Something I should have mentioned is that there needs to be a separate Custom Games modifier for Boss Health increase. Having to face high HP bosses as a result of having high HP enemies leads to extra long and boring boss fights. Support me on Patreon: patreon.com/underthemayo Join the Mayo Discord and meet more remarkable souls like yourself! discord.gg/29jbfwycDJ Mayo merch here! teespring.com/stores/underthemayo RU-vid Memberships to my channel now available, click the "Join" button. Follow me on Twitch at twitch.tv/underthemayo
You want TEDIOUS…. Warframe the new war (ARCHON FIGHT ) 20 minutes of the boss wrecking you AND THEN HE REHEALS …. If he kills you YOU HAVE TO START FROM THE START
I remember seeing a post on another video like this who (supposedly) worked on the patch, and said that while he wasn't on the design team, he did affirm that making Super Shredder as well as some other bosses wasn't the best decision in his mind (and from others). Still, he worked with what he had.
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I'm really happy to see them listening to the minority and improving the game. With the sheer number of people who told me there's nothing wrong with it and to shut up, I'd written off any hope of change. It's been selling well and isn't by any measure awful, so it's heartwarming to see the effort put into a product that could've easily rode into the sunset on a wave of pure hype.
Probably something similar to River city girls, Bosses there can take lots of hits, but they are still really dangerous to Just stick and hit, so the player need to find ways to deal and avoid damage accordingly.
@@llamadelreyii3369 uh, I somehow don't think that's it. It's the same general "Mario" style boss fight. Beat em' ups aren't really known for boss fights as the highpoint. It's like Ninja Gaiden where it's all about the enemy mobs. But I would probably say the "best" modern beat em' up bosses would be Fight'N Rage, and that' just because you're usually fighting a bunch of dudes at once.
@@llamadelreyii3369 yeah, but I wouldn't call the bosses in SOR4 "good," just better then Shredder's Revenge/River City Girls. Too many bosses have attacks that can waste a ton of time.
From a game that was too easy because you run away and taunt all day then super to a more complex game where you need to save your supers doing combo's and throw mechanics help alot with the juggle. Iframes some said makes it cheap and easy, but taunts that gain super bar then spamming supers? Heck invincibility on throws helps deepen the mechanic as explained in the video.
They actually fixed the problem i had with taunts and the fact that it incentivized to spam taunts in between fights until the gauge was full every time, lets goooo didnt think that was actually gonna happen
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I only ever played thru the whole game once because I didn't like the combat that much. I felt like I was limited to only a few moves to avoid damage. Plus, I didn't like that you couldn't change the turtles skin tone. Everyone was bright green. Glad to see that things have improved. Maybe now I'll actually go back.
I thought the combat was okay until I found out you could throw out an instant change move after a dash kick. It made the game a ton more fun. I have no idea why the game doesn't tell you about that mechanic.
@@brendenhassler4613 no, I had no issues with the combat as far as difficulty. I've been playing BEUs for decades now. I just didn't feel like it had the depth of something like SoR4 or the SoR remake series. Fun, but shallow-ish. Like I said- I'll give it a go again now that they've added a little more to it ;)
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I never had an issue with the gameplay in Shredder's Revenge at launch except for the taunt being broken. Regardless this is a huge improvement from what I still consider a fun beatemup.
No way this man spent over 5 min just rephrasing different words about throws alone..could of just been a 4 min video Jesus, wasted my time hoping there was gonna be more info like a horde mode or something not throws..
You'd be shocked how many people don't understand throw mechanics and why s are important to the gameplay loop. Just look at the people in my video about Throws in TMNT from last Summer. People need to be educated about this stuff. My channel focuses on game design and how systems work with each other. If you'd like something less focused on that, I invite you to watch someone else's channel.
the update is nice but I don't think it changes it all that much. If you're weren't big on the game before you aren't going to suddenly love Shredder's Revenge. Now, if we can finally get the SOR4 patch.
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Glad for the update and thank you Tribute games! The only things that i would like to see updated now are 1.) Add Casey Jones to all cutscene pics and title screen! 2.) make the game 7 players so every character is playable at once. 3.) Survival mode like in Streets of Rage 4, but make it different and more suspenseful. 5.) Arcade random mode- Where you play the whole game till the end, but play every level randomly. A battle royal mode would be cool and a boss rush mode but the others would be more appreciated 🙏🏼🙏🏼🙏🏼
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My new favorite side scrolling Beat em up is the first Cobra Kai Game. No joke, eight playable Characters, air juggling, good combat system, skill tree for each one, and yes a style meter.
