Wii Teenage Mutant Ninja Turtles Smash-Up (Game Arts/ex-Team Ninja/Ubisoft)

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Entrevista IGN

Some people out there are Turtles fans. The IGN Nintendo Team though, has a few obsessive Turtles super-fans. We're talking movie-quoting, "let's kick shell" shouting, bring-your-sai-to-work-and-get-a-formal-write-up-from-FOX kind of fans, so when Ubisoft announced that a team made up of ex-Smash and Team Ninja developers would be working on a Wii-exclusive Teenage Mutant Ninja Turtles game that was entirely free from cartoon, movie, or toy line release, there were a few noise ordinances to hand out in the Culver City office.

It's only natural then that we obsess over the game, begging for new info and assets to show off to everyone as soon as possible, which is what we've done. IGN recently was spotted while stalking producer Chris Ferriter on one of his frequent coffee runs, and rather than void our restraining order, claimed it was so we could interview him on the upcoming Teenage Mutant Ninja Turtles: Smash-Up for Nintendo Wii.

Check out the interview, new screens, and don't miss our first unveiling of the New York Comic Con trailer below.

IGN: How did this design first come to be, and does it have any allegiance to a specific era of Ninja Turtles? Will we, for example, see aspects of the original comics, 80's cartoons, or more recent live action films in the game? Some of those conflict with each other. How is that being dealt with?

Ferriter: One of the things I really like about the Ninja Turtles is that they have so many different iterations so everyone can find a style that they identify with. Whether you are looking at a comic or a cartoon or a movie they can be portrayed as either bright and humorous or dark and violent. That gave us an amazing amount of flexibility to find a style that was appropriate for this game. We ultimately settled on a style that is a darker version of the modern CG Turtles, which I think works very well with the type of game we wanted to build.

IGN: The product so far has been described as a Smash Bros. inspired game. Can you elaborate on that more? Does each fighter have their own combos, or is it more like Smash, where there's a default special button and a few directions for each?

Ferriter: Although much of the Teenage Mutant Ninja Turtles development team worked on Smash Bros., a large part of the staff also came from the Team Ninja development team, so there's a lot of different fighting game experience to draw from. The fighting style and controls are unique to this game, and they were designed and balanced for these characters, but they do maintain some of the elegant simplicity of the Smash Bros. controls.

IGN: So what can you do in Teenage Mutant Ninja Turtles: Smash-Up that you can't do in Smash Bros? We've heard about swinging from ledges… will characters have other unique in-game controls?

Ferriter: I know that due to the nature of this game and the team behind it will never be totally free of comparisons to Smash Bros, but it's important for people to know that Teenage Mutant Ninja Turtles: Smash-Up was created from the ground up to be a Teenage Mutant Ninja Turtles game. The fighting styles of characters in this world are rooted in martial arts, and the gameplay should reflect that, but since it is the Turtles, it also can't take itself too seriously. You won't play game the same way you play Smash Bros, the environments, the moves, the controls, and the strategy are all different.

IGN: What types of level ideas is the team focused on? Will we see areas like Technodrome? Dimension X? Are any of them destructible or progressive?

Ferriter: We definitely tried to provide players with a wide variety of levels to choose from. Some of them were taken from Turtle lore and others are creations unique to this game. One thing that we really tried to do was give each level its own distinct personality. The interactive elements are different in each level, some are destructible, some are progressive. The art styles are different, and the strategy you'll want to use in each level will be different.

IGN: How large of a cast are you looking to have in the game? Obviously the four turtles are included, and we'd assume Casey Jones, Shredder, and Splinter. What about breaking the timeline though? Hamato Yoshi? Oroku Saki? Characters from Dimension X?

Ferriter: It's still early, so we can't reveal too much about the characters, but you can expect to see Splinter and others you know well in addition to surprise characters you certainly wouldn't expect.

