to create another competitive game, but I think they delivered exactly what I was expecting based on the marketing they did: a fun game to play with friends that doesn't require an Encyclopedia and advanced macros. This is a 100% casual game, for 100% casual gamers. Hardcore gamers were not the the target audience at all.
See, I don't really agree. Casual play is their main audience yeah but you can't say they didn't consider hardcore players when designing this game. Several supers with up attack cancel mechanics. The meter build system that punishes you for getting hit. The juggling system. Enemies that take several runs to figure out. They are thinking about the hardcore beatem up fanbase as they should, just not prioritizing them.
seems like its making the same mistake a lot of retro inspired games make, they forget to modernize the game and replicate everything, the good AND the bad. People need to start taking an note from Yacht Club games. Its great to be inspired by old timey games like megaman etc but you really have to modernize gameplay and mechanics
Mine too. I don't always agree with Mayo's opinions, but I will watch his reviews just because not many people go into such in-depth mechanics analysis, especially with games that are this new.
It just always seems like there’s so much going on on the screen, that it’s hard to tell what’s going on or if ur doing the damage or getting damage done to u
WOW! I loved the Turtles and the Games as a Kid! I am so happy, that after such a long time, we got a Game like Shredders Revenge. I am very nostalgic about it and I love it. But I play it very casually. Seeing a DEEP analysis like this was very interesting! You talked about so much stuff I would never think about. Thank You for your effort! Cool Video!!!
Hey I appreciate it. You're the kinda person I want to reach. I'm trying to raise awareness about the supporting systems behind a game's design. Seeing this stuff makes you appreciate when something is done really well.
Cool game. Now, in general, it's like a renaissance of beat 'em up. At a recent steam festival, I played the demo of another potentially good game - Arnold Bounty Hunter. It looks more like the first Battletoads - there are not only fights, but also various adventures with platforming, hydrocycles. It also looks interesting.
Only downside is after beating it countless times it's getting boring we need more characters especially Usagi Miyamoto and more stages or make it like SoR4 with survival mode and DLC characters.
I'm not too concerned about these although I understand it makes Gnarly a bit less fair. One thing I would like is the charge attack letting you walk around as I feel too vulnerable to use it frozen on the spot.
I'm not a huge fan of TMNT, but damn! This game is phenomenal! Is it better tha. Streets of Rage 4? In my opinion, yes cause I play more of TMNT Shredders Revenge over Streets of Rage 4. The only issues I have with Shredders Revenge is the grab/throws which means if you somehow closer to the enemy, you have to either throw them or you're screwed especially on Gnarly difficulty cause you're in vulnerable spot when the enemy can hit you once or twice. No invisibility recovery time when you lose a life and come back you get hit automatically by enemies, projectiles without even time to recover/gather yourself. Also I just find out, IDK if it's me but the combo points are useless in the game, if I remember the longer the combos you have the more points you can score, not so much in Shredders Revenge. Other than those issues, this game is phenomenal.
Disagree for sure. SOR4 is better: more moves, (much) more variation between characters, (way) more characters, better combo system, more depth, more modes, etc. Shredder's Revenge is good, but it's not beating SOR4. SR came out way after SOR4 (obviously), but i still find myself going back to SOR4 more.
the grab's lack of I-frames explains why my health bar gets deleted in multiplayer. I'll think Im doing great and look at my health and realize im almost dead T_T. I feel like Turtles is best at 2-3player at most. Anymore than then that, and it becomes too chaotic to keep up. At least on Gnarly.
Certain enemies you cant throw because that is the way the game is designed . I think it depends on the weapon they are carrying. It may be a weight issue because of the weapon they use.
Bought it today. I knew it was pixel art, but a little surprised no filters were included (I realize there's programs for that, but not everyone knows about them, nor be willing or able to learn how to properly set them up).
I’m one again asking you to play Burnout Paradise BOP is a racing game with a variety of simple game modes with an open world where you discover “Super Jumps” to get amazing air, “Billboards” to smash & “Smashes” which usually lead to a shortcut. Completing events will earn you a new car & slowly upgrade your license from a learners permit to a BO Elite license. Each time the license is upgraded, the events on the map reset (except for burning routes). Each car is unique in its own little way. There are 3 main boost classes: Speed, Stunt & aggression. Speed boost bars can only be used when they are full but is they only type do burnouts (refilling the boost bar upon being emptied completely), Stunt cars get boost back from doing specific stunts: driving into oncoming traffic, air, drift, e-brake turns & billboards, then there’s aggression which gives you boost when you take down other opposing cars but lose boost upon being taken down
While I agree with you I don’t think any of this ruins the experience. My point being that I’ve beaten arcade on hard a couple times and I really didn’t need any of those things, but it would’ve been really nice to have them
I don't think it ruins it at all, but it hinders it. Currently I'm never using grabs because they leave me open to taking massive damage. That makes gameplay less dynamic.
regardless of the nostalgic factor you can't flawlessly dodge every attack with one button, its a series of buttons or just careful positioning the game is short but replaying as different characters makes it okay some of the challenges are way too hard to meet and storymode quests are really meek when you play with more than two people there needs to be more enemies with higher health pools not enough interactable items(my preference)
I think you make good detailed reviews and I love your analytical discussions of games, it's what i appreciate about your videos the most. But I think this video could have been trimmed down to keep it a focused and detailed review without dragging on, but then a second video focused entirely on your thoughts of the in depth mechanics be released. Would be a way to keep the review shorter and consistent while also letting those more interested in the in deeper gameplay still having content for them. Just my thoughts. I do love this channel and I want to see it thrive!
