Turbo: Super Stunt Squad is a high-velocity action game featuring the super-charged crew of characters from the upcoming film. Each playable character has their own signature street style and tricked-out skills which will come in handy when showing-off and earning respect with jumps, drifts, slides, flips and other super-cool stunt moves. Expert skills will also prove useful to earn power-ups, customize your character, win competitive challenges and discover shortcuts in the dynamic larger-than-life environments of Turbo’s world
Sometimes the difficulty spike of kid's games makes you wonder if the developers are actually aware of the age group they're aiming at or if they're just evil swines. Case in point - Turbo Super Stunt Squad, a game that will very quickly lose the interest of the youngsters it is presumably aimed at by having a overly steep learning curve and difficult to unlock extra abilities that will in theory help you progress. Based on a forthcoming (at time of writing) animated film about racing snails judging by the trailer, this game takes a different tack and is actually a stunt game - sort of like a l'escargot version of Tony Hawks. Set over six arenas, each with multiple objectives that combine to unlock other levels, in theory this in fine - even admirable that the devs have chosen a less obvious route.
Where it comes apart is the gameplay - any game that is based around precise movement, combos and timing should have controls that are sharp and responsive, and Turbo doesn't. Often you'll go to make a jump or turn only to suffer a tangible delay that causes you to mess up. Making this worse is the fact that for some reason the devs have limited runs to obtain objectives to three minutes (a free play mode is essentially for practice but doesn't allow much progression or unlocks). This means that you can do one, maybe two objectives per run, but levels are multi-layered, and the routes to some of the higher places are tortuous and take most of your 3 minute timer.
So, when you finally get there and flop a stunt because the controls are poor, or you hit an invisible object or pass through a ledge you thought you were going to land on because collision detection is also poor, it's frustrating to say the least. Also incredible is the fact that there is no ability to backup or drift, even though you're often called upon to make exact turns in short spaces and at speed, causing you to often overshoot and laboriously have to work your way back round (which again eats up the precious time of which you're so short).
You get the feeling the lack of polish may be down to publisher pressure to get the game out in time for the film, but as it stand this is a virtually unplayable travesty. It's highly unlikely it will be patched either, as tie-in kids games rarely are.
To make any headway takes many hours, and score hunters will also find this a far from easy 1000 points because of the repetition required and frequent failures down to the game's shortcomings. Graphically, it reminds me of a PC game from years ago called Airfix Dogfighter - okay, but well below current standards.Read more ›