
There were occasions in 2024 where I wanted nothing more than for the frequency of TMNT game releases to slow down a little. We got three new video game outings, and while some opted for big swings, I couldn't help but feel that the sewer-dwellers' saturation was becoming too much — it's funny how a hit like Shredder's Revenge and a widely popular movie like Mutant Mayhem will do that.
So, it was with some trepidation that I went into Teenage Mutant Ninja Turtles: Tactical Takedown, a turn-based reimagining from developer Strange Scaffold that launched on PC earlier this year promising yet another "new" take on the brothers' beat-'em-up formula. It's a promise that I've been stung by too many times in the past, and I expected nothing but the same again. Dear reader, I was wrong.
Tactical Takedown is a fresh take on what a Turtles game can be. The restraints and rigidity of a turn-based board shouldn't match the fluid motion of a beat 'em up, but somehow, here, they do. It's a bite-sized experience that isn't without flaws, but if you've grown tired of the IP's persistent punching in recent years, this is the reinvigorating pizza slice you've been waiting for.

Let's start with that big selling point: yes, it's turn-based. Tactical Takedown takes the Turtles' usual combo-focused combat and translates it into the world of strategy. Each hero has six Action Points per turn, which can be used to move around the arena or take on members of the Foot Clan. With them all spent, it's the Enemy Turn, and you'll see whether your strategic planning paid off, or if your Turtle is going to take a beating.
This format isn't especially new, but it is new for the Turtles. The beat-'em-up trappings are still there (giant 'GO' signs still crop up to guide you through the stages, don't worry), but Strange Scaffold has impressively folded them into the turn-based structure to create something that will feel instantly familiar to Turtles fans, even if you've never touched a strategy RPG before.
Take the brothers' four distinct playstyles, for example. It's a fundamental part of any good Turtles game, and it's well-translated to the turn-based arena. Mikey is all about manoeuvrability, Raph jumps straight into the action and deals heavy hits, Donnie attacks from range and has access to techy traps, and Leo chains together KOs to slice up foes with precision. You can purchase new moves and switch up each Turtle's 'loadout' before each level, but on the whole, Tactical Takedown nails the feel of each character without any tweaking needed.

Historically, such differentiation has meant there's objectively a 'best' character to play as (and let's admit it, it's Donnie), but the four Turtles feel nicely balanced here, with each level highlighting their pros and cons in isolation.
Wait, "isolation"? Yep. Chalk it up to another method of standing apart from the TMNT big hitters that have come before it, if you want, but Tactical Takedown's four-storyline plot means you'll only ever be controlling one Turtle at a time. I had no issues with this off the bat, where it's handy to play each hero individually to get used to their unique moveset, but the bros are best when they're together, so it would have been nice to see how these different playstyles and strategies could intertwine in later stages.
This is particularly true considering how nice the whole thing feels to play. It took me a couple of stages to get my bearings, but I was soon chaining together combos to get in and out of the action like a true ninja, and I can only imagine how satisfying that would feel if I could set the brothers up to bounce off each other. There's no option for touch controls, which I normally like to see in small-scale strategy like this, but the button inputs are simple enough that I didn't find myself longing to wipe my greasy mitts across the screen.

The brothers' separation aside, this is clearly a team that understands its source material. The story itself feels like a classic cartoon plot (Karai and Baxter Stockman are wreaking havoc in the city after Shredder's death, what a shocker!), and the brothers' distinct personalities shine through in the charming writing — Raph's hothead-to-loving-brother arc is particularly well handled.
Visually, it moves things in an interesting direction, too. Perfectly matching the turn-based tone of the gameplay, Tactical Takedown all looks as if it's a tabletop board game. Sections of the city pop up in isolation as you move through the stage (leaving plenty of room for punting enemies off the side of the map), and each character is represented by a miniature standee, which changes its pose based on its last action. Its simplicity feels right at home on Switch, and while the pared-back personality of the Turtles' look might not suit everyone (I, for one, missed a good idle animation), it's nice to see the heroes in a half-shell reimagined in yet another new style.