I appreciate the feedback but I like doing long form content, and my channel is trying to raise awareness on game systems and mechanics so I always want to include that as the main focus even for broader audience reviews. My shadow warrior 3 review for example talks for 4 minutes just about how reloading works. If you wanna see a review that talks from that perspective, this will be the channel for it.
@@underthemayo That's very fair, I see your point. Appreciate the response and love community you're making too. Gameplay first is something i appreciate hugely, Keep it up!
Good video. I agree with your points. The throw issue really comes into play when fighting Chrome dome. I remember in TIT at the end of a stage, it would count down the amount of hp you had left and give you points for it. The arcade mode should have a different scoring system. Those stats and awards at the end of a stage should count for something.
What's the point of removing continues? Veterans can just not continue since that is the point of 1CCs and casuals can eventually get good enough to not run through them all if any.That comes off as unnecessary gatekeeping. It's not an arcade game despite being built like one. It doesn't have scoring mechanics that reset on continue like actual arcade games so it's pointless to force self imposed challenge runs on people not looking for that. I find this strange because Final Vendetta has no continues and a vocal majority want them while a small of sweats feel like it takes away from the game. Souls mentality of "if you don't play it the way I find legit, you aren't playing it correctly" is just weird to me and love hard games and challening myself. You brought up a lot of issues I share you on gameplay mechanics though. Streets of Rage 4 was the perfect blend of simplicity and crazy depth.
TBH I see both sides. I personally think the game is near flawless for what it's supposed to be, but I can see how someone looking for a more modern style beat 'em up might feel it lacks a bit of depth. Still that's a bit like going into a pizza place and complaining that they don't make hamburgers because you like those better. It's primarily a matter of taste.
I liked the game. I got 80% through with trophies. played it loads in the first Week. completed it several times with my 7 yr old. but since then we have not gone back to it. that says a lot.
I'm the same way. I like it a lot. It'll be with my favorite games of the year. But I have zero desire to go back after having beaten Arcade mode on Gnarly just once.
That thumbnail is kinda clickbaity but I'm glad this wasn't a pretentious video essay about how this game is some abject failure or something. These are all small adjustments that would go a LONG way in making the game better. It's probably the best TMNT game ever made but it can still be better.
Played this with my kids the other day and had a blast. You nailed it being great for a simple nostalgia trip with your kids. TMNT has been redone a few times since the early 90s, but they still got the concept of who they were.
I was honestly surprised with how much depth there actually is since this was mostly advertised as a nostalgic classic beat em up. I didn't even know that attacking dead enemies still gave meter, learning that makes me want to dive in and play again
Join the Mayo Discord and meet more remarkable souls like yourself! discord.gg/29jbfwycDJ
Mayo merch here! teespring.com/stores/underthemayo
Support me on Patreon. patreon.com/underthemayo
UA-cam Memberships to my channel now available, click the "Join" button.
Follow me on Twitch at twitch.tv/underthemayo.be/HCQ_N571VAA
Great takes, especially on the bosses, nice work
yeah you're right. it's good, but it's sadly not doom eternal.
And Doom Eternal sadly isn't Doom 1 or 2.
The solution is to make a Doom Beatem Up
It's not Doomy Turtle, it's the Teenage Mutant Ninja Turtles.
Metal Gear Rising kind of is.
@@docsavage4921 That was the closest to a good Metal Gear game. Hideous "I've never had an original thought in my lifetime so if I plagiarise enough popular properties and inject enough random crap into my games people will enjoy them" Kojima is a joke.
So me and my son sat down and played this last night on gnarly, we had a blast. Don’t know if I would have enjoyed it as much by myself. We also played cuphead together and unfortunately, shredders revenge didn’t even come close to how much fun we had with cuphead. Still though, if you got a kid who is competent with games, shredders revenge is worth it.
I can't see this being less fun than Cuphead
Its really not that complicated unless you want to nitpick every minute detail. Its beautiful, fun, and nostalgic. I enjoy every second of this game
He says it's bad bc a move doesn't work, the bosses are kinda meh when fighting them, and some moves are weirdly implemented and don't really work in such a game. His criticism is fair
@@W.M.O. Especialy since you can barely combo a boss and some like the bull prolong the fight way to long
It's not nitpicking, he's just critiquing it on a serious level, why wouldn't you? Streets of Rage 4 is the obvious example of a better game in the genre, which he brought up literally as i was typing this. If you enjoyed it, then that's awesome for you dude. I was a little disappointed to say the least.
I bet you've already stopped playing it. This game is empty, boring, soulless.
Not a nitpick at all, what he says is valid criticism
Great game, just lacks some mechanical depth for my taste. Good old fun with great animations and a stellar soundtrack. You can really tell this was made with love for the classics. Streets of Rage 4 spoiled me.
I disagree. It has a ton more depth than any of the more repetetive games like Turles In Time, but it's also trying to be kid-freindly accessible, not like SoR4. Turtles is a franchise that's supposed to be accessable, not for hardcore fans of the genre, of course it's going to be a middle ground.
