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Teenage Mutant Ninja Turtles: Tactical Takedown Review - Splitting Up The Family
Game Reviews

Teenage Mutant Ninja Turtles: Tactical Takedown Review – Splitting Up The Family

by admin May 24, 2025


The Turtles have a long history in video games, and the spectrum of quality for those projects is all over the place. Strange Scaffold has opted for a novel departure from expectation with Tactical Takedown, taking the four radical green brothers into a grid-based tactical affair that still aims for a sense of high movement and excitement. Production values are limited, and the game’s scope is small, but fans can find a lot to enjoy in this turn-based adventure.

In this variation of the familiar setup, Splinter and Shredder are dead by the time the story begins, and the teenage ninja brothers are each confronting and grieving that reality in their way. The story setup establishes that each Turtle is off doing their own thing, but in a story and set up about a family working together, it’s an unusual choice that the entire game that follows has you controlling only one character at a time. A late-game addition attempts to confront that narrative disconnect, but it still feels strange to play a whole TMNT game and never see the heroes together.

While it’s an odd choice for a tactics game about a family of warriors, in practice, changing playable characters each level keeps things fresh. Michelangelo is about mobility, Raphael likes to push the attack, Donatello plays with traps and debuffs, and Leo is about power and evasion. Each skill in battle helps to differentiate the playstyles, and over time, you can use accrued points to buy additional powers, though I found that the initial mix of abilities led to clear synergies that were hard to abandon.

The 20 stages hop between locales like the sewers, subways, and city streets. But the square grid boards always lean into two core ideas – constant forward motion and a seemingly insurmountable number of enemies that you somehow manage to overcome. In tandem, those two things bring life and energy to the game and keep me having a good time. Traditional tactics games often encourage the use of cover. But in keeping with the “Ninja” part of the game’s name, Tactical Takedown requires that you dart in and out of range of attackers while steadily advancing across a battlefield that will fall away beneath your feet if you don’t move forward. The resulting momentum communicates a sense of speed and action, even as you navigate a static turn order.

 

Especially early on, battles can prove quite challenging until you wrap your head around each character’s specialties. That difficulty is at odds with the colorful, childlike nature of the presentation. With time, I warmed to the flow of fights and the intriguing puzzle of figuring out how to take out so many Foot Clan soldiers in one blazing turn of play.

While the simple character illustrations appropriately call back to Saturday morning vibes, the overall visual palette of the game doesn’t hit the mark. The rotatable isometric view recalls a miniature board game, but there are too few animations, too little detail on environments, and an overall generic feel that doesn’t do the game any favors. Even so, the interstitial pop-up dialogue boxes between levels capture the essence of the Turtles’ wholesome family drama. I smiled as the game rolled out long-established tropes like Donnie’s genius and Leo’s angsty leadership, as if watching an old cartoon episode play out in written snippets.

Even as a brief game of only a few hours, I felt ready for things to wrap up by the time I hit the credits, but that’s not an indictment of how it all came together. Instead, this new tactical twist on the Turtles knows not to overstay its welcome. It’s a bite-sized chunk of strategic fun with an evident love of these classic characters that shines through, and that’s worth plenty.



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May 24, 2025 0 comments
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Warhammer 40K unveils Boltgun 2, tactical RPG Dark Heresy, and, yes, a free typing game
Game Updates

Warhammer 40K unveils Boltgun 2, tactical RPG Dark Heresy, and, yes, a free typing game

by admin May 22, 2025



It’s been a busy day in the grimdark world of Warhammer 40K, thanks to its latest video game focused Warhammer Skulls showcase. Not only have we learned a couple of classics getting a spruce-up, there’s brand-new stuff coming too, including a Boltgun sequel, new tactical RPG Dark Heresy, plus a smattering of fresh DLC.


Warhammer 40K: Boltgun 2, which seems as good a place as any to start, is exactly what it sounds like – a follow-up to developer Auroch Digital’s acclaimed 2023 retro shooter Boltgun. Details are relatively limited at present, but it’ll pick up immediately after the events of the first game, and offer another helping of old-school-inspired FPS action over the course of its branching single-player campaign. There’s talk of new locations – “from the colossal heights of a hive city to the impenetrable mangrove swamps of a jungle” – plus new weapons and never-before-seen foes, including the ferocious Bloodletters and their daemonic Juggernauts.

