The closer the bar is to the boss icon, the closer the player is to that boss battle. Completing the various objectives available in the level will gather intel on a boss, filling a bar overhead. Levels, with the exception of the final one, allow the Turtles to roam around completing missions that are usually randomized. Battle points are also awarded for completing objectives or fulfilling specific roles during a boss battle. Defeated enemies will also drop random items, which can be stored for later potential use, and Battle Points, the game's currency, which can be used to upgrade Ninjitsu attacks, buy items or stats improving charms. These items can only be used once and only by whichever Turtle the player has selected at the time, but replacements can be purchased from Master Splinter's store by entering glowing manholes placed throughout each level. Items can also be shared across each Turtle, from health restoring pizzas to temporary stats boosting energy drinks to missile launchers and mountable laser turrets, and many other bizarre weapons in the Platinum tradition. There is only a short window to try these however, as an unsuspecting enemy will feature a question mark above their head while vulnerable, which changes to an exclamation mark should they turn around and see the player. (Mikey's combo attack is very useful for setting these up). Though there's no emphasis on stealth, it is possible to attack an enemy from behind resulting in an instant "Take down" that kills them in a single blow. If the player should manage a well timed "Perfect guard" however the Turtle will dodge behind the attacking enemy, allowing the player to react to a button prompt (if they're fast enough) that will allow the Turtle to leap onto the enemy's shoulders and attack their head for a brief window before being forced to jump off. This means the ability must be used strategically to be useful. To discourage spamming this ability a small bar will indicate the Turtle's balance while using it, and if it should enter the red the Turtle will become dizzy (complete with cartoon stars around their head), leaving them vulnerable for a few vital seconds. In place of a Batman: Arkham Asylum style counter system such as Out of the Shadows attempted, the Turtles can use a "dodge/guard" technique to avoid damage from enemy attacks, spinning rapidly in place so an attack glances off their shell or used in tandem with the left stick to move them quickly out of harm's way. A lock on feature is also available for better use of this and attacks, particularly recommended during boss battles to ensure most hits reach their mark. Shared abilities among the Turtles include the standard light and heavy attacks, jumping and climbing to navigate levels, gliding from taller vantage points by holding down the jump button, pressing the attack button in the middle of a jump to crash down for an aerial attack, and either throwing shuriken and objects while running or entering an over the shoulder first person style perspective for better accuracy. Leo spins in place to slash surrounding enemies, Raph slams shells together to create a shockwave that pushes them back, Don leads a super speed blitz that strikes all enemies in different directions and Mikey leads the other Turtle in a disco dance which catches enemies in spotlights that mesmerizes them into dancing and freezes them in place, leaving them vulnerable to attack while they strike a pose.Įach of these special moves requires a cool down period before they can be used again, though a 'Cheerleader' special move or charm effects can speed up or reduce cool down time. Each Turtle can be equipped with four customizable "Ninjutsu" special attacks, including a combo and co-op move unique to them for example, a Turtle attacking a horde of enemies on their own can simply thrash them with a rapid series of blows from their weapons, but if another Turtle is near by the two can team up to perform a more powerful attack together. The focus is more on using each individual Turtle's ability in combination with each other to devastate hordes of enemies and rack up a combo counter. Mutants in Manhattan is less combo based than many of Platinum's previous titles, including simple quick or heavy attacks that can be used in any order.
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