@Jim Ryan
Don’t know about dumbed down. There aren’t very many mechanically deep beat em ups to begin with
@@offended323 You'd be surprised by how deceivingly deep they can be. Something as straightforward as Final Fight (which is also from 1989, really old) has gameplay depth comparable to Shredder's Revenge, if not a bit deeper. The crowd control, change of pace and abusing the (very strict) s with different throws make the technical ceiling of that game a lot higher than TMNT - SR. If we factor in that the 3 characters have dramatically different walking and hit animations, and each of them has a unique mechanic (Guy wall jumps, Cody holds the knife, Haggar can walk and jump while holding enemies). Imagine if we could apply such simple but effective design to a game that has 3X the levels, twice the playable characters and like 10X more technical capabilities, it would be such a joy!
So yeah, the game looks and sounds great, it's fun to play, for sure. But it's also true that it could be tweaked and improved for people who wants to play for longer.
I know this is a critical video, but all the footage Mayo shows makes this look fun as hell.
It is extremely fun.
It is.
It's super fun, especially with friends
You can critique a fun game.
The point system in TMNT: Shredder's Revenge definitely needs a retooling. You only get 1 point for defeating each enemy no matter what, which is straight up weird because the original arcade games had it where you defeating enemies in certain ways gave you more points. If you just defeat an enemy with a normal hit, it's 1 point, but throwing them towards the screen got you 3 points.
The point and combo system definitely need to be addressed. There’s 0 incentive to have a high combo
If it doesn't, I can live with it. But it would be great if it did.
@@gertyflings1252 Depends on what mode you are playing. In story mode, those things do play into unlocking achievements.
I get the sense that the devs consider story mode their preferred way of playing through the game as some of it seems designed around those unique mechanics.
Idk about Turtles in Time nor the original Arcade game but Hyperstone Heist had the exact same point system, 1 kill = 1 point.
I get it that people like to 1cc these games but I've always played them casually as time killers since my childhood, so my criticism goes on the lack of infinite lives/continues! That's my main gripe on home releases versus arcade releases, on arcades you could play for as long as you had quarters, and on emulators it became free to play and it made way more enjoyable to me!
Also about all characters playing similar, that's a plus on my book because I can play with my favorite character and it will be just tuned to my prefered playstyle!
Comparing to SOR4, Alex have always been my favorite SOR character but he is lacking on the movement options on SOR4 and his walking speed was severely bad at launch! It got better but it's still far behind the others.
I like consistency on the moveset! If one char can run, make them all able to run!
IMO there's no place for this kind of RPGfication of character classes on beat 'em ups.
Same for the lack of foes life bars LOL
I agree that the charging attacks should allow us to change directions and one other thing that you haven't said that I miss from other beat 'em ups like Caddilacs & Dinnosaurs and Fight 'n Rage running + jump attacks, I would love to run and jump dive kick or even run and anti air attack.
Those and the lack of CRT filters are my only gripes LOL
@@andremalerba5281 FWIW in this game you can effectively play as long as you want as long as you're playing in story mode.
A friend of mine described it quite eloquently: "if you think beat-em-ups are button mashing quarter munchers and have never once played one above normal this will be the best game you've ever played"
Also I am once again asking you to play Fight 'n Rage, Mayo!!!!!!
ayo? another fight'n rage fan? MY BROTHER ayo mayo if you see this, listen to the absolute legend above, he knows whats up
@@slinkydinky8018 aye brother. We must induct Mayo into the cult of parries and jigglin' 2d tatas for all time.
I want to. It's on the list.
So... Streets of Rage 4 is better that this?
@@doclouis4236 I would say yes, in many ways SOR4 is a better game. I still like this a lot.
I really enjoy the game, but I see your point. I hope the devs could implement some of these changes, specifically the combo/points system.
I heard there are some connection issues so I hope they are gonna make it more stable in the future as well.
@@alexandrpeterberg390 they just released a big update pertaining to connection issues to fix that, so I'm hopeful they add/revamp more (which it seems like they are)
Or maybe someone will find out how its meant to be played.
@@hermitcard4494 meaning?
@@mrskinszszs game style. Some people adapt better than others to certain game style. Some people didn't adapted very well to Doom Eternal and took them time to understand and appreciate the mechanics. Some Doom Eternal players trashed Shotgun auto fire, others understood how it was meant to be used.
Same here. Maybe.
I think these beat ‘em ups could really be a lot better if there were hidden areas and more interactivity in the environment. I saw a foot soldier slip in a fire hydrant puddle. The game is amazing and filled with detail, but I think more interactive levels would make the beat ‘em up genre a lot better.
Sounds like you want Dragons Crown. Does everything you are talking about. Hidden areas, hidden stuff in the levels you can discover. Have you played it?
@@treborkroy5280 I never heard of it. I’ll look it up. Thanks for the tip,
@@treborkroy5280 I seen that game before. Is it only on ps3?
Not everything needs to have animation cancels. Being mindful of mashing is a deliberate design choice. But yeah, the combo meter definitely need to do SOMETHING.
Due to how much delay can be caused by your attacked making delayed contact with enemies, causing you to be locked into long animation states, I think not being able to super cancel is an issue. It has nothing to do with mashing.
