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Posted on: Aug 10, 2009

Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled

WORDS BY: Ryan McCaffrey

[Editor's Note: This review is an updated version of the one appearing in OXM's October 2009 issue, with adjustments to both text and score. The reason for the changes: At the time the magazine review was written, the game's price was $15; however, after that review was printed — just days before Turtles in Time's release — Ubisoft reduced the price to $10. Price differences don't always affect our scores, but in this case, the drop had a decided impact; this new review reflects the lower cost, and should be considered our actual, final review for the game.]

The original Teenage Mutant Ninja Turtles for Xbox Live Arcade — a straightforward port that added delicious online play — hit a pitch-perfect note by mixing classic four-player beat-’em-up co-op with a friendly $5 price tag, and it remains one of the service’s most popular titles. Its 1992 follow-up, Turtles in Time, follows the same path to your living room with one key addition: a completely new 3D comic art style.

It’s certainly pretty, and while we would’ve loved a Secret of Monkey Island/R-Type–esque way to revert to the classic graphics on the fly, we won’t complain about the quality of this game and its looks. But 10 bucks for a game that you can finish in under an hour and offers little replay value?! And the limited multiplayer options — what happened? You can start a local or online co-op match, but you’re limited to the players you started with. The lack of jump-in play — particularly on the couch — is very disappointing considering the game’s coin-op origins. Bummer, dude.

For Xbox Live Arcade
6.0
  • Great four-player co-op play; nice new visuals.
  • Very short; little replay value.
  • No jump-in co-op play...even locally!
  • Where's the option for classic graphics?
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