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

Trailer da E3-2009:

-> http://e3.gamespot.com/wii/action/teenagemutantninjaturtles2009/video/6210391

April? :confused:

Preview:

Smash-Up will play very much like Super Smash Bros. in that you duke it out onscreen with a simple move set, but considering that it's based on health you don't have to knock anyone offstage. This isn't going to be a traditional fighter in which you'll have to memorize button combos and time them correctly; instead, it's meant to be easily accessible for anyone to pick up and play. Only a partial character roster has been revealed, and it includes the core group from the franchise: Leonardo, Donatello, Michelangelo, Raphael, April, Shredder, and Splinter. We weren't able to get a total roster count or even a hint at whom else might be included, but we could definitely use our imagination and come up with a good number of characters that we'd love to see.

The controls work the same way with each character, and given that they don't come with special moves, it's fairly easy to get a handle on any of them. Their fighting style, speed, and range will differ, so April is surprisingly fast and fluid in her movements whereas Shredder is incredibly slow but more powerful. Our favorite was Donatello--who always has a tendency to perform better in Turtles games--because he moved with a decent amount of speed and his range was unmatched. Each character is surrounded by a colored aura to help you keep track of one another, because it can be a little difficult to distinguish Raphael from Michelangelo in a four-player match.

We were able to try two separate control schemes, one with the Wii Remote and Nunchuk and the other with the remote only. We liked the Nunchuk-and-remote combo better because we could control our character freely with the analog stick and use the D pad for our ninja powers. Holding the remote sideways was easy enough, except due to the limited amount of buttons, special attacks required the A and 2 buttons. Everyone has access to ninja powers, which are gained from items that drop periodically during the match. As long as you pick up the item before your opponent does, you can whip out some long-range attacks with a set of shuriken or breathe fire, which is an interesting sight when it's April doing the singeing. The A and B buttons (1 and 2 when using the remote only) are for your light and heavy attacks, so you can do combos or different moves depending on the direction in which you're swinging. At this point in the prebeta stage, the controls felt unresponsive at times, especially when we were changing directions quickly while trying to land a string of attacks. We hope that this will be adjusted further before release, but at this point, everything else is looking good. There is some light use of the motion controls, but only when you're stunned after taking a severe beating. An icon will appear over your head to indicate that you can shake your controller to recover.

The constantly changing environment contributes a lot to your success or failure, especially when elements such as running water or leaping crocodiles can cost you your match. We fought in Splinter's well-kept underground dojo as well as the shady Manhattan apartment rooftops, but it was much more chaotic and fun to fight in the jungle, sewer, and enemy-base stages that involved broken platforms along with strong currents--the wet and electrical kind. The jungle stage began on a huge log with a lovely waterfall backdrop, but after a few punches and swings, the log fell apart and we tumbled down into an area with three dangling logs and a very hungry crocodile. Crocodile warnings will appear during the match, so whoever happens to be standing at the bottom of the screen is guaranteed to be its lunch. This is your chance to play strategically; once the warning begins to flash, the crocodile won't appear if no one is hanging out at the bottom. If you can wait long enough and then knock someone off or cut the rope attaching his or her platform, your opponent will automatically be toast. This high-flying lizard doesn't just hang out in the tropics; you'll find it in the sewer stage as well. After you destroy the sewer door to the left of the stage, a rush of water (eww) pushes you and everyone else to a new area with multiple platforms. Water is constantly flowing here across all platforms, and it can be hard to move against the current to stay out of harm's way while going after your opponents. The final stage that we tried was an enemy base that had crumbling towers and electrical hazards. After you fall through the upper level, the area below has a strange orb in the middle of the platform that, if you hit, sets off this rotating, electrical booby trap that makes it difficult--and ultimately more fun--for everyone.

We learned that Game Arts has worked closely with Mirage Studios and Peter Laird, cocreator of TMNT, to capture that ninja turtle vibe. The game isn't based on any specific cartoon or movie, but it incorporates a combination of elements across the entire Turtles franchise. It's obvious that a lot of care was put into designing the characters and replicating familiar areas such as the dojo. The team was given access to Laird's library of comics and worked closely with him, receiving feedback in regard to the story and character designs. TMNT: Smash-Up's overall look is reminiscent of the recent CGI movie, with the leaner and meaner turtles and an ultrathin April O'Neil. Shredder has also taken on a more supernatural look, with glowing, demon-red eyes, and Splinter is exactly what you'd expect him to be. The voice actors from the current TMNT cartoons will lend their talents, which we imagine we'll hear more of when we receive new information regarding the single-player mode.

TMNT: Smash-Up is coming along nicely, and we're looking forward to finding out more details about the roster and single-player mode. If the controls can be tightened up, this could be an incredibly fun brawler for the different generations of turtles fans. Be sure to check back soon because we will update when more information becomes available. The game is currently set to be released in September.
Fonte: http://e3.gamespot.com/story/6210442/
 
Brawl clone, feito por membros da equipa do Brawl, não esquecer ;)

Deve sair um Brawl, basicamente. Questão é se... Há espaço para outro?