@@underthemayo as someone who has 1cced gnarly within week 2 of the game solo, and i'm at the part where you're talking about dodging. While I agree throws are pretty gimped in the game, you can also cancel into anti-air and come down into downward kick. For characters like Splinter (and sadly not Donny, who had a weaker kick dive), it is vital to do massive combo damage over dodge strikes.
This is a very well thought out review. Some of these criticisms I intuitively knew but couldn’t or wouldn’t have thought to articulate them. I think this is why, even though in the classic games I used him, I actually don’t like Donatello as much. Range isn’t as useful in a game where your attacks home into enemies
The recovery frames are killing gnarly difficulty for me as well
I came here thinking I'd disagree, but I think you make some good points on how the game can be improved. I love the dodge button, but I'd love the option to be able to jump after doing it. And i-frames for grabs would be great.
Expecting it to be street fighter was your first mistake. I do agree on some things, but others seemed very nitpicky.
I really like this game but streets of rage 4 is still the superior side scrolling beat em’ up imo, that being said, I absolutely adore this game’s pixel art, animation and soundtrack I just wish the gameplay had a bit more depth, especially in character uniqueness, something that sor4 does really well
Best TMNT review on the internet! Amazing job and I agree 💯%
I guess most problems with controls go from fact devs tried to create party/family game for Nintendo Switch played primarily with JoyCon - 1 thumbstick, 4 face buttons, 2 shoulder buttons and and no more options here
SOR4 is on the switch tho?
Plus, I think they were trying to emulate the basic mechanics/control style of the old TMNT games which were essentially one button brawlers.
it's not complicated at all. it's a fantastic little game.
Nah, it's kinda complicated if you wanna enjoy it at a deeper level, or a hardcore level. That being said, Streets of Rage 4 had these same issues on launch that also got in the way of such an experience, so this'll probably improve with time as well.
@@youtubesuresuckscock I said deeper level. Also, SoR4 *can* be enjoyed at a hardcore level, the game itself isn't necessarily hardcore only, as most games aren't. The only comical thing here is you, pretending to have a brain.
April O'Neil got mad cake, 10/10.
As much as we compare a streets of rage to tmnt maybe that is a wrong comparison. I played all the turtles arcade games and it seems like a love letter to the older games. I don't feel the game is perfect but it's feel is like it was in the arcades. I remember a day when combos wasn't around and you had to rely on knowing how enemies attack. Tmnt kinda brought That back... good review tho not everyone is going to love the game and that's cool
But it's not about them not being their own games. You can't say this game wouldn't be better if you didn't take 6 health points of damage just because you threw someone. Or that some kind of correlation between the combo system and the point system would be even better than what we have. Or that the ability to super cancel from a dive kick wouldn't be better.
It’s GOOD for sure, it’s a fun game. But yea it just feels a little shallow compared to something like SOR4. I 100% agree about the characters needing more to differentiate them from one another.
Yes, game is a step backward for beat 'em ups. Dotemu boss did an interview about wanting to make a new game with Sega's Guardian Heroes. That could be great if they use the SOR4 combos and selectable paths that let you choose the next level.
It's not cawabango it's cowabonga. The "a" sound at the end not "o" sound at the end.
No shit.
@@underthemayo Then say it right bub.
Actually, it is cowabunga
@@Jackfromshack That's just spelling. I'm talking about pronunciation.
Don't expect it to be the same game as streets of rage 4. You can't just spam combos on end.. you need to hit&run a lot and that is how you beat arcade mode on Gnarly. Not every game needs to be a tryhard experience with perfect runs and endless combos..
I like a lot about this game that separates it from SOR4, but I think SOR4 does throws and point systems better.
In "Turtles in Time" there was a slightly different point system as far as I can remember. Killing an enemy with a basic combo gave you one, throw gave you two and I think a throw out of the screen gave you 3 if I am not mistaken. It wasn't much but it encouraged a more direct approach to fights.
I agree, bought it on nostalgia and loved it. It is extremely fun and it has more depth than you would expect but some of the issues you say will make it even better.
The big problem I noticed with this game is the gigantic difficulty jump it takes in the last two levels.
Ehh, those are the final levels so they should be hard. I didn't have too much trouble with them, on normal at least
Last two levels are not that hard, if anything the difficulty spike is level 13, where you have to fight tons of rock soldiers and two bosses…
He said spike. It is not that is hard but levels uptil then were fairly easy and simple and about the same in difficulty so last 2 being such a big jump feels weird
This 40 year old gamer is absolutely loving it. Sure, it's not perfect, but the couple shortcomings are barely noticeable against the background of nostalgia which is exactly what I wanted.
the one thing that would sell me on this game is your aforementioned super cancels, akin to SOR4
the big thing about SOR4 was that for me, every character had extensive combo systems that were in depth but not necessary to learn, it was just there if you wanted to get better at the game, and it really helped me get into beat em ups as a whole when I could style on my enemies with what I learned
in Shredder's Revenge, the best I can come up with as a Casey player is to do the four hit attack, slide, anti air into super. thats it, thats all I could do in terms of cool combos. most of the game is reliant on spacing, dodging, and not getting hit so you can spam your ninja specials, which to me kinda sucks coming off of SOR4.
your takes on Shredder's Revenge should be considered thoroughly not just by beat em up fans but the devs as well if they want to make this game as good as humanly possible, because the potential exists, it just doesnt feel "complete" yet for me
You offer a lot of valid criticism and I do agree with a lot of points you make. Kind of hoped you'd bring up SoR4, a game I have played since it's release and still play to this day.
