Transforming TMNT: Splintered Fate into a Unique Gaming Experience

For four decades, the Teenage Mutant Ninja Turtles have captivated audiences across various media platforms, including comics, animated series, live-action films, and video games. Each generation has grown up with distinct iterations of the characters, making the franchise a beloved and enduring part of popular culture. The latest iteration, TMNT: Splintered Fate, was developed by Super Evil Megacorp in collaboration with Paramount Game Studios and initially released on iOS. According to Tom Westall, Super Evil's director of product management, working with Paramount on this iconic IP has been a creatively rewarding experience. "Paramount has been a supportive partner, and their investment in the TMNT franchise has been evident. They have been enthusiastic about our vision and willing to collaborate," Westall notes. Although Splintered Fate was initially designed for Apple Arcade, the studio always envisioned it as a multi-platform title. The game was later ported to other platforms, starting with the Nintendo Switch in July and PC earlier this month. Westall emphasizes that the decision to port the game was driven by internal goals rather than external pressure from Paramount. "We set high standards for ourselves, and as a smaller studio, we must capitalize on every opportunity that makes sense for us. We wanted to make a great impression on players, so we maintained a high level of quality throughout the development process," he explains. Daniel Stansens, Super Evil's lead game designer, is particularly proud of the team's accomplishment in creating a cross-platform title. "It's wonderful to see our game, which we poured our hearts into, being released on the PC market. Players can appreciate the adjustments we made to the game controls, and it's satisfying to know that the game feels at home on all platforms," Stansens says. The team made a conscious effort to cater to each platform, incorporating unique features that enhance the gaming experience. For instance, the Switch version includes couch co-op, allowing four players to play together using separate controllers. In contrast, the PC version features online matchmaking and supports various windowed modes and graphics cards. When working on a well-established franchise like TMNT, there is inevitably pressure to meet expectations. However, Stansens believes that the joy of creating a TMNT game outweighs any anxiety. "If you're passionate about the franchise and have fun making the game, it resonates with people. While there is pressure to get things right, having a good understanding of the franchise and its characters helps alleviate that pressure," he notes. The team collaborated with Tom Waltz, a senior editor and writer for IDW Publishing, who has been instrumental in shaping the TMNT franchise. Waltz provided valuable insights and served as a consultant on Splintered Fate, helping the team to stay true to the spirit of the franchise. "Having good partners makes a significant difference. When you're having fun and your ideas are well-received, it feels like you're on the right track," Stansens observes. Waltz, who is closely connected to the TMNT fan base, offered the team a deeper understanding of what fans would want to see in the game. He reminded them that, at its core, TMNT is about "mutated turtles wielding ninja weapons" and that the franchise is built around themes of family, teamwork, and camaraderie. With Waltz on board, the team drew inspiration from the IDW world of TMNT but also sought to create their own unique branch of the universe. "We didn't want to replicate the darker tone of the IDW world, but rather take cues from it and create something that appeals to a broader audience," Stansens explains. The team incorporated Easter eggs and hints from their childhood, paying homage to classic TMNT games like Shredder's Revenge. By choosing to develop a roguelike game instead of a traditional beat-em-up, Super Evil aimed to distinguish itself from other TMNT games. "We wanted to create a game that would stand out, and the roguelike genre offered an exciting opportunity to do so. We felt that it was an area where we could make our mark and provide a unique experience for players," Westall says. The addition of co-op to Splintered Fate presented its own set of challenges, particularly since it was introduced towards the end of development. "It's always a challenge to ensure that the game holds up well, especially when adding a feature like co-op. We had to consider the online and control scheme aspects, as well as the gameplay itself, which changes significantly when played with others," Stansens notes. Despite the challenges, the team is pleased with the result and believes that co-op and crossplay will continue to be essential features in their future games. "We're proud of what we achieved, and we're confident that we will improve with each new project," Westall concludes.