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Teenage Mutant Ninja Turtles 2: Battle Nexus

Developer: Konami
Publisher: Konami
Genre: Action / Platformer / Puzzle
Players: 1-4
Similar To: Teenage Mutant Ninja Turtles: Fall of the Foot Clan
Rating: Everyone
Published: 12 :21 : 04
Reviewed By: Andrew Toups

Overall: 4 = Below Average

 
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By all the so-called "objective indicators", Teenage Mutant Ninja Turtles 2: Battle Nexus for the Gameboy Advance should be a good game, if not a great one. The core gameplay is polished, focused, and expertly implemented. The graphics are clean and stylish with fluid animation. The sound design is solid in a workmanlike way; the soundtrack in particular fondly recalls the music of early NES action titles. The turtles themselves are well characterized by their animations and varying abilities, and the levels are designed to take advantage of their differences. The presentation, overall, is glossy and faithful to the license, including voice samples and art direction lifted directly from the TV show. The game is evenly and fairly paced, starting with simple, easy levels that gradually increase in complexity and difficulty. Even the interstitial minigame levels are well-implemented and help break up the action, as they should. With all of this in mind, one would think the game would be an unmitigated success. You can imagine my surprise, then, when the game was anything but.

Regardless of its fatal failings, which I will describe later, Teenage Mutant Ninja Turtles 2 is actually somewhat innovative, if not just for Teenage Mutant Ninja Turtles games in general, but also for the sidescrolling action genre. It's worth noting that this game, despite the Turtles name, is not a beat-em-up; it's been called such by quite a few people by now, but at its core it's really something different. Sure, there are occasional enemies; and yes, you do beat-them-up in a bam-thwok Double Dragon sort of way, but the game is centered around a different set of mechanics. For all the head-smashing you find yourself engaged in, this game has more in common with 2D adventure/puzzle games such as the original Prince of Persia or Blackthorne. Because of the light stealth elements that have been introduced, the GBA version of Splinter Cell may actually be a more apt comparison: until your chosen turtle finds his weapon, he must duck into recesses carved into the background and hide behind walls to avoid being seen by the guards.

 


What differentiates this game further from its roots is that it is most explicitly a puzzle game rather than a full-fledged adventure. There is practically no plot development in game; the premise (something about dimensional teleports, saving a talking robot from thugs, and, of course, collecting crystals) is established in a lengthy cut scene at the beginning, and then mostly forgotten, so much so that I hadn't realized that the actual objective was to collect a certain amount of crystals to proceed to the next area. Instead of featuring a cohesive dungeon, the game is broken up into areas, which are then broken up into stages. Aside from cosmetic similarities, there is no continuity between them: at the beginning of each level, your turtle finds himself yet again without a weapon. In a charming touch of old school videogame logic, some of the stages inexplicably wrap horizontally. If you were to remove the turtles and the combat, you would be more or less left with a puzzle game.

The weapon-hiding mechanic, for instance, is really just a puzzle piece in itself: once you find your weapon, taking out the guards is no problem, allowing you to access previously unavailable areas. Towards the later stages, fighting them becomes a bit more difficult, but never requires more than a hit/dodge/hit strategy (which is a shame, because some of the combat abilities of the Turtles would allow for some exciting combat possibilities). As such, it's hard to say that the game is about fighting at all, thus my shunning of the beat-em-up label. The levels themselves tend to consist of a series of stealth and acrobatic challenges; you spend most of your time hiding from guards, avoiding traps, and finding crystals. Obstacles come in the form of guards and blocks (which can only be broken with your weapon) and locked doors (which can only be opened with keys). The challenge lies then in finding your weapon, finding the necessary keys, collecting enough crystals on the way, and getting to the exit. Wash, rinse, repeat.

The problem with this game ultimately lies with its identity: it is structured like a puzzle game, yet it plays like an action-adventure. So we must do all the things we do in an action-adventure game: running about, pressing various button combinations to navigate through narrow passageways and mazes, hacking through enemies. We must do all those things for the sake of unraveling the puzzle mechanics of each level, which, again, involve finding the right weapon/key to make it to the exit. Trouble is, without an overarching plot or continuous world to progress through, these individual actions quickly become tedious. They feel as though they serve no purpose but to pad the amount of time between accessing keys and going through obstacles, and as the game's difficulty ramps up towards the end, you'll find yourself dying a lot more frequently, and having to repeat them even more. All this, and you still have a quota of crystals to find. It gets asinine pretty quickly.

Part of this problem is the level design. Pretty early in the game, all the stock elements of the gameplay are introduced. We encounter about 2 or 3 different kinds of traps, obstacles, and guard creatures, and that's it. Every subsequent level consists of rearrangement of the same stock elements, only more of them, and creatures feature longer life bars and more powerful attacks. There is no attempt to make these elements specific to their area's theme aside from giving them slightly different sprites. Of course, this wouldn't necessarily be a problem if the game was structured like a real action adventure game, such as Prince of Persia. If our heroes were progressing through an organically designed dungeon, castle, computer simulated Japanese dojo, or whatever setting you like, with the puzzles growing more complex and difficult as you progress deeper into the gameworld, it might have made for a more compelling game. As such, it is more comparable to the Metal Gear Solid VR Missions, a series of well-designed but meaningless gameplay vignettes, which were released as a standalone title for the PSX. It's worth noting that in the end, the mini-games are more enjoyable and memorable of an experience than the actual levels, which could easily be replaced with the black and grey cubes of the VR Missions without significantly altering the experience.


Overall: 4/10
What this all adds up to is a well-designed puzzle engine draped over an empty, joyless action game, with the confounding crystal-collecting mechanic thrown in to make the game feel longer. The basic elements of design are solid enough, but this game barely satisfies as a distraction because of its inappropriate structure and pacing. The mini-games are notably more entertaining than the game proper, and some of them have relatively satisfying competitive multiplayer modes, which helps if you have a few friends who also picked up the title. If you are a die-hard Turtles fan, add a point or two to the score, and see if you can't find a used copy. Do yourself a favor and find the first Teenage Mutant Ninja Turtles 2 (subtitled: The Arcade Game) for the NES, a superb beat-em-up and still one of the best Turtles games ever made.

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