Tough to tell and might be too early to say but it looks like a cross-gen game. What do you guys think?
whyyyyyy do they have noses?
That shot of Bebop with the chainsaw? Straight from the comic.
Wow it's definitely based on thatIt looks like the game might be based on the current IDW comic. The art looks similar to current artist Mateus Santolouco's work.
That shot of Bebop with the chainsaw? Straight from the comic.
Do we know if this will support switching between characters on the fly, maybe even mid-combo? The screens show team-based battles.
Also, I wonder if this will support some kind of multiplayer. I'd be stoked if they can recreate the feel of Anarchy Reign's multiplayer.
"Yeah, you can," as in you can switch between characters on the fly?Yeah, you can, and there's some sort of online play, but no details yet. Maybe they'll leak next week.
"Yeah, you can," as in you can switch between characters on the fly?
Oh man, that's HYPE. Imagine flinging someone into the air with Don's staff and then spiking them back to earth with Leo's swords.
The visuals look gorgeous, too. Rocksteady looks PERFECT.
cool now lets see some gameplay!
It'll be cool either way, but I can definitely imagine them doing something similar to the team battles in Arkham Knight, where if you switch characters mid-combo, the other character will teleport to the enemy you're fighting and they'll tag in with their attack.You can switch characters in combat, though it's not clear yet whether that means the new turtle will teleport to your enemy or the camera will move to their position, since it appears the other three turtles are always on-screen and controlled by the AI. There's a decent chance of it being the former, though, because even Korra had something similar with the mid-combo element switching.
Turtles have noses
You jumped in and took this right from my heart didn't you? I would love for this to happen.
I was being sarcastic they indeed have bics not noses!No, like your picture clearly shows, they have beaks, which is what they used to have in the e&l/mirage style,. Even from the very beginning:
Now they have these faces that just look like a person who was in an accident painted their face green, and has the body of a turtle.
But as was posted earlier, they are clearly being done from some new comic book, and to that end they are flawlessly done. Utter perfection to the source, which is as expected from platinum.
But if even the comics are suddenly no longer allowed to use a face design that is recognizable as the iconic beak and teeth, I'm pretty sure something legal is definately going on.
Looks cool and faithful to the source material.
Any reason why they didn't go with the 80's TMNT? They did with Transformers. I'm kinda in the mood for a cheesy nostalgic trip with this series. Would have been cool as a lost episode. I wanna battle in the giant 80's Technodrome, fight all those cheesy enemies, Gaint Krang, Pizza Monsters in the sewers, Rat King and have an epic battle with Super Shredder for the conclusion.
Pretty much remake TMNT 3 Manhattan Project as a 3D Platinum action game.
Turtles have noses
How is that any different than any other cell shaded games though? It's always thresholds with finer details and inner outlines in the texture.Holy shit...I think I figured out how they are doing this and its definitely not a bullshot if so.
- render your model with its normal texturing in a front and back view.
- Take screens into photoshop, duplicate, turn black and white and up the threshold to get the crazy black and whites you need for the comic book contrasting blacks and clone that layer.
- Take the cloned threshold layers and save them out as various maps like diffuse, specular, etc...generally these are black and white maps that tell the engine how to light, or shade things based on whether its black or white. Some of these effects only appear in direct lighting too like with specular maps.
- Trace over the original renders 2d Pencil detailing like the hatching and such on anywhere you want detailing to be more prominent. This includes various outlines. Duplicate this file and use one on top of your UV maps for the model's texture map. Use the other as a bit of an extra for your specular. Likely with a lot of opacity so it doesn't always show and look traced on. This way you can use an outliner option in your engine to generate outlines, but use the specular to add a bit more emphasis on the areas you want with these traced effects.
- Create ramp shaders based of the threshold layer duplicates and map these with additional low opacity so that they flow as a black and white shadow/lighting effect as light passes over the model on don't look painted on. This is the only part I feel may not be necessary because you can hook a ramp shader up to the engine lighting nodes and generate this effect quite possibly more cleanly.
Trace/Threshold tactics are something I've seen folks do with a 3d reference model for 2d images to create amazingly detailed Cel Shaded looking comics, but it never occurred to me till now looking at it that this may be a way to apply those results backwards onto the model's maps for animation.
Gonna try this. I think I'm right or at least in the ballpark on how to generate these results. I'll work on this to see if it works out well or needs more or less maps/techniques to pull it along.
EDIT: Found it! I remembered a guy using this stuff before for a 3d to 2d work flow. This is what I think they have adapted as a technique to create maps for 3d cel shading of this level
Basically trace in the line work, save some of it for texture maps and other layers of it for specular/diffuse map assistance to help the toon shader outline tools to gain line weight. Setup either you own ramp shaded maps for musculature from threshold layers converted to specular/diffuse maps or if it looks too painted on even as a highly opaque map just rely on rampshader node properties added to your light nodes in the engine. Should only have to draw in details on anything inside the general outline of the character and the engine should generate the rest of your lines on its own and even get assistance from any opaque diffuse/Specular maps you throw in.
Gotta go. Zbrush is calling me.
It looks like the game might be based on the current IDW comic. The art looks similar to current artist Mateus Santolouco's work.
If this isn't ugly I don't know what is lol.
Is this bizarro GAF?Reckon it'll be disappointing just like Transformers. Sad Platinum have lowered themselves to doing cheap rushed games for Activision.
If this isn't ugly I don't know what is lol.
Platinum Cycle:
They announce they are working on X Franchise -> People get hyped -> X is finally announced -> People become more hyped -> Screenshots are shown -> People call game ugly/think it's crossgen or last gen -> Game releases -> People are having too much fun to care what it looks like -> People want more franchises worked on by Platinum Games
Metal Gear Rising
Anarchy Reins
Star Fox Zero
I guess we can add TMNT:MiM to the list.
I think this looks great so far! Also, it's neat seeing a Western AAA titan like Activision keeping Platinum busy. Seems like they appreciate the fact that Platinum understands action like none other. Maybe they'll greenlight an original Platinum title at some point?
Hehe good job
If this isn't ugly I don't know what is lol.
Is this bizarro GAF?
This is level headed, realistic GAF. Transformers was not all that great for a Platinum made Transformers game.
This is level headed, realistic GAF. Transformers was not all that great for a Platinum made Transformers game.
they could offer alternate skins with first print runs or something. i need old designs.
This is level headed, realistic GAF. Transformers was not all that great for a Platinum made Transformers game.
This is level headed, realistic GAF. Transformers was not all that great for a Platinum made Transformers game.