Teenage Mutant Ninja Turtles: Shredder's Revenge Review - Turtle Power!

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Teenage Mutant Ninja Turtles: Shredder's Revenge is fueled by the power of nostalgia and (presumably) dozens upon dozens of slices of New York pizza. 1992's Turtles in Time is one of the most beloved Super Nintendo games of all time, arriving at a time when the Heroes in a Half-Shell were at the peak of their popularity. It's clear that the beat-'em-up connoisseurs at developer Tribute Games have a deep reverence for both that game and the Turtles of the late '80s and early '90s, because Shredder's Revenge is essentially a sequel 30 years in the making. It faithfully re-captures what made Turtles in Time such a cherished brawler, all while introducing a few new ideas to freshen up the classic 16-bit gameplay for a modern audience.

If you're a fan of Turtles in Time, you'll feel right at home as soon as Shredder's Revenge begins. The opening cutscene sees the anthropomorphic brothers gathered around an old CRT TV watching a news report that's interrupted when a few of their notorious adversaries attack the Statue of Liberty. It's not exactly the same as Turtles in Time's opening, but it's very close. Once you hop into the first level, this feeling of familiarity doesn't wear off. The level introductions feature the same silhouette of the boss you'll be facing, and if you're playing as either Leonardo, Donatello, Raphael, or Michelangelo, you'll notice that their abilities and combos have been faithfully adapted from their adventure in '92. Chaining together attacks is more fluid than it once was, but you can still perform a plethora of recognizable moves, from barreling enemies over with a running shoulder charge to canceling a dodge in order to launch into a slide kick. You can even grab Foot soldiers and toss them right at the camera.

Playing Shredder's Revenge feels like playing Turtles in Time--or, at least, how I remember it in my mind's eye--but there's still fun to be had even if you don't possess any of that potent nostalgia. It's still very much inspired by the beat-'em-ups of the era--including the earlier Turtles games released for the NES--with its fast, arcade-style action seeing enemies arrive on screen just as quickly as they're vanquished. There's a ton of enemy variety, too, which often forces you to diversify your offense to get behind a shielded foe or dispatch a flying nuisance. Defeating most of the bosses is a matter of learning their attack patterns and knowing when to dodge and when to inflict damage. A few of these end-of-level obstacles are more involved, though, such as the Rat King, who will jump out of harm's way and summon swarms of rats for you to evade. It's all relatively simple, but there's some depth beyond the surface with the likes of juggles and ground bounces, and the swift rhythm of the action is particularly satisfying.

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Mario Strikers: Battle League Review

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Mario Strikers: Battle League may be the most mechanically dense Mario sports game I've played. The latest Mushroom Kingdom spin on soccer looks to take the sport seriously, allowing you to juggle passes, tackle, dodge, and cancel moves as the situation demands, even before factoring in its uniquely silly Mario twists. That makes for a high skill ceiling that could conceivably give the game a long lifespan, but its potential is held back by the fact that there just isn't all that much to do.

The mechanical complexity of the game is explained back-to-back-to-back in a dizzying set of tutorials. Rather than ease you in with a few basic lessons and then teach you some field skills and then progressively ramp up throughout practical games, Mario Strikers: Battle League asks if you'd like to do the tutorial, and then delivers you all of them in a row. Just as you're getting a handle on tackling and Hyper Shots, you start getting Expert-level lessons that teach advanced techniques like canceling a charged shot or the subtle differences between a free pass and a more powerful free pass. The mechanics themselves are complex so the hefty tutorials are understandable, but it can feel a little overwhelming when it's all dropped in your lap at once.

Once you enter into the game menu, single-player opportunities to test out your newfound soccer skills are sparse. You can take part in a Quick Match, the most basic of all sports game options, or you can play in a series of four-team, double-elimination tournaments called Cup Battles. That's it. There's no distinct career mode, progression ramp, or even alternate rule sets to mix things up. It's a remarkably anemic level of options, which makes the whole affair feel slightly unfinished. Mario Strikers has a great foundation, but there isn't much to do or see inside of it.

