Elevating TMNT: Splintered Fate Beyond a Simple Port

For over four decades, the Teenage Mutant Ninja Turtles have captivated audiences across various forms of media, including comics, animated series, live-action films, and video games. Each new generation has had the opportunity to experience the characters in different ways. Recently, Super Evil Megacorp partnered with Paramount Game Studios to release TMNT: Splintered Fate on iOS. According to Tom Westall, director of product management at Super Evil, collaborating with Paramount on such a significant IP has been creatively rewarding. Paramount has been supportive, recognizing the value of the TMNT brand and investing heavily in it. Their enthusiasm and involvement in the project have been invaluable. Initially developed for Apple Arcade, Splintered Fate was always envisioned as more than just an exclusive title. This vision led to its multiplatform release this year. The process of porting the game to other platforms began in February and was launched on Switch in July, followed by a PC release earlier this month. Despite the relatively short timeframe, Westall emphasizes that there was no external pressure from Paramount. Any pressure felt was internal, driven by the studio's high standards, especially since they self-published the game for these ports. As a smaller studio, Super Evil recognizes the importance of seizing every opportunity that aligns with their goals. Lead game designer Daniel Stansens expresses pride in the team's achievement of producing a successful cross-platform title. He notes that the game's controls have been adjusted for each platform, ensuring a seamless experience across different devices. Westall adds that they couldn't resist customizing the game for each platform, incorporating unique features such as couch co-op on Switch and online matchmaking on PC. The team's goal was not just to port the game but to make sure it felt great on each platform. When working with a well-established franchise like TMNT, there's inevitably pressure to meet expectations. However, Stansens believes that the joy of creating a game within the TMNT universe outweighs any anxiety. Loving the franchise and paying attention to its details helps ease the pressure. The team had the opportunity to work with Tom Waltz, a senior editor and writer for IDW Publishing, who was instrumental in the ongoing TMNT series. Waltz's involvement and approval of their vision were significant in alleviating any pressure. Westall highlights that Waltz's close connection to the TMNT fanbase provided valuable insights into what fans would want to see in Splintered Fate. Waltz reminded the team that at its core, TMNT is about mutated turtles wielding ninja weapons, emphasizing the importance of family and teamwork, while also embracing the franchise's silly side. With Waltz on board, both Stansens and Westall agree that the IDW world of TMNT was a significant influence on Splintered Fate, but they aimed to create their own branch of that universe. The game takes tones from the IDW world but avoids its darker elements, instead opting for a more balanced approach that is both fun and wholesome. Super Evil had the freedom to pick and choose elements from the TMNT universe, allowing them to create a unique experience. Westall mentions that they included hints and Easter eggs from their childhood, ensuring the game felt like a genuine TMNT experience. Unlike other recent TMNT games, Splintered Fate is a roguelike, a genre that the team felt fit well with the story they wanted to tell, particularly the multiplayer aspect. Westall notes that making co-op action games is in Super Evil's DNA, and they saw an opportunity to explore the co-op roguelike genre, which they believed was underrepresented at the time. Stansens suggests that while they may not be the only studio with a co-op roguelike, they consider themselves pioneers in this genre. The addition of co-op to Splintered Fate presented its own set of challenges, especially since it was implemented towards the end of development. Ensuring that the game held up with co-op was crucial, considering factors such as online and control scheme considerations, as well as the impact on gameplay difficulty. Despite these challenges, the team is pleased with the result, believing that the co-op feature enhances the game significantly. Following the success of Splintered Fate, both Stansens and Westall express their desire to continue implementing co-op and crossplay in their future games. Westall concludes by stating that he is proud of what they have achieved and is confident that they will improve with each new project.