Can't help but compare it to SoR4 myself, but... that game took a long time to become the game that it is today. Do you remember vanilla SoR4? That game wasn't fun. Enemies having hyper armor non-stop, powering through everything you did. Complete wake-up invincibility on enemies. Bosses that did whatever they wanted whenever they wanted.
I think it's only fair that we give this game some time, like SoR4 and we'll see what happens. It's been out since last Thursday and SoR4 has been out for years and has gotten many updates. We can only hope that this game receives the same treatment. Because you can clearly tell this is made with a lot of love and respect.
Always enjoy your takes. Peace
I actually go into SOR4 a year after release so yeah I'm hoping TMNT makes some improvements. Still have to review it in its current state though.
@@underthemayo True. Current state is what matters, I'm being optimistic and hope some of the things you mentioned get worked on. Appreciate the reply
I think it's a little unfair to compare it to streets of rage 4 because streets of rage series has always been more complex in terms of its combat mechanics. I think shredder's revenge definitely succeeds in paying homage to its classic versions. I'm always in favor of depth in a beat em up, I'd love to be able to pick special moves for each turtle that you unlock in story mode so you could play them in different ways. I'd love to style and combo someone from the left side of the screen to the right, back to the left, launch them super high in the air, and finish with leonardo's air cutter move and super but you don't always get what you want. I do agree with points mentioned like i frames on throw, taunt abuse trivializing fights and comboing ragdolls. While I too would appreciate more uniqueness to each individual character, again in the older beat em ups they all played the same. My biggest gripe with the game is poorly designed taunt mechanic and bosses with long periods of invulnerability. The first one was well designed, but the later ones and especially the last one just incentivizes one main strategy which dumbs down the game. I enjoyed the 2nd last boss much more than the final boss because they actually let you hit them most of the time.
I agree with most of what you said, you are specially right about Super Shredder's "do exactly what we say or fuck off" type of strategy. I would like to point, though, that as simple as old games are, the SNES version of Turtles in Time gave us 4 _completely_ different supers from turtle to turtle. So that, plus the range/speed differences, gave us fairly diverse characters to play as.Not that TMNT IV was Alien vs Predator level of complex, but it was enough for its time, and I would have loved to see those fully different supers across characters in this game too.
You just want every game to be Streets Of Rage 4🤢🤮
It’s not complicated. It’s amazing 👍
It can be both!
wouldnt making some of the changes suggested at 12:41 make you too powerful? The ability to cancel attacks or have less vulnerable frames in the animation would surely turn you in to a tank? And a back attack button?? Even for a super casual game like this that would be too much and make the game too easy?
The game is already pretty broken with the meditation ability and multiplayer breaking the AI and turning it into a super spam fest. These kinds of options would help higher level play be more interesting on arcade mode at least.
@@underthemayo that fair. I've only played for a couple of hours so far and it's a pretty nostalgic experience so far. Thanks for your analysis. Enjoying what I've seen so far
Any game release
This guy: this game have lack of doom eternal
I noticed that Leonardo lost a parry move from the trailer. The evade super should have the option to press forward and super at the same time, making the regular super on neutral without directional input. Also thr evade button could have the back directional input while facing right instead of pressing in neutral.
please let Tribute Games make a battletoads game
Thanks for not just giving this game and hand job. This was a very balanced review.
You're welcome. I like to focus on the mechanics and systems on this channel. I approach most if not all games from that perspective.
I feel like some of this, while valid, is expecting the game to have deeper fighting mechanics than I think was probably intended. It's a slightly souped up retro-style beat 'em up and the mechanics reflect that. Compared to a lot of modern games, the mechanics may be lacking, but compared to the classic Turtles games (which I think was the point), it feels like you can do a lot more.
Also, the combo counter does serve a function if you're playing in story mode as it ties into achievements.
Still, I think they can probably smooth some of this out with patches.
Yeah it doesn't need to be a HARDCORE game. But it does have hard mode and arcade options, and there are some deeper mechanics available here. They certainly are not ignoring the more serious beatem up fanbase. They just need some tweaks and I think they can do it.
@@underthemayo I'd like to see the throw mechanics fixed most of all. The hit detection seems really wonky there which makes it harder to extend combos with certain characters, like Mikey, in the way I think was intended.
Madman I respect your criticism of the game but at the same time the devs wanted to make the game different from SOR4 while there is room for improvement every game is different
Sure, and I don't need it to be exactly like SOR4. But when you grab and enemy and lose 6 health points for just wanting to throw them, there's an issue.
@@underthemayo I agree on that
For the back attack, I hated having to press back and attack. Sometimes I would forget to. So I just have it to be automatic in the options. Great review!
