Running around a massive metropolis, fighting off ninjas, and eating pizza sounds like the perfect VR premise. However, this Teenage Mutant Ninja Turtles: Empire City Review finds that despite its radical idea, the game ultimately misses the mark. While it has moments of charm, the experience is often left feeling shell-shocked by bugs and weak mechanics.

Sharp Dialogue Meets Repetitive Storytelling

The writing is one area where the game rarely lets you down. The dialogue features plenty of funny one-liners and punchy banter from our favorite anthropomorphic turtles. Unfortunately, much of the repetition in the game applies to its jokes as well; even a good line loses its impact by the 12th time you hear it.

The story itself is less interesting than the dialogue, featuring a predictable cast of characters:

  • Bebop and Rocksteady: Unthreatening and goofy partners in crime.
  • Karai: A morally gray companion with a murky history.
  • April O’Neil: Doing her best while living as a sewer dweller.

The plot follows familiar allies attempting to thwart the telegraphed machinations of tired foes in a story that is quickly forgettable.

The Parkour Highlights of Teenage Mutant Ninja Turtles: Empire City Review

When it comes to the fantasy of playing as the Ninja Turtles, the parkour elements are the standout feature of this Teenage Mutant Ninja Turtles: Empire City Review. Leaping across rooftops and climbing pipe drains while hunting the Foot Clan is a genuine highlight.

The movement options—including jumping, dashing in midair, and grapple hooking—are stellar early on. Once you unlock upgrades like a double jump, you feel even more like a badass. While it doesn’t reach the heights of VR greats like Stride or Blade & Sorcery, the movement is certainly one of the best parts of this package.

Why This Teenage Mutant Ninja Turtles: Empire City Review Falls Short

The impressive parkour skills are unfortunately wasted on uninteresting levels. The three miniature hubs—East Side, Chinatown, and the Docks—are barren cityscapes that feel incredibly hollow. You are repeatedly sent on simple side quests with almost no payoff, and the Foot Clan often retakes control of liberated regions the moment you turn your back.

There are small distractions to keep things interesting, such as:

  • Time trials involving basketball shots or throwing ninja stars.
  • Collecting floating letters in a style reminiscent of Tony Hawk’s Pro Skater.
  • Hunting for blueprints and chess pieces to decorate your base.

However, these do little to mask the sloppy combat found in this Teenage Mutant Ninja Turtles: Empire City Review. The fighting is a one-dimensional process of slashing and dashing with very little variety beyond occasional gadgets or "Focus Mode." Attacks often sail right through enemies without doing damage, and inconsistent parrying can cause fights to lock up entirely.