It's so strange, and maybe I'm crazy, the first Cobra Kai beat em up feels like it's on the cusp of being a fantastic beat em up game. But I can't help but shake how overall notably "stiff" and unpolished(tho I understand the game is clearly a "budget title" game) the game feels that it ends up ultimately holding it back still tho imo. Still a fun game that people who are into beat em ups should def give a shot tho. Got it the other day for about 6 bucks during the PSN Holiday sale. Def worth giving a shot at that price!
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Actually, am 99.9% certain charged attacks also had s, I used them on Bebop and Rocksteady's bull charge attacks, and other attacks went right through me doing the animations.
The fact that they added the ability to disable revives alone makes it a great update for me. Multiplayer was always fun but there was never a fear of losing due to the revive mechanic and it was rare to see anyone drop lower than 2 lives. Now people will have to play a lot more carefully.
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The only things I really wish they'd do now is be able to earn new moves, like in streets of rage, and change the dodge animation, it has a delay after use that counteracts the fact that you just dodged, so now your stuck for a split second after you dodge open to any free hit until the animation recovers. Dodge should be a quick move not a whole animation
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The biggest gripe I’ve with this update is that they confirm the gams’s biggest weakness. Bosses also receive the health bonus from the modifiers in Custom Arcade. While I agree that bosses are worth learning so a player can avoid or prevent specific setups, the health pool becomes so huge that bosses turn into a chore. The rest is generally fine, but the change to throws is great! In the context of Custom Arcade, throws are a life-saving option. Custom Arcade is a nice incentive to explore characters’ specific knockback effects since they all have some differences.
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Visual clutter is mostly because of the hit and attack move FX, so they could either make them smaller, allow us to choose "limit FX for clarity" or change the sprites so they don't block so much of the visuals when they go. Also, drawing order of everything could be tweaked so that more important stuff is always at the front.
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I’m still scared to let my kids play without me because they might reset all my characters to level 1 from 10. It would be nice to only be able to reset this in the options menu. Not in the very beginning of starting a new game.
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I never knew there was a hardcore scene for beat ‘em ups. It is interesting to see that there are some similarities between this community and the fighting game community. Game developers are gearing toward casual gamers (nothing wrong with that) but they are alienating their core audience. There has to be a middle ground. I hope developers continue to realize this!
I disagree that there isn't anything wrong with that. Every game does not need to be causal. Not to mention it is just lazy game design. "We cannot figure out how to make a game intuitive, so let's just make it easy and hold the players hand the entire game."
They should made the taunt super charge thing an option. If i play with my kid it makes him feel powerfull when he is otherwise not to great. I get it but it should of been an option
It's refreshing to see a video game content creator who talks in depth about the mechanics and moment to moment game play rather than story or some other convoluted bs even if I disagree half of the time
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They need to get Screwloose in there wtf. Every game that features Wingnut just leaves him out. So disappointed with as many characters in here they still leave Screwloose out.
@@underthemayo NOOOOOOOOOOOOO!!! OK thanks for letting me know, I hope they release an update like that for the Switch one day. I use to love the color tones options from "Turtles in Time"
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It looks to me like overall the game is flat out easier, plus no unlimited taunts. Which is chill I guess but thankfully all the things you can modify. I personally was hoping for more levels or characters but this is more important the not accidentally facing the other way thing, plus grabs.
Your beef with boss battles is the same I have with River City Girls 2. Expanded combat that can’t be used on bosses. If you haven’t , I’d recommend trying out Jitsu Squad. It’s now my favourite beat em up with more content on the way.
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Surely the best Christmas present ever is when devs listen to your constructive criticism to improve their already decent game? Happy Holidays Mayo, it's been another great year for your channel - and I'm eagerly waiting for your Best/Worst Games of 2022 video!👏🎉🍺 I loved the very obvious dig at Sifu at the very end also!🤣😅🤪
Doing a taunt to refill special from two up till 3 either has been removed or fixed which does not help my family likes playing this game with me having a few specials to use whenever faster through taunts helps and makes the game more fun.
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I really wanted a simple flashing blinky inverted color icon,specifically only on my charters belt buckle( why do turtles wear belt buckles) . That way I think it would be easier to track my guy on screen without tons of practice getting used to it!
Very wel said and I do think that overall these changes are good. I know it's an old video. Sorry if I am a bit late to reply to it. But thanks for this video. My only gripe I have currently is that for more casual players like myself the helping of your buddies that are dying is impossible to do. It takes so long to resurrect them, that it is pretty much pointless to try. Really wished they shortened the bar or that if you didn't completely get it, because you get hit, it wil remain where it was or slowly drop instead of completely resetting. For more competent players this might not be an issue, but for casuals that only play this game for fun with friends overall this has kind of made me get frustrated more than once. It feels like an oversight and just a useless function if you are never really able to save someone. Specially against bosses, they wil hit you within that timeframe almost every single time. It's like it is programmed that way, that they boss wil attack you just before you can get the player to continue. It might be seen as a minor thing, but I feel they did that function better in other similar games. :/
Very few things about this game was worse than the taunt spam. Especially if you had a combo going, only for it to time out due to one person staying back to taunt up the special bar.