You, sir, are a great human being in my book. Seriously, after reading and listening so much uncritical praise about this game I thought "Am I just a huge annoying prick for not liking this game so much?". One of the things about TMNT: SR that I hate with a passion is how almost all of the bosses keeping hiding off screen while you have to dodge some stupid trap, hazard or battle against foot soldiers (the alligator one and the robot from stage 13 are the worst offenders). With more variety between characters, better mechanics, better bosses and better endings, and some other things I'm forgetting right now, this game could way, way better. For now, it's just decent with occasional great moments here and there and a WHOLE LOT of frustrating moments overall. Let's what the DLCs will bring about.
Agreed. A year of hype and then all we get a decent Turtles game with easy bosses. I had fun on-line until all the freezing glitches appeared. Did they not test for all these bugs?
It deserves its praise you just sound angry for the sake of being angry
@@madmonty4761 Whatever floats your boat, mate.
@@leonardotube i realty didn't see a problem with the game didn't crash on me but you cant satisfy everyone
I play with the d-pad and grabs always work for me. Is that why you might be having issues?
Mayo, could you do a video on Hollow Knight? The multiple implications of the combat are not usually known. The game is not that long (maybe 10h). Have a great day, I love your videos!
20h is not that long? Lmao.
Dude you dont have to complete 112% to review the combat.
The game is like at least 40h. Tf you mean "10"
@@Auvisome world record is 30 min
@@Auvisome look, the game itself is amazing. I don’t think mayo would have a problem with playing it. But if he only wants to do a quick vid on the combat it shouldn’t take him that long. Either way, if he does a video, even if he hates the game, I’m happy ;)
So I guess grabs should be done like after combo as a finisher? That way their health is low?
That's the only way to grab higher tier foot soldiers. And considering grabs are extremely dangerous it just makes me want to use them even less.
I hope they expand on this game. New levels and DLC charecters.
I think SoR4 has spoilt me. Streets has depth and layers to the combat system that Turtles just doesn’t have.
Which is funny because shredders revenge has a better score with 5 out of 5
Pro tip on throws: when you grab, you got to let go of the dpad and then input the dirección and attack button.
And this is well done by the developers because otherwise you’d be getting a lot of unintentional forward throws.
I get unintentional forward throws a lot. And I prefer that because accidental grabs happen and then you're just standing there doing nothing until you realize you grabbed them. It suuuuucks.
You should play MK Shaolin Monks. Best beatem up of all time
What you know about them mutalities mang
Specially in this new era of Modding/Hacking. :^)
Those monkeys throwing bananas are more annoying than cute, the bananas need to be more visible, maybe a brighter glow around the fruit would help to see them .
It's fun to play through the first time. But if you playing solo it becomes pretty routine fast. Solo is good for improving your skills. It's the multiplayer where this game shines. Especially local with friends. 6 players can be overwhelming at first. With 3-4 players being a good starting amount. But once you all have a good feel for the game. A 6 player local coop on a 65 inch TV with some light group coordination looks amazing.
"bosses have states of invulnerability" uh at least 85 percent of beat em up games did this lol has he never played other ones? Even the classic turtles in time did this bro. You gotta redo this review, most of the points you are complaining about are learning curves, some game require you to learn them. Also the Throws complaints goes both ways it can be good but it can be bad in a broken way. Ninja Warriors although a decent Beat em up, has this issue to cheese the game with throws which I dislike with a passion.
Honestly I'm just happy that there is a dodge button
Dog it’s a good game.
It's a really good game!
After playing that game with friends, I was wondering why something felt off for me...
And you gave me the answer : the lack of super cancels is very frustrating, as well as not being able to move while charging, a la SOR4.
On an other note, I wonder if you would like Fight'n Rage.
More metal.
WAY faster.
Co-op play.
Super cancels.
Jump cancels.
Dodges.
And the most interesting thing to me : PARRY, that also instant refills up the super gauge !
You like to use the word Casual when talking gibberish about a game based on fighting game mechanics... It is sweet for enthusiasts and simple enough for casuals.. but it has its thing on mechanics. However they have patched it may be that would make the game more frantic.
What's wrong with the word casual?
@@underthemayo people it mostly describes shitters who dont take games seriously and people hate that i guess
Why isn't input customization a standard for all games on all platforms? Even Openbor lets you choose inputs, yet professional developers can't be bothered?
Looks like Joy2Key and keyboard remapping for yet another game.
Keyboard remapping is in the game, it's controller remapping that isn't for some reason
@@infectedanimal9830 Joy2Key lets you map keyboard inputs to a ganepad (Or mouse or other peripherals)
I actually prefer this method to uxe a gamepad with Dosbox, as the native support is limited.
The only thing that irks me about the game is that they replaced April's pincer booty thrust with a much less visually interesting knee attack -- and you just *know* it was done to head off any potential Twatter outrage about how she's being "exploited". Lord help us if a female character does anything even remotely sexy in this day and age.
If you're interested in hidden gem beat em ups I'd love to see your take on Sengoku 3, a very late Neo Geo game. It's got nothing to do with that first two games in the series and is one of the only beat em ups of the time where you have two attack buttons and can string attacks together in a more custom way. So you can add in some more styling and finesse over just mashing attack. It's not perfect, as it leaves you wide open all the time and obviously has quarter munching bosses. But it's a cool game that not many have played!
Looks great too, a lot better than the first two games.
@@youtubesuresuckscock That is highly subjective I prefer the big sprites of the 3rd game.