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The Quarry Review - Summer Scare Fest

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What happens when you take a bunch of teenagers, strand them alone in the middle of the woods, and leave them with naught but a foreboding warning that's just begging to be ignored? "Nothing good," is the answer, but that's exactly why we're here. This is the devilishly appealing setup for The Quarry, Supermassive Games' spiritual successor to Until Dawn. After dabbling in shorter stories with The Dark Pictures Anthology series, The Quarry sees the studio return to its roots with a new 10-hour horror game that sticks closely to the well-received formula that made Until Dawn such a rousing success.

After a mysterious and unsettling prologue, The Quarry's first act begins on the last day of summer camp. With all of the kids sent home, only the counselors and the camp's owner remain. He's anxious for everyone to leave as quickly as possible, which immediately throws up a few red flags, but when their minivan fails to start, the counselors are forced to spend another night together. Being teenagers, they come up with the grand idea to throw one last party before heading home in the morning. No harm, no foul, right? Obviously, things don't quite go to plan--and not just because booze is hard to come by--so you'll spend the evening switching between control of all nine counselors as they attempt to survive the night against numerous unforeseen threats.

Delving into any more detail would infringe on spoiler territory, and part of The Quarry's charm comes from uncovering its enticing mysteries. There are some fairly obvious hints early on that should give you a good idea of what you'll be up against, but things aren't always as they seem, and the revelations keep unfolding right up until its final moments.

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Roller Champions Review - Keep Rollin', Rollin', Rollin'

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Roller Champions is an intriguing mixture of sports, strengthening the already-compelling baseline of roller derby by adding in elements of basketball and Mesoamerican ball game, ulama. This unique blend is a whole lot of fun, so it's a bit of a shame that it starts to feel so samey as quickly as it does.

In Roller Champions, players compete as teams of three, skating in a circular rink. Both teams fight over possession of a ball and then make as many consecutive laps as possible with it in hand, before then tossing it through a hoop to score points. If your team manages a full lap before scoring, you earn a single point, while two or three laps net you three or five points, respectively. If at any point the other team manages to get the ball away from you, it breaks the streak and you'll have to fight to get the ball back in order to break your opponent's streak and begin scoring again. The first team to reach five points (or have the most points after seven minutes) wins.

The first roller pass--Roller Champions' version of a battle pass--isn't all that enticing. There are a few entertainingly unique offerings but it's a largely drab first outing.
The first roller pass--Roller Champions' version of a battle pass--isn't all that enticing. There are a few entertainingly unique offerings but it's a largely drab first outing.

It's a straightforward premise, made more engaging and complex with the variety of moves at each player's disposal on both offense and defense, including multiple ways of tackling your opponents to the ground or passing the ball to a waiting teammate. Plus, there are the in-game physics to master, which dictate how a ball might roll or bounce depending on where and how hard you throw it.

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Soundfall Review - Not Quite My Tempo

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It's easy to fall in love with the idea of Soundfall. Its action role-playing gameplay marries concepts from twin-stick shooters and rhythm games, challenging you to stick with the beat as you attack enemies while dodging their blows. It's a conceit that has been experimented with in multiple other games, sometimes to great effect. But those other successes manage to enhance the mechanic beyond its initial charm, which isn't something Soundfall ever quite replicates in its extensive campaign.

Everything in Soundfall moves to the beat of the song playing in the background. All your actions require you to time them according to the beat to be effective, whether that's your standard ranged attacks, up-close melee swipes, or damage-dodging dashes. Enemies are similarly tied to the same constraints. Their attack patterns don't change with the beat, but the speed of them does. The build-up time associated with the shot of a sniper will be faster or slower based on the song playing, for example, while the speed of environmental hazards is similarly affected.

Playing in tune with Soundfall’s music initially feels exhilarating. It doesn’t take long to match up to the new rhythm presented by a new song, but it still feels satisfying to settle in and fire off hundreds of perfectly timed attacks and execute precise dodges. Enemy variety is sparse at first, but there’s a decent number of combinations that keep most skirmishes engaging enough, and certainly challenging enough to encourage you to keep hitting well-timed attacks to do the most damage you can. It’s enough of a hook that it makes the otherwise routine isometric action fun, but also what quickly becomes monotomous as Soundfall fails to do anything new with it beyond the initial rush.

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