I wish they had at least had added the option to turn on taunt charging to radical mode. this is my kids' first beat em up and they love it, but they love it less without that option. Yes, they're super casual, but kids and casuals liking a TMNT game is a good thing.
The only problem I've run into is that Wingnut freezes and doesn't attack when doing certain attacks on him. I've reported this to Doremu and provided logs, so hopefully that'll be addressed at some point.
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Well what do you know, I didn't know about this video and the updates mentioned in the video. I stopped playing this game few weeks later after the release date because I felt it was not worth it to grind the same game again and again because of its issues due to combat being flawed, but it's nice to see the game has been updated and some of these issues were fixed :)
6:18 This is a great universal change. But the old way should still be an option for a new easier difficulty or something for those who still want it. Forcing change does not work for everyone and can lead to results that may not be what you are expecting are hoping for, rather it concerns you or not.
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I’d like to say I am so happy that 2-D beat em ups have once again found a home in the gaming community, because I remember during the N64/ps1 and ps2/xbox/gamecube eras beat em ups had nowhere to go, especially Sprite-based to D beat em ups, they were looked upon as old or a fad, and I think it started with castle crashers on the Xbox 360, and not to mention social media ( like this channel) that led the game business know, that there is so much more you can do with a beat em up. I never thought I would see another. Teenage Mutant Ninja Turtles beat em up like this ever again.
Nah I don't like that at all. Performing a throw should not make you invincible. A throw should only allow you to hit other enemies with who you're throwing. Stunning an enemy in order to perform a throw that's OK.
They need to patch it so Casey Jones appears on the title, menu screen and in cutscenes after he's unlocked. More playable characters would be cool too, like Fugitoid, Miyamoto Usagi (or as he's incorrectly named in the cartoon, "Yusagi Yojimbo"), Mondo Gecko or Mona Lisa. 3 characters at least to round it off to 10 total. There are other gripes I still have that can't actually be patched without ruining levels, like Granitor being the only boss from Turtles 2-4/the arcade games that hasn't returned (can't be patched in because there's no place to put him), and the fact that Wingnut is a villain in this when it's established that he's an ally of the Turtles, and Tempestra, a minor villain, being chosen for the game over someone else more prominent (... hey, I found where Granitor could have gone!). Last gripes: Why did they use the shitty cartoon look for Slash over the superior Playmates action figure version used in all of his other game appearances? And what did they do to the Pizza Monsters!?
I just played this earlier today after not having played it for a few months, and I didn't really notice any major changes other than not being able to fully fill your super meter with taunt spam, which was a welcome change. I still have pretty much the same issues with the game that put it below top tier beat em ups. Throw game still feels pretty crappy compared to other beat em ups. The dodge feels awkward to me. The double jump feels off, with the way you have to hit the second input before the apex for it to register. The fact that dashing and hitting jump does a slide instead of a dash jump like every other game that has a dash will always feel wrong to me. And the input buffer on the dash is crazy. You can wait an eternity between inputs and it will still register as a double tap. I accidentally dash all the time when I'm trying to tap into a better position. This has never happened to me in any other game. And in a game that wants you to taunt somewhat regularly, only having one taunt is a major sin. Seeing that one pose and hearing that one bark gets old fast. Even one more taunt per character would do wonders here. So yeah. This update doesn't really fix the issues I have with this game. I had fun with it during the honeymoon period, but now that it's over, all the little annoyances are too much for me to want to keep playing.
Is taunt deactivated per default in the arcade mode? Because when not, having the option to deactivate it is kinda useless because in the same fashion you could just decide to not taunt. It's more about how the game communicates what's the right and most fun way to play, but if taunt refilling the special bar remains the standard setting it only communicates that deactiving that trait is an self-imposed difficulty restriction, not the actual way how the game is supposed to challenge you.
a thing that infuriated me wasn't so much the updates it was that after them (it seemed like anyway) all my progress just went away , i've got the game up to snuff again, but did this happen with you?
Chromedome's boss fight on Gnarly was so obnoxious before this patch. Even when ya grab a foot ninja, the rest of the ninjas can still bum rush you while your trying to throw them, easily burning through a life Xb
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I wonder if they plan on doing any add-on content for this I bought it for the switch and I'm debating on whether or not I should get it on the steam deck
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to be honest this game was a huge let down. The SNES game is still the king. It was the perfect length too. This new game is so got damn long. It get's boring! And the combat like someone wrote is just ok. It doesn't feel as nice as playing something like Streets of Rage 2 or the SNES version or the NES arcade version. I can't believe they didn't study those games more carefully as they did with Sor4. All Sor4 need is a pixelart addon, and it would be golden! That even improved some mechanics like juggle ability, etc! Big let down.