Eu acho que há. O pessoal que tem a Wii e esperava muito o Brawl, vai certamente gostar muito deste. E além disso, como o Brawl até nem foi dos mais apreciados pelos fãs, aqui se calhar vão ter um jogo há altura do que esperam! ;)
 
Eu acho que há. O pessoal que tem a Wii e esperava muito o Brawl, vai certamente gostar muito deste. E além disso, como o Brawl até nem foi dos mais apreciados pelos fãs, aqui se calhar vão ter um jogo há altura do que esperam! ;)
Lá está, eu acho que só há espaço para um super smash e mario kart por geração/plataforma, daí quando sairem serem tidos como jogos "definitivos" da plataforma e as pessoas comprarem sem medo porque irão durar toda a geração.

A isto ser um smash "bastardo" com personagens diferentes pode criar o seu nicho mas não o vejo a preencher uma lacuna que existisse.

O tempo o dirá, suponho.
 
Eu acho que há. O pessoal que tem a Wii e esperava muito o Brawl, vai certamente gostar muito deste. E além disso, como o Brawl até nem foi dos mais apreciados pelos fãs, aqui se calhar vão ter um jogo há altura do que esperam! ;)
Eu tinha a ideia contrária de que o Brawl tinha sido bem recebido pelos fãs
 
Eu tinha a ideia contrária de que o Brawl tinha sido bem recebido pelos fãs
É bem recebido a partir do momento em que os fãs aceitem que o Brawl não é um Melee 1.5 com melhores gráficos... mas sim o Brawl.


EDIT: Entrevista:

Matt Leunig: A lot of the [online] issues with Brawl were with Nintendo's network at the time. We have a really in-depth online mode, more so perhaps than Brawl. We realise that online is a big part of games right now so we are putting a lot of time into getting it right. A lot of people will be looking at that.

(...)

Obviously we looked at the Dead Or Alive series and Smash Bros. And we looked at other fighting games and what elements of those titles we could bring into our games. Soul Calibur is a weapons-based game we looked at for the combos you can do. And we looked at games like Powerstone, which was an environment-based fighting game on the Sega Dreamcast."
Fonte: http://www.officialnintendomagazine.co.uk/article.php?id=9436

Boas referencias.
 
Developer blog:

Developer Blog Special!
Smash-Up's John Teymoorian on his game's influences

Hi All. My name is John and I am the resident fighting game nerd at Ubisoft. I have been playing fighting games such as Street Fighter, Tekken, Soul Calibur, Guilty Gear, and many other fighting games since I was a wee lad of eight.

I have been heavily involved in the fighting game scene, going to EVO many years in a row and travelling across the country for major tournaments. I've even gone to Japan to play versions of games we don't yet have here in the states (well not just for that but you get the point). I'm glad to be able to bring you some additional insight on what we at Ubisoft were considering when bringing Teenage Mutant Ninja Turtles: Smash-Up together.

When we first started, we were obviously looking at Super Smash Brothers as the development team working on this Teenage Mutant Ninja Turtles: Smash-Up worked on Super Smash Bros. Brawl as well as Dead or Alive and Ninja Gaiden, however, a lot of us over here actually have a good deal of experience playing other fighting games as well. So, we also looked at other fighting games that don't really resemble what we wanted to eventually create. We looked at many different fighting games when brainstorming concepts for TMNT: Smash-Up's combat system which ranged from Street Fighter II to Tekken.

One of the first titles that came to mind was Power Stone. I remember playing this game in the arcade back when it first came out, about a year or so before it finally came out on Dreamcast. This game was leagues ahead of the rest at the time in terms of interactive elements and destructible environments. In Power Stone, the player was able to pick up pillars and smash opponents with them, as well as collecting the power stones themselves for awesome power ups to the character. When we were considering how to design our stages in TMNT: Smash-Up, we looked to some of the stages we liked most in Power Stone. There are also ninja magic power-ups which allow the player to perform some pretty impressive ninja moves such as fire-breathing!

Another big influence came from the Soul Calibur series. Now granted TMNT: Smash-Up is pretty different from those titles, they had one major similarity: all of the characters have weapons. Soul Calibur was a weapon-based fighter, and in that way was very different from the other very popular Namco fighting game series, Tekken. Weapon clashes and huge, broad sweeping attacks were the centrepiece of the fun factor in that game.

I remember the first time I did Nightmare's f,f+ B overhead spinning slash. Slamming my opponent into the ground and back at the same time felt so awesome. In that same way all of the characters in TMNT: Smash-Up were designed with weapons in mind as part of their main fighting capacity, so in order to properly design the combat system and its feel, we looked at SC for examples. You'll see that in TMNT: Smash-Up, in comparison to Super Smash Bros. Brawl, a lot of the special moves in this game are very broad, have a great deal of range and are fun just to watch.

