Teen Mutant Ninja Turtles: Tactical Delete Comments
Blog Andrew Joseph 22 May , 2025 0

I never expected kicking a member of the Foot Clan to the curb before skateboarding over to pick up a pizza as an orange-clad Ninja Turtle would work just as well in a tactics game as it does in a classic beat-em-up, but Teenage Mutant Ninja Turtles: Tactical Takedown cleverly translates the approachable pick-up-and-play action and slim scope of the team's arcadey adventures like Turtles In Time into a fascinating (if quasi-bone), turn-based tactical game. Despite the lack of some of the necessary communication to make the best strategy game hit, as the Brothers of the New York Brothers, it was still a blast.
Trimming and simplicity, tactical evacuation does not waste time on the seeping origin story to make its story move. Although I'm sure, you can guess that you know almost everything you need: the foot clan led by Shredder's daughter Karai is as bad as ever. This time, they work with crazy scientist and determined villain Baxter Stockman to unleash a new plot to take over New York. The dialogue is downgraded to a text box for only one or two minutes before and after each level, but the tactical evacuation still makes the most of that slim realm – it conveys a personal story that tells a story of loss that can be found in vibrant blue, purple, purple, red and orange colors, especially the relationship between Leo and Raph, especially blue, purple, red and orange.
Leonardo, Donatello, Raphael and Michaelangelo all fit the rhyme attitude about them, which you might remember from your iteration of the theme song, but this story also sees the upcoming turtle in the age of 20, facing the challenge of brothers without brothers and fighting. That's because all levels are solo missions, each of which is performed by a tortoise scheduled on his own turtle. I was disappointed that the isolated theme in the tactical third act chose exactly how to choose the isolated theme exactly, but it did give each brother a chance to shine on his own when fighting.
Each unit, including the turtle, looks like a static figurine on a grid-based board, almost like you get from a tabletop game. They are more animated than static game works, depending on their attacks, the last action taken or the state effect they may have, but most of them still exist. It's a clever, toe homage to the static origins of Turtles in Eastman and Laird comic panels, but the zoomed camera obscures the personality you expect from colorful, action-like character fighters. With surprising sound performances, these comics that are usually bigger than the teenager’s comics will feel more like lifeless gameplay.
Although puberty ninjas have six health points, there are 6 action points when it comes to moving in and attacking things like moving in and attacking, and while the three arcade styles continue to be tough, they have unique movements that can play a role in weapons and personality as they destroy the footsteps. Leo's straightforward ability to martial arts gives him a satisfying rhythmic flow that matches the tight lanes of the subway. Distribution damage made the next move a more devastating blow, while stacking a fan who made him escape any attack, which made him my favorite as I cleared some of his missions without having to hit him at once.
Meanwhile, Downey’s complex but helpful traps and map controls make poisonous sewer water my ally. When they are deep in the waist in the toxic sewage, use his kunai attack to stop the ninjas and then use the BO staff to knock their health down from the dry ground while throwing out the electrical traps to ensure my periphery is safe. Raph's powerful power fits in the Manhattan rooftops as I kicked the ninjas to their doom, which gave me extra damage and collected extra action points through his SAI attacks. I then put the shells into another group of enemies, sending a destructive shock wave and emitting a damage that lets me deal extra damage to each of the enemies around me, thus gaining more action points. Finally, Mikey's skateboarding makes him an acrobatic street fighter, his maneuverability makes him fly from one end of the stage to the other and then kicks like a classic martial arts movie.
Each turtle has additional unlockable abilities that can be purchased from the store using shells, which radiate based on how you perform at each level, but they don't have to end up on your first attempt – in fact, I didn't even notice the store after my credit for the 6-hour campaign of Tactical Tactical Destical tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular tacular. It wasn't until I started chasing high scores on several levels that I realized how much these new abilities change, and I loved that every turtle's movements could be customized in the end. My favorite is the useful moves of Raph's kit, which is a disadvantage to damage yourself, but then paired with a less functional attack with a vampire healing effect to balance things.
But building new loads also highlights what I bothered with tactical evacuation: communication or lack of communication (ironically, it’s the core theme of the turtle story). At some point, TMNT doesn't make the important game elements clear that this could be any strategy for the widow maker in the game of Kings. For example, new mobile describe They have an effect range or area of effect (i.e.: 1 meter cone), rather than showing you how the shape or range looks on a tactical grid. I found another move I found imposed a distant that I hadn't seen before, but it didn't say what that distant had actually done, frustratingly led me to discover several transformations into a battle. Such basic tools have been in strategy games for years, making their absence even more confusing and frustrating.
These issues aren't that obvious when you're actually in battle, but they still appear in frustrating ways. Not only do you want to hover over the cursor like most other contemporary strategy games, but not just show what the enemy will have when hovering over the enemy, you also need to go into a separate check mode to find out what the action you just used does with the footstep ninja. Thankfully, you can always click on the tab before using the action to accurately check what it does. However, other statistics, such as the possibility of a turtle evading an incoming attack, are randomly occurring and are not clear enough for me.
Once I thought through what each buff and defuff did, I reached a comfortable pace with tactical hit rate. These effects add some rare life and personality by changing the game-like characters visualized on the board, each character causes a different pose or cartoon-like prosperity, which ultimately makes it a reality, so I don’t need to act to remind myself of the specific effects every other circle.
Things also become easier to track, as tactical evacuation doesn't really grow or develop after the first hour or so. Once you play the first level of each turtle, you'll see a surprising part of the types of enemies, obstacles, and design ideas that the entire package can offer. This will give people all the sense of progress with fully optional unlocking and small bites that will not be too challenging until the last level. So narrow Revenge of the Chopper), tactical evacuation depends largely on the merits of its combat and how accurate it feels to nail each character. It has been satisfying and enjoyable to clean up the footsteps along the way with a superb understanding of each turtle’s movement, but I still kicked the same nameless ninja from many different roofs.
Tactical knockdowns further echo these classics by rating your performance at each level through an arcade-style scoring system. Each knockdown adds a multiplier, further encouraging people to find a satisfying screen wipe. Once you clear a level, your KOS number, remaining persistence, and total damage will result in the final score and the number of shells you spend in the store. Each task has a PAR score that can be shot or surpassed, which is an interesting motivation to get me back on action and try to use new actions.
The formula stands out from its arcade inspiration, either. It's disappointing that it doesn't have much boss fights – there's something that exists in the end and isn't very memorable (except for the last game), which only worsens that stale feeling. But the lack of meaningful team makes Canon's breakthrough worse than a sparse boss. While I know that tactical evacuation is everything about turtles being separated, it’s frustrating that we’ll never see turtles best: Together. The tactical knockdown section is part of the healing in its fourth chapter, but not very satisfying.