IGN: The single player mode has been a large topic of discussion. Ubisoft went on record saying that it "Wouldn't be like Subspace Emissary" from Smash Bros. Can you elaborate? Are we going to see a more classic Turtles Arcade take, beating up waves of foot soldiers through specific stages?

Ferriter: We can't elaborate too much on the single player experience yet, but I will say that we are planning several different modes of play designed specifically for single player.

IGN: Why go specifically with Wii? Is there a chance of this coming to other consoles as well? What, if any aspect, is possible only on Wii?

Ferriter: The Wii is an attractive platform for this game for a number of reasons. There are several controller options available for players to choose from, the accelerometer and infrared functionality of the Wii remote allow the player to interact with the game in a way that would not be possible on any other console. But what really makes it a great fit is the fact that the Wii appeals to people of all ages. The Teenage Mutant Ninja Turtles franchise has cross generational appeal, so the Wii was the best way to reach all the fans ages 30 and up who remember the Teenage Mutant Ninja Turtles cartoons in the 80s to the kids who watch the new cartoons after school.

IGN: What other elements are included in fights? Can the turtles lose their weapons mid-fight? Use super-attacks?

Ferriter: One of the things we're most excited about is the role the environments play in a fight. Advanced players can actually use the environments as weapons against their opponents. It adds a layer of complexity to the fight and forces you to be aware of your surroundings. For example, a player can make themselves look vulnerable in order to lure unsuspecting players into a trap. It adds a lot of fun to the multiplayer game.


IGN: Online was an obvious focus, based on the first details we've heard. How are you working to best Smash Bros., which had a very difficult time performing online? Will the game use servers to connect to, or is it person-vs-person for online?

Ferriter: We are definitely focused on creating a rewarding online multiplayer experience, but since we're still in development on this feature I can't give you specific details on it yet.

IGN: Are you working to implement any other Wii technology into the game? Wii MotionPlus? Classic controller? Wii Speak?

Ferriter: Ubisoft doesn't currently have any plans to implement the Wii MotionPlus or Wii Speak accessories, but we do plan on giving players several controller options to choose from.

IGN: For fans of the franchise, what's the #1 thing they should be excited about with Teenage Mutant Ninja Turtles: Smash-Up?

Ferriter: Fans of the franchise should know that we're making this game for them. We're making this game because we really believe in the Turtles. There's no movie or cartoon tie in this time. For this game to succeed it has to be great. It has to capture that magic that made the classic Teenage Mutant Ninja Turtles games so addictive. We want this to be the best Teenage Mutant Ninja Turtles game to date.


Imagens



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Trailer






:eek::eek:

Holy crap, praticamente SOLD!! e usaram o logo antigo <333
 
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Porreiro o vídeo mas estava à espera de ver, nem que fosse só uns segundos, o gameplay disto. É capaz de ser interessante se mantiverem uma história porreira e se fizerem à maneira de banda desenhada, como o "anúncio" no ínicio do trailer.

Só espero é que dê para jogar também com os vilões e que seja interessante o combate ;)
E não esquecer esta introdução, saudades deste tempo!!
 
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E não esquecer esta introdução, saudades deste tempo!!

É mesmo as saudades desse tempo que me fazem dizer SOLD sem sequer ver videos de gameplay :-D.
Espero bem que não seja barrete, pelo menos o meu interesse já têm só por ver que meteram o logo original (+smash & Ninja Team + o que ambicionam).
E as imagens já têm bom aspecto, principalmente as tartarugas :)
 
Foi a melhor época das Tatarugas... era tão viciante como quando via o Dragonball. E os jogos que tive oportunidade de jogar era bons, mas bastante difíceis :)

Só à pouco reparei que era a Ninja Team por detrás, portanto espero o nível de jogabilidade seja tão bom como os jogos Dead or Alive 2 e NG II/Ninja Gaiden: Dragon Sword (apesar de ter muitos poucos ataques, controlava-se muito bem com a Stylus). Os gráficos estão bons mas quero ver a coisa em movimento, parece um pouco elevado o contraste entre as tartarugas e o cenário (ver exemplos em baixo :007:)

