"Turtles" played in VR: A nostalgic ride on the license wave

"Empire City" is the first VR game about the "Teenage Mutant Ninja Turtles" and will be released in 2026 for Meta Quest 3, SteamVR, and Pico headsets.

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Ninja Turtle training with a dumbbell in a stylish subway hideout full of graffiti and retro tech.

The "Turtles" will get their first real VR appearance in 2026.

(Image: Beyond Frames Entertainment)

6 min. read
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Transferring well-known brands into virtual reality as crowd-pullers has always been a proven method to get new players excited about the medium. Meta itself has already brought big names like “Resident Evil“, “Assassin’s Creed“ or “Iron Man“ to the Quest platform in the past and has also relied on them for its own major productions like “Batman: Arkham Shadow“ and “Marvel’s Deadpool VR“. Other VR publishers also repeatedly secure licenses, with comic adaptations currently being particularly popular. For example, fans can look forward to VR adaptations of “Men in Black”, “The Boys”, and “Teenage Mutant Ninja Turtles” in the near future. We were able to play the latter to get a first impression.

After the announcement and presentation at Comic Con in New York, developer Cortopia has now released comprehensive gameplay for the first time in a new trailer. Narratively, “Teenage Mutant Ninja Turtles: Empire City” loosely connects to known TMNT storylines but focuses on an independent scenario: After Shredder's demise, a power vacuum has emerged, which the Foot Clan is using to bring Empire City under its control. The Turtles return to a changed city and must figure out how to survive in this new reality.

According to the developers, the game should remain true to the brand's DNA: in addition to many familiar faces and the typical urban setting, humor and teamwork are at the forefront. “Empire City” can be played solo or together with up to three other players in an online co-op. There will be no skill trees or stat boosters. Instead, players expand their abilities through new equipment and gadgets developed by Donatello during the game.

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The first level leads through a sewer system, rooftops, and alleys into a warehouse full of Foot Clan members. This involves fighting, sneaking, and hacking. The stealth system is simple: those who sneak while crouched can silently take down enemies, who are mostly standing still, with a simple attack. There are also simple mini-games, for example, when hacking security systems. Slider puzzles need to be placed correctly in a control box to direct laser beams to the appropriate sensors.

The controls generally work reliably but also have unusual quirks. While artificial locomotion is classic via the left stick, crouching and jumping are triggered by vertical movements of the right stick. This atypical solution will likely require some getting used to for most VR players. Especially in hectic moments, it feels more like a detour. Climbing along pipes or window frames and jumping over rooftops are also part of the Turtles' standard repertoire. These sections work technically well, but so far seem rather unspectacular. It remains to be seen whether later levels will offer more variety.

The gameplay differences between the four Turtles are primarily evident in weapon handling: each weapon requires its own rhythm and approach in melee combat. Leonardo relies on two katanas, which can be wielded precisely and provide simple blocks. Raphael's significantly more compact sais force players to get close to the enemy due to their limited range, but are better suited for quick counters. Donatello keeps enemies at bay with his long BĹŤ staff, while Michelangelo's wild nunchaku twirls lead to more chaotic fights.

Those who simply attack blindly will have a chance to win, but will deprive themselves of the fun of the game. Enemies usually fall on the first hit, react predictably, and the hit feedback remains shallow. It only becomes more interesting when blocking, parrying, and dodging are actively used. Parry attacks, where you strike against the enemy's blade at the right moment, lead to short but effective counters. In addition, there is a chargeable dash kick that can be well used to exploit gaps in the defense and temporarily incapacitate enemies.

Visually, "Empire City" strongly adheres to the source material. The comic-like style fits the brand, but technically cannot compete with comparable titles like “Marvel’s Deadpool VR“. The initial environments in sewers and warehouses appear sparse and lacking in detail. Only when visiting the Turtles' headquarters does the game show what is possible in terms of design, and provides fans of the source material with plenty of familiar details.

Voice acting and sound design also leave a solid impression. Familiar supporting characters like Master Splinter and April O'Neil appear early on. However, what they contribute gameplay-wise remains to be seen. During the introduction, they merely serve as cue-givers.

“Teenage Mutant Ninja Turtles: Empire City” launches with a noticeable love for the source material, functional controls, and varied weapon styles. The combat system is beginner-friendly but doesn't quite feel polished yet. Those who don't actively engage with the defense and counter systems will quickly get the feeling of fighting cardboard cutouts.

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Nevertheless, the game offers a solid foundation to build upon. The presentation works, the protagonists are noticeably different, and the controls are solid and not overloaded. Whether “Teenage Mutant Ninja Turtles: Empire City” offers more than fan service and solid basic mechanics eventually remains to be seen in later missions. Incidentally, there is no excessive depiction of violence. “Empire City” gets by without blood and gore.

"Teenage Mutant Ninja Turtles: Empire City" will be released in 2026 for Meta Quest 3, SteamVR, and PicoXR. A precise release date has not yet been announced. It is rated for ages 16 and up.

(joe)

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This article was originally published in German. It was translated with technical assistance and editorially reviewed before publication.