Agreed SOR4 had so much love put into, this was pretty bare and not as refined. The dodge is way to animate and leaves you more vulnerable than it actually helps (especially during rat king), SOR4 you had a survival mode in which you could earn new special moves (there were more than one, at that), and everything just seems to work, whereas I find myself more frustrated in Shredder's revenge because of the clunky animations that take waaay to long to recover from, the visual noise, the rng of how some of the boss fights feel, and overall I feel like the hotboxes are awful and I find myself swinging at air more than hitting the target enemy. Then you have daunting fighting mechanics, like if an enemy hovers I'm stuck using the same two jump moves over and over instead of just staying in the air as long as I'm making contact with the enemy, or a slow drop so I have time to throw out a couple extra hits on the way down. The only thing I disagree with is the game is too short, it feels longer due to the frustration and boring mechanics.
I only wish Tribute allowed you to toggle throw controls so that you have the option to throw like you would in Turtles in Time. In that game, you’d have to hold the D-pad toward the direction that you’re facing a stunned Foot Soldier while hitting the attack button. In Shredder’s Revenge, you have to be neutral rather than hold towards in order to engage the throw. It’s a small change, but a significant one, particularly because having to stay neutral in order to engage a throw means you can’t dash attack straight into stunning a Foot Soldier and then go straight into the throw. I love this game so much otherwise.
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You're the only reviewer I've seen that recognized just how detrimental the throw system was to the entire experience. In fact most reviewers I've seen gloss over most of the game's legitimate issues. The throws were part of the reason I put the game down so soon. The other reason was that online multiplayer was literally just every player constantly taunting and throwing out supers. It was totally mindless.
Yeah. And I get it. MOST channels that talk about this game are happy to just see it as a casual fun time and who cares about the actual mechanics. That's fine. But people who DO care about this stuff don't have a voice and I'm trying to give it to them. I'm super happy this video actually got views and helped people.
I’m so disappointed with the CRT filter effect. It darkens the screen and dulls all the colors. I was hoping it would have a glow effect like Fightn Rage and some other games. 😢
Honestly surprised they fixed some of the major flaws. It's fairly uncommon for devs to actually listen to the more critical player base for games like this (Even some indie ones). Though, like you said the additions aren't perfect. One idea to make something like the health based supers encourage extended juggles would be if they made them like special abilities in Streets Of Rage 4. Giving ghost health that regenerates from hitting enemies, and disappearing if hit. Allowing a risk/reward factor that still encourages extending juggles and not getting hit. So long as the amount of health a super takes is balanced properly. Preferably as another custom setting since there is an appeal of it being a harder to replenish resource to some players with how it is in its current state. In regards to that other game, I hope those unnamed indie developers actually start fixing flaws with their game like these ones have. Looking around in the files I found some things that may point towards extra tutorial content. However, if they end up not implementing anything like that there's at least some modders that can do more than add bells and whistles. As well as people like you willing to make tutorial videos for some of the unexplained basic mechanics.
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Mixed feelings on the invincible throw at first but I think it was definitely the right decision. Even if I do disagree with characterizing the game as being broken for such a change. It’s a nice update
Can't say I'm a major fan. Sure, the updates are inherently improvements, but I've just never been too keen on games being changed in ways that dramatically alter how it functions. I've always found it annoying to get used to a game working a certain way, only to then have it no longer work that way.
I would like to see an option where getting hit only removes a small amount of the super bar you're building up, instead of the whole thing. Could have been another play style option. I could accept the "taunt only fills one bar" change, if getting hit didn't completely empty the bar you were working on filling up. Why did they force that as the unchangeable rule? They should have made it a new option like everything else. Last time I played this game, I noticed sometimes the last little bit of the bar would get real stingy about filling up. I'd be almost there, beat a couple more soldiers, go to deal with another and get hit by a cheap shot. Losing everything. Like some of the time, the first 80% fills up from beating a few enemies, and the last 20% would take beating several guys. The bar would even look full but, it hasn't counted a number, yet. Too bad, so sad. If you only got hit once in every group of enemies, you'll never get to do a super. That was my experience last I played.
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would love if they make every character a little different from each other, maybe it's too much but gosh this would make the game as good as streets of rage 4
That's what I don't get SOR4 had so much love put into it, even a survival mode through which you could earn new special moves (which there were more than one of). Also the dodge is basically useless, you dodge something only to be stuck in this animation that leaves you more vulnerable by the end of it than if you just took the hit, it takes way too long and it's overly animated, the result is a split second to recover after every dodge often leaving you open to a free hit while in that state, just before you can begin your combos again.