It's worth flagging that even if these visuals are completely up your street, you don't get to soak them up for all that long. Tactical Takedown is a bite-sized experience (I finished my initial playthrough in around five hours), and while you can head back into the levels with a new loadout or to beat your high score, it's still the same structure with the same difficulty, which is rather easy.
Remix Mode, a new addition for the Switch release, alleviates this somewhat... but only somewhat. This optional extra lets you replay each level at a higher difficulty with more variety in the enemy types. The difficulty bump is a noticeable one — I died once on my initial playthrough, but I was lucky to get through the opening stages unscathed in Remix — and the new enemies bring their own helping of challenges, but it does still feel like the same old level with the same old Turtle. Which, in fairness, it is.
So, replayability isn't the name of the game in Tactical Takedown, and that's okay. I do wish that the main campaign had lasted for a little longer, but I'd always rather be left wanting more than see a gameplay loop outstay its welcome.
Conclusion
The combination of turn-based strategy and beat-'em-up gameplay felt like a bit of a square peg, round hole situation, but Teenage Mutant Ninja Turtles: Tactical Takedown melds the two to deliver one of the freshest takes on TMNT that I've seen in a long time. It's a short-but-sweet experience that might not gel with everyone, but after 35 years of beat 'em ups and brawlers, this showcases the Turtles like you've never seen them before. And come on, that's pretty radical, dude.
Comments 25
This actually looks really cool! Growing up with the turtles in the 90s makes it hard for me not to be interested in anything TMNT related! Thanks for the review Jim👍
Graphics look awful but if the gameplay is as interesting as you say and it's faithful to the source material I may well give it a look-in. I'm not even that into TMNT but the artstyle reminds me of the 2003 series, quite cool.
Thanks for the review, while I can see where you're coming from it being relatively short will be a positive for me considering all the games I'm currently playing and want to play, I don't particularly mind the other cons personally and everything else definitely appeals to me - looking forward to playing it myself when I can (which could be sooner rather than later considering, again, its length)!
I already have that superhero game that is similar to this, probably passing on this until I get the itch or a good sale.
The budget really shows though, it looks unappealing for me. And I'm surprised at the one turtle per level idea, since one of the main themes of the series is about brotherhood and unity.
@rvcolem1
Hi please remind me what is other game?
Ohh, for a tenner reckon I could go for this.
Guess I'll wait for a sale.
@kmtrain83 It is called "Capes", it is an ok tactics game with a generic superhero theme.
Nice that it reviewed well, hopefully anyone who plays this enjoys it! Also...
"Raph's hothead-to-loving-brother arc"
Not sure about this, from what I've seen, Raphael is and and will always be a hothead 🤣.
Not a turtles fan anymore but love new tactics games. Gotta finish capes and Engage first.
I really like tactics games and also short, in between epics, games. I'm not a big 'must have AAA super graphics' guy but these screenshots look really blurry, aside from the simple aesthetics. Wonder if it looks as bad 'in the flesh'.
Wasn't there a recent Transformers turn based game? Battlegrounds or something like that? Was that one any good? As a kid i was totally into TMNT and Transformers. I might give this a shot.
The graphics style is definitely not to my taste. Could be a cool game, but not sure if I can look beyond that.
Thanks for the review! I would also appreciate it if NL started including some discussion of how games run/look on Switch 2. Are there bugs? What’s the framerate? How do the textures look? Now that I’ve made the move to Switch 2, this would be really useful information for new releases going forward.
Turn based = automatic no for me.
I really liked the demo, but learning it's short and there's no team up levels makes me sad. It feels one dimensional but unique in two overlapping genres I like, Turtles and tactics.
Still chasing the nostalgia of Turtles in Time.
@rvcolem1
OK, maybe I’ll check it out. I just started Marvel Midnight Suns, and so far it’s not too bad.
Love the PS2 look tbh.
Looks a treat but I’m not a fan of this genre of gaming. (Lack patience for it) so happy it’s getting lovely reviews though.
A shame it didn't turn out to be a Fire Emblem-esque SRPG, but I think I'll get this. I'm a big Turtles fan and a big turn-based fan. I guess you could say this is a Turntles game?
I love a good new tactics game especially one with the TMNT but right now I'm saving my money for Final Fantasy Tactics: The Ivalice Chronicles first on Steam and Switch. Everything else in terms of tactics had to come after I get FFTTIC (and Dark Deity 2).
Sounds great, but US only it seems.
One of the worse games in the series. A big disappointment.
the turtles deserves another beat em up games
not this
@JimNorman There was nothing in here about sound. Does it have voice acting? Are the sound effects turtle-y? How is the music? Sound design is one of the reasons I think TMNT IV is still better than Shredder's Revenge, so it can make an impact.
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