Donatello obviously can use his bow to reach his enemies with wide sweeping attacks. Raphael can perform very fast sweeping strikes at enemies although he has short range, much like Taki from Soul Calibur. Leonardo is known for his traditional moves and has some surprising long range moves. Even Splinter in his old age can do some pretty impressive sweeping attacks, much like Yoda. He's quite fast for such an old guy.

In the end, you can do much more interesting things with a weapon than you can do with just your body alone. That is definitely clear in TMNT: Smash-Up.

We also looked at the Virtual Fighter series. VF is definitely considered to be a more hardcore fighting game, so there are no environmental hazards that affect the players while they are trying to perform their moves. However, there are small rings with no walls to allow for ring-outs. With this in mind we still wanted to have some interesting environmental hazards. This makes the playing experience very different depending on the stage selected.

As a result, in TMNT: Smash-Up the player knocks other players into the pits between the buildings. They can also use wall jump attacks to shoot across the level and slam the opponent to the ground, and if timed right, they can knock their opponent right into the jaws of an alligator!
Fonte: http://www.officialnintendomagazine.co.uk/article.php?id=9522


EDIT: Hands-on Nintendojo:

Teenage Mutant Ninja Turtles: Smash Up Hands-On

When Teenage Mutant Ninja Turtles: Smash Up was announced awhile back, it made quite a few waves since some of the staff that worked on Super Smash Bros. Brawl would also be working on this new title as well. Now, after playing the demo build, it's clear that this game is no substitute for Brawl.

The first thing that Brawl veterans will notice when playing Smash Up is that fighters have an actual life meter at the bottom of the screen, which is also accompanied by a number of hearts that represent the number of lives each player has. In the matches we played, we had three hearts each, and would be knocked out if all three hearts were gone. This makes killing opponents simpler, as players no longer have to knock each other off-screen to kill them, but at the same time it takes away from all of the strategy that Brawl has.

Similar to Brawl, however, is that TMNT: Smash Up has playing field-changing events as well as environmental hazards that can pop up. For example, Aaron developed quite a habit of being eaten by a crocodile on the jungle waterfall stage we played.

Regardless, there was a big problem as far as attacks are concerned. The control scheme was similar to Brawl's, with an upwards tap of the d-pad sending players into the air with a jump, and attacks were delivered with presses of the 1 and 2 buttons. Unfortunately, it was tough to tell how much damage our attacks were actually dealing. The life meter that Smash Up has is tough to see, as it's small compared to the the big flashy numbers of Brawl. Players will know that in all Smash Bros. games there is a certain amount of damage that each attack does, and that it is all visible. A life bar simply isn't as informative as numbers are.

Playing Smash Up was like playing a less-featured and less-complicated Smash Bros. Hopefully they will make the damage system more visible and informative in time for the game's release. The good news is that the game's visuals are great, and the cast from Teenage Mutant Ninja Turtles is all here, so players can choose whether to duke it out with April, Shredder, or even Splinter. Yet what it all ultimately comes down to is if you are a TMNT fan, you'll probably enjoy the game regardless. If you are looking for a game to replace Brawl, however, this isn't it, and you probably wont find a replacement until the next Smash Bros.
Fonte: http://nintendojo.com/previews/Wii/view_item.php?1245434067


Video Gameplay:

-> http://www.viddler.com/explore/Nintendojo/videos/147/


EDIT2: Personagens novas:

-> http://wii.ign.com/dor/objects/14305526/tmnt-fighters/videos/tmntsmashwii_trli_vignette1_62409.html
 
Mais imagens:

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*sigh* Devias doar a tua N64 à ciencia então, para a estudarem porque aparentemente faz graficos muito melhores que as nossas todas juntas :rolleyes:

Ubisoft é a editora, a developer é a GameArts que também esteve envolvida no Super Smash Brothers Brawl (outro jogo com gráficos N64? ;))
 
é uma maneira de dizer, os graficos estão mt maus, o smash brawl tinha graficos 10 vezes melhor

passar disto

smash-brawl.jpg


para isto?

0HaaDKZf4j8lRXGUmAUq8YUZ8Dtelfb5


tem graficos medonhos, este modelo se nao parece da n64 anda lá perto
 
essa imagem é velha e tem compressão e artefactos jpeg, além de que se a reduzires para o tamanho da do smash que aqui meteste... fica melhor.

Vê as ultimas, não as primeiras. Sem contar que foste buscar sem duvida a pior imagem das antigas, que nunca entendi de onde sairam, com sombras redondas... é que o jogo tem sombras detalhadas, e já as tinhamos visto antes.


Sinceramente a engine parece-me meeesmo um fork da engine do Super Smash Bros Brawl.
 
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