Não sei quais foram os vossos últimos jogos de Tatarugas Ninjas, mas os meus já têm alguns anitos em cima :D

Um dos mais difíceis da NES que tive oportunidade de passar (após muitos dias de sofrimento... -> ponto mais difícil: nível da água :005:) - não me perguntem o porquê das cores das fitas, mas acho que é mesmo assim o jogo original (já não o tenho)

Teenage Mutant Ninja Turtles | Opening Music (lindo)! | Boss music (melhor ainda!!)
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Teenage Mutant Ninja Turtles: Hyperstone Heist [Megadrive]
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Teenage Mutant Ninja Turtles: Tournament Fighters [SNES/Megadrive] - Mais um complicado.. :005: quantas vezes quase levei a consola ao chão ao despejar a fúria no comando :/
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Só há um que eu me lembre, e é o jogo da NES. E segundo os comentários de muitas pessoas, também não chegaram a passar o jogo mas eu posso orgulhar-me disso. Acreditem, na foi um dia ou uma semana.. foi muito mais do que isso e tinha-se sempre que começar de novo caso morressem as tartarugas todas :/

Vídeo de gameplay (7:39 min)

Uma boa introdução ao Wiimote, e aquilo que interessa, o que levou ao combate entre duas tartarugas :D

 
Eu adorei jugar um da Konami na Snes, era um vicio a jugar com Coop com o meu irmao, Inicio ao fim Non stop!!!

Bem as imagens estao brutais mesmo, estao a trabalhar bem nos graficos.
 
Um Smash Bros com o franchise das Turtles. Promete muito =)

Era muito bom ter um modo história, ao estilo das turtles in times (SNES), que seguisse os episódios da Tv. E o modo Brawl tradicional. Cheira-me a possivel pérola :D
 
Blog entry:

Environments

A big aspect of the game that we wanted to push to differentiate ourselves from the pack was our environments. We aren’t the first to incorporate interactive arenas and environments into the fighting experience but feel we have taken it a step further then from what is currently out there.

Our stages range from traditional one room, one level fighting arenas to multi-platformed multi-roomed environments. The traditional stages are more for those who want to focus on straight up Brawl/fighting mechanics were as the multi-tiered stages add more elements of strategy and a variety of ways to defeat your opponent.

One example of this is the Jungle stage. Players start off on a log above an Amazonian jungle. On either side are beehives that will release a swarm of bees if they are provoked. As the fight commences and weight and attacks start to cause damage to the log, it eventually splinters and players fall to the level below which consists of multiple tiers of suspended logs. Much like before, if these take damage their vines will snap dropping a player to the floor below if timed correctly into the jaws of a giant alligator. Yes… a giant alligator. This stage has an alligator that attacks players on the bottom level if they stand in place for too long. There is nothing more satisfying than watching an opponent who is talking trash get surprisingly get picked off and carried off to the murky waters below.

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Another interesting stage is that of the Japanese Castle. A stage that evolves over time. It begins in a very traditional setting, a castle with 3 separate tiers players can fight on. Fireworks light up the sky in the background. Eventually a firework gets too close and sets the stage a blaze. The tiers in which players are fighting on eventually begin to burn and corrode, crumbling causing players to fall. This makes the environment progressively get smaller and smaller allowing the opportunity to win by knocking players off the ledges. Eventually due to deterioration and over time players will drop down to a stage below representing the inside of the castle where they will finish their match in more of a traditional no frills environment.

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It was important to us that the environments have as much flare and cause as much excitement as the characters do. Along with many stages that TMNT fans would expect to see in a TMNT-based game, we have created a number of off-the-wall stages that are just really fun to play.
Fonte: http://blogs.ign.com/Ubi_TMNT/2009/05/12/120232/
 
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