Warhammer 40K Boltgun 2 teaser trailer.Watch on YouTube


All that’s coming to Xbox Series X/S, PS5, and PC sometime in 2026. However! There’s an extra – and more immediate – treat for Boltgun fans in the form of Boltgun: Words of Vengeance. This “first person typer” twist on the retro shooter – in which players must deploy their QWERTY skills for maximum carnage – is entirely free and available to download on Steam today.


Elsewhere in the gloomy world of Warhammer 40K, developer Owlcat has announced Warhammer 40K: Dark Heresy, a “narrative-driven tactical RPG” set against the backdrop of the Noctis Aeterna and the mystery of the Tyrant Star. “Players will lead a warband of diverse companions in a desperate battle against heresy and corruption,” the studio explains, “from loyal Imperial subjects, such as a veteran Guardsman from the death world of Catachan, to nefarious xenos, including a bird-like Kroot mercenary.”

Warhammer 40K: Dark Heresy announcement trailer.Watch on YouTube


There’s talk of full voice acting, “intricate investigations”, turn-based combat, and “choices that carry grave consequences”, all said to build on the ideas introduced in Owlcat’s Rogue Trader. And if that sounds intriguing, Dark Heresy is coming to Xbox Series X/S, PlayStation 5, and PC (via Steam, GOG, and Epic) at some currently undisclosed future point.


Speaking of Rogue Trader, Owlcat has also announced a 24th June release date for the game’s second expansion, Lex Imperialis. This introduces a faction of “incorruptible enforcers” known as the Adeptus Arbites, plus a new companion – Solomorne Anthar – across its 15-hour storyline. Additionally, the studio has revealed it’s working on a Season Pass 2 for Rogue Trader, bundling together an appearance customisation pack and two more 15-hour expansions – each featuring new quests and a new companion. The first of these expansions takes players to a Necron vault curated by Trazyn the Infinite, where they’ll encounter ancient guardians and uncover relics relating to the Von Valancius legacy. The second new expansion promises a “descent into madness and mystery” as they explore a “surreal” voidship graveyard.

Warhammer 40K: Rogue Trader – Lex Imperialis release date trailerWatch on YouTube


And while we’re on the subject of DLC, there’s one last bit of business to discuss in the form of Space Marine 2’s new Siege mode. This “endless” PvE mode for the acclaimed shooter unfolds on Kadaku, where three players must survive against ever-more-deadly waves of Tyranid and Chaos as they attempt to defend an Imperial fortress. It’ll be playable on Steam via developer Saber Interactive’s Public Test Server starting 4th June, and it gets its full release across all platforms as part of a free update on 26th June.

Space Marine 2 – Siege Mode teaser trailer.Watch on YouTube


All of which pretty much covers the big Warhammer 40K news, but it’s probably also worth mentioning there are currently significant discounts across a huge number of Warhammer games on Xbox, PlayStation, and PC as part of today’s Warhammer Day celebrations.



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May 22, 2025 0 comments
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TMNT: Tactical Takedown Review - A Bite-Sized Saturday Morning Romp
Game Reviews

TMNT: Tactical Takedown Review – A Bite-Sized Saturday Morning Romp

by admin May 22, 2025



The Teenage Mutant Ninja Turtles are in the midst of, pardon the pun, a video game renaissance. In the last few years alone we’ve received the excellent retro compilation Cowabunga Collection, the retro-style brawler Shredder’s Revenge, and the Hades-inspired roguelike Splintered Fate. Not since their breakout success on Saturday morning cartoons have the turtles been so ubiquitous in games, but this time around, developers are more emboldened to experiment with different game styles. Enter TMNT: Tactical Takedown, a grid-based tactics game that feels both authentically nostalgic and like creative new ground for the heroes. While it suffers slightly from a limited scope, the short adventure is a great time while it lasts.

Tactical Takedown is presented with a clean, bright visual style reminiscent of the old Saturday morning cartoon. The turtles’ beaks are rounded just like you drew on your Trapper Keeper during geometry class. But this story takes place well after the original series–Splinter and Shredder are both dead, and the boys’ relationship has grown contentious as they’ve all gone in different directions and coped with the loss. The combination of Saturday morning aesthetics with this new story premise make this feel like a progression of that continuity and an opportunity to show us something new.