This is an excellent review and you described my issues with the game in great detail. It’s a fun game, but I find the controls and mechanics imprecise and inconsistent. Streets of Rage 4 did this MUCH better.
I liked it but, Streets Of Rage 4 is a better game. Plus too, it's soooo short
This is purely a nostalgia fishing trip with a fun game.
I would agree with you, if I thought they were making a whole new game, and trying to create another competitive game, but I think they delivered exactly what I was expecting based on the marketing they did: a fun game to play with friends that doesn't require an Encyclopedia and advanced macros.
This is a 100% casual game, for 100% casual gamers. Hardcore gamers were not the the target audience at all.
See, I don't really agree. Casual play is their main audience yeah but you can't say they didn't consider hardcore players when designing this game. Several supers with up attack cancel mechanics. The meter build system that punishes you for getting hit. The juggling system. Enemies that take several runs to figure out. They are thinking about the hardcore beatem up fanbase as they should, just not prioritizing them.
seems like its making the same mistake a lot of retro inspired games make, they forget to modernize the game and replicate everything, the good AND the bad. People need to start taking an note from Yacht Club games. Its great to be inspired by old timey games like megaman etc but you really have to modernize gameplay and mechanics
This has to be my fav review channel now
Encouraging words!
Mine too. I don't always agree with Mayo's opinions, but I will watch his reviews just because not many people go into such in-depth mechanics analysis, especially with games that are this new.
It just always seems like there’s so much going on on the screen, that it’s hard to tell what’s going on or if ur doing the damage or getting damage done to u
the difficulty spike from normal to hard is HUGE
WOW! I loved the Turtles and the Games as a Kid! I am so happy, that after such a long time, we got a Game like Shredders Revenge.
I am very nostalgic about it and I love it. But I play it very casually.
Seeing a DEEP analysis like this was very interesting! You talked about so much stuff I would never think about.
Thank You for your effort! Cool Video!!!
Hey I appreciate it. You're the kinda person I want to reach. I'm trying to raise awareness about the supporting systems behind a game's design. Seeing this stuff makes you appreciate when something is done really well.
Cool game. Now, in general, it's like a renaissance of beat 'em up. At a recent steam festival, I played the demo of another potentially good game - Arnold Bounty Hunter. It looks more like the first Battletoads - there are not only fights, but also various adventures with platforming, hydrocycles. It also looks interesting.
Appreciate the dedicated critique. It’s well structured. However enjoy it for what it is and you will have a blast. I really like this game
This game is fun at casual level, but when you try to master the game to beat it on the hardest difficulty, it becomes a mess.
Only downside is after beating it countless times it's getting boring we need more characters especially Usagi Miyamoto and more stages or make it like SoR4 with survival mode and DLC characters.
I would love a survival mode and a boss rush mode i hope this game gets dlc the developers said they might make dlc if this game sales well enough.
I'm not too concerned about these although I understand it makes Gnarly a bit less fair. One thing I would like is the charge attack letting you walk around as I feel too vulnerable to use it frozen on the spot.
Idk why but would definitely like to see a more bloody and violence tmnt game would say something based off the last Ronin series the just ended
Best beat em ups for me are SOR4 and fight n rage
I'm not a huge fan of TMNT, but damn! This game is phenomenal! Is it better tha. Streets of Rage 4? In my opinion, yes cause I play more of TMNT Shredders Revenge over Streets of Rage 4. The only issues I have with Shredders Revenge is the grab/throws which means if you somehow closer to the enemy, you have to either throw them or you're screwed especially on Gnarly difficulty cause you're in vulnerable spot when the enemy can hit you once or twice. No invisibility recovery time when you lose a life and come back you get hit automatically by enemies, projectiles without even time to recover/gather yourself. Also I just find out, IDK if it's me but the combo points are useless in the game, if I remember the longer the combos you have the more points you can score, not so much in Shredders Revenge. Other than those issues, this game is phenomenal.
Disagree for sure. SOR4 is better: more moves, (much) more variation between characters, (way) more characters, better combo system, more depth, more modes, etc. Shredder's Revenge is good, but it's not beating SOR4. SR came out way after SOR4 (obviously), but i still find myself going back to SOR4 more.
the grab's lack of I-frames explains why my health bar gets deleted in multiplayer.
I'll think Im doing great and look at my health and realize im almost dead T_T.
I feel like Turtles is best at 2-3player at most. Anymore than then that, and it becomes too chaotic to keep up. At least on Gnarly.
Fight and rage is still king. This one feels like a missed opportunity. Maybe it will improve down the line.
Certain enemies you cant throw because that is the way the game is designed . I think it depends on the weapon they are carrying. It may be a weight issue because of the weapon they use.
Wait, so you're telling me that... they designed the game the way they designed it?
Bought it today.
I knew it was pixel art, but a little surprised no filters were included (I realize there's programs for that, but not everyone knows about them, nor be willing or able to learn how to properly set them up).
You keep hitting the nail on the head regarding this game. All reasonable points.
I’m one again asking you to play Burnout Paradise
BOP is a racing game with a variety of simple game modes with an open world where you discover “Super Jumps” to get amazing air, “Billboards” to smash & “Smashes” which usually lead to a shortcut. Completing events will earn you a new car & slowly upgrade your license from a learners permit to a BO Elite license. Each time the license is upgraded, the events on the map reset (except for burning routes). Each car is unique in its own little way. There are 3 main boost classes: Speed, Stunt & aggression. Speed boost bars can only be used when they are full but is they only type do burnouts (refilling the boost bar upon being emptied completely), Stunt cars get boost back from doing specific stunts: driving into oncoming traffic, air, drift, e-brake turns & billboards, then there’s aggression which gives you boost when you take down other opposing cars but lose boost upon being taken down
I enjoyed Burnout on the psp a long time ago.
Hey mayo, did you ever play cuphead? What do you think of it?
Very cool game.
I agree about not bring able to throw higher level foot soldiers that are blocking
Agree 100%. There’s a lot of love put into the game by the developers but the homing system and janky hit boxes frustrate the hell out of me.
While I agree with you I don’t think any of this ruins the experience. My point being that I’ve beaten arcade on hard a couple times and I really didn’t need any of those things, but it would’ve been really nice to have them
I don't think it ruins it at all, but it hinders it. Currently I'm never using grabs because they leave me open to taking massive damage. That makes gameplay less dynamic.
regardless of the nostalgic factor
you can't flawlessly dodge every attack with one button, its a series of buttons or just careful positioning
the game is short but replaying as different characters makes it okay
some of the challenges are way too hard to meet
and storymode quests are really meek
when you play with more than two people there needs to be more enemies with higher health pools
not enough interactable items(my preference)
I think you make good detailed reviews and I love your analytical discussions of games, it's what i appreciate about your videos the most.
But I think this video could have been trimmed down to keep it a focused and detailed review without dragging on, but then a second video focused entirely on your thoughts of the in depth mechanics be released.
Would be a way to keep the review shorter and consistent while also letting those more interested in the in deeper gameplay still having content for them.
Just my thoughts. I do love this channel and I want to see it thrive!
I appreciate the feedback but I like doing long form content, and my channel is trying to raise awareness on game systems and mechanics so I always want to include that as the main focus even for broader audience reviews. My shadow warrior 3 review for example talks for 4 minutes just about how reloading works. If you wanna see a review that talks from that perspective, this will be the channel for it.
@@underthemayo That's very fair, I see your point.
Appreciate the response and love community you're making too.
Gameplay first is something i appreciate hugely, Keep it up!
Good video. I agree with your points. The throw issue really comes into play when fighting Chrome dome.
I remember in TIT at the end of a stage, it would count down the amount of hp you had left and give you points for it. The arcade mode should have a different scoring system. Those stats and awards at the end of a stage should count for something.
What's the point of removing continues? Veterans can just not continue since that is the point of 1CCs and casuals can eventually get good enough to not run through them all if any.That comes off as unnecessary gatekeeping. It's not an arcade game despite being built like one. It doesn't have scoring mechanics that reset on continue like actual arcade games so it's pointless to force self imposed challenge runs on people not looking for that.
I find this strange because Final Vendetta has no continues and a vocal majority want them while a small of sweats feel like it takes away from the game. Souls mentality of "if you don't play it the way I find legit, you aren't playing it correctly" is just weird to me and love hard games and challening myself.
You brought up a lot of issues I share you on gameplay mechanics though. Streets of Rage 4 was the perfect blend of simplicity and crazy depth.
I was hoping for something as deep as Streets of Rage 4.
Thanks for getting this mechanically deep on this one
My pleasure!
Great video i also suggest making a timer on the taunt cause now people spamming it
The game is fantastic you're picking fly shit out of pepper
TBH I see both sides. I personally think the game is near flawless for what it's supposed to be, but I can see how someone looking for a more modern style beat 'em up might feel it lacks a bit of depth.
Still that's a bit like going into a pizza place and complaining that they don't make hamburgers because you like those better. It's primarily a matter of taste.
Thank you for making me feel sane, it's like most people are caught up in the hype for the game
It has mechanical issues on the more serious side but I still think it's a great game.
@@underthemayo agreed, still a great game just missing that polish
I liked the game. I got 80% through with trophies. played it loads in the first Week. completed it several times with my 7 yr old.
but since then we have not gone back to it. that says a lot.
I'm the same way. I like it a lot. It'll be with my favorite games of the year. But I have zero desire to go back after having beaten Arcade mode on Gnarly just once.
Whats funny is this game has a better review score than sor4 which has a 4 and a half while shredders revenge has a 5 out of 5
That thumbnail is kinda clickbaity but I'm glad this wasn't a pretentious video essay about how this game is some abject failure or something. These are all small adjustments that would go a LONG way in making the game better. It's probably the best TMNT game ever made but it can still be better.
I'll be honest I also want the dodge to cancel all strings. Spiderman 2 spoiled me for perfect dodge
Played this with my kids the other day and had a blast. You nailed it being great for a simple nostalgia trip with your kids. TMNT has been redone a few times since the early 90s, but they still got the concept of who they were.
I was honestly surprised with how much depth there actually is since this was mostly advertised as a nostalgic classic beat em up. I didn't even know that attacking dead enemies still gave meter, learning that makes me want to dive in and play again
Yeah, it's key to surviving Arcade mode on hard.
18:09 Not really shoulder bash. It's ELBOW bash.