It’s also the conceit for the game’s core mechanic, which limits you to one turtle at a time as you fight your way through legions of Foot Clan goons. Objectives are usually to survive a certain number of turns or to defeat certain starred enemies. The stages are isometric grids like you’ve seen in lots of tactics games, but limiting you to one character at a time means a lot of focus on prioritization and crowd control. You’re always outnumbered, but they’re always outmatched. The stages are designed with a particular turtle in mind, which is explained by the story: Donatello is investigating happenings underground, so each of his stages take place in the sewer, while Raphael’s take place across the rooftops, and so on. These differences are mostly cosmetic, but some are more substantial. Hopping along rooftops of a Raphael stage requires you to reach the edge of one roof to clear another, for example, and Donatello’s sewer stages are rife with toxic waste which is, thankfully, purple.

Like the stages, the power sets of the turtles are neatly differentiated according to their personalities, which is a heck of a trick considering they all need to be capable of handling waves of enemies on their own. Michelangelo is particularly acrobatic, as his abilities focus mostly on leaping over enemies to do damage and juggle them. Raph, meanwhile, is super aggressive, gaining an extra action point every time he KOs an enemy. Leonardo has very limited range but he’s a powerhouse, since each enemy he KOs gives him a stack of “Radical” energy to make his next attack stronger. My personal favorite, in the cartoon and this game, was Donatello, who has extended reach thanks to his bo staff, along with a stun bomb that electrifies a section of floor and makes it deadly ground against enemies. Paired with his kunai, which can stun an enemy into staying in place, he’s the most defensive fighter, able to turn the battlefield hazardous and then force enemies to stay put.

And while the battlefields would seem to be similar to any other tactics game, this TMNT iteration gives them a kinetic twist. The stages themselves “mutate” over time, as new areas of the battlefield open up and others fall away. Anyone (including you) stuck in a red zone when it cycles out is instantly killed, and this clever twist encourages you to keep moving. Other times, hazards like cars will drive across the field, damaging anything in their path. You can even sometimes knock enemies off the edges of stages.

It’s a tactics game that feels infused with the spirit of the classic arcade brawlers, even down to a giant “GO!” appearing on-screen when a piece of the level is about to cycle out. Leonardo’s stages, which largely take place across subway tunnels, are the best example of the concept. You’ll be fighting among benches at the station, and then see a subway car pull up, move into it, and then sense the train “speed” away when the station disappears.

The story focuses on the turtles’ frustration with each other, and it’s relatable without ever feeling too self-serious. The writing gets at the heart of their relationships, showing that they have real affection for each other even if they tend to get on each others’ nerves. And it captures the characters themselves very well, like how underneath the gruff exterior Raph is a big soft-shell for his brothers.

The story of bickering brothers reconciling to take on a threat to the city is predictable, but well done. However, the gameplay application of it felt somewhat underwhelming. When the turtles do join forces, you’re still just playing as a single character. Tactical Takedown finds a clever and heartfelt way to illustrate the idea, but it still felt like a head-fake from what the game had been building up to. This may just be a product of its limited scope, but I had been envisioning coming up with complex strategies that would reward my familiarity with all four turtles’ abilities. Instead, what I got was essentially a single super-powered combo character.

TMNT Tactical Takedown

Gallery

Similarly, the ability to swap loadouts feels half-baked. You can purchase extra abilities for the turtles in the shop, using points accrued from your campaign missions. But the shop is never front-and-center in the campaign menu, so it’s very easy to miss it entirely while making your way through the missions. I bought a few abilities but mostly made my way through the campaign using the default kits. I never felt like I needed to really shift my strategy or try different abilities, because the missions were perfectly doable without using the shop at all. The handful of options for each turtle seemed aimed at giving each of them a secondary strategic hook, but they didn’t feel vital.

Imagine sitting on the floor in front of your TV watching the pilot episode for Teenage Mutant Ninja Turtles in the 1990s, and that’s how it feels to play TMNT: Tactical Takedown. All the elements are there, you had a great time while it lasted, but you can sense it’s really the rock-solid foundation for something much grander. The game itself is a great distillation of some radical concepts, but it also feels like it’s straining against its own limitations. Nonetheless, this is a great start to what I can only hope becomes another way to spend time with the turtles.



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May 22, 2025 0 comments
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