By using this site, you agree to the Privacy Policy and Terms of Use.
Accept
GamexploreGamexplore
  • Home
  • News
  • PC Game
  • Mobile
  • VR News
  • Hardware
  • Guides
  • Reviews
  • Upcoming
Reading: ‘Teenage Mutant Ninja Turtles VR’ Review – Totally Radical Beat ’em Up Action
Share
Notification
GamexploreGamexplore
Search
  • Home
  • News
  • PC Game
  • Mobile
  • VR News
  • Hardware
  • Guides
  • Reviews
  • Upcoming
Follow US
© 2025 All rights reserved | Powered by Gamexplore
Gamexplore > My Bookmarks > VR News > ‘Teenage Mutant Ninja Turtles VR’ Review – Totally Radical Beat ’em Up Action
VR News

‘Teenage Mutant Ninja Turtles VR’ Review – Totally Radical Beat ’em Up Action

April 30, 2026 12 Min Read
Share
12 Min Read
‘Teenage Mutant Ninja Turtles VR’ Review – Totally Radical Beat ’em Up Action
SHARE

Table of Contents

Toggle
  • Gameplay
  • Immersion
  • Comfort
    • Teenage Mutant Ninja Turtles VR Comfort Settings – April 30th, 2026
      • Turning
      • Movement
      • Posture
      • Accessibility

While I don’t think anybody was really asking for a Teenage Mutant Ninja Turtles game in VR, much less a story-driven campaign with optional co-op: it’s here. And I’m so glad it is, because it’s totally radical.

Developer: Cortopia Studios
Publisher: Beyond Frames Entertainment
Available On: Quest, SteamVR , Pico
Reviewed On: Quest 3
Release Date: April 30th, 2026
Price: $25

Gameplay

There tends to be a common mantra when branded VR games come out: “it’s alright, but it’s probably only going to appeal to fans.”

I don’t think that’s the case with Teenage Mutant Ninja Turtles: Empire City. Sure, it’s an unabashed love letter to classic late ’80s, early ’90s TMNT—which absolutely appeals to me as a massive Turtles fan growing up—but it’s also just happens to be one of the best casual beat’em ups I’ve played in VR to date. Stick with me, because I’ll explain.

I am (and forever will be) a fan of Leonardo. Maybe that says something about my personality. Whatever the case, you can guess who I chose for my playthrough; my man Leo with the dual katanas.

 

Although you can technically switch turtles at any time during the campaign, although you’ll also lose expensive character upgrades when do, incentivizing you to focus on mastering a single weapon, be it Raph’s sais, Don’s bo staff, or Mikey’s nunchakus. More on upgrades below.

Anyway, here’s the narrative: set in New York City in a post-Shredder world, you and the boys are trying to navigate the resultant power vacuum. Shredder’s former underlings are jockeying to be the most overtly evil bad dude, culminating in an unlikely alliance. It’s basic Turtle fare, including missions across New York’s various iconic boroughs to do things like retrieve high-tech batteries, retrieve parts for robots, retrieve … well, a lot of stuff.

Image courtesy Cortopia Studios

As it is, the game is built across several key areas which you can access via the large overland map of New York, or more quickly via the sewers conveniently connecting everything to your Turtle Lair. Some of the action happens out on those city streets, although a majority of the big narrative beats happen in warehouses—essentially the game’s dungeons.

Image captured by Road to VR

To be honest, I don’t really begrudge TMNT: Empire City for the heavy emphasis on fetch quests. A slate of VR-native puzzles, fun and memorable boss battles, and armies of Foot Clan soldiers provide enough variety to keep you guessing.

See also  ‘Grit and Valor – 1949’ Brings Real-time Roguelite Tactics to All Major VR Headsets Next Month
Image captured by Road to VR

As for combat, enemies include regular Foot soldiers, Foot with an unblockable lance, heavy Foot with unblockable smash moves, crossbow Foot, machine gun Foot, elite Foot with all of the above plus a better health and damage stats … the list goes on.

It’s a good variety, although the meat of the game is in boss battles, each of which has their own quirk. Bosses aren’t very tough to beat, and most only have two phases, although I still had fun blasting around and figuring out attack patterns—you know, beat’em up stuff.

Image captured by Road to VR

Granted, if you do find yourself in a tight spot and get killed, (or rather “knocked out”, you’ll simply respawn where you were last to continue the fight, making it a fairly low stakes gameplay experience. I can imagine the same isn’t true for multiplayer, although I still have to pop in when it officially launches to say for sure.

 

There’s also no real penalty for not following the game’s own logical combat flow, where you parry strikes (with a yellow weapon flash) and dodge unblockable strikes (colored red). I found myself naturally pinballing around and slashing wildly until everyone died, which works just as well in most cases.

While a lot of the game focuses on beat’em up encounters, there is a stealth element that makes things much easier—maybe even too easy at times. You can technically throw your weapon and instantly kill most unalerted Foot, making it fairly simple to weed out low level guys from afar so you can take on heavies on the ground, or ignore them entirely if you want and head on to your next objective. Your weapon will respawn in your shoulder-mounted holsters, so you basically have infinite ammo.

Image courtesy Cortopia Studios

If that were it, I’d say you’ve got yourself a pretty full Turtles game right there already. But there’s more. You can also upgrade your abilities as you go, which are done in three principal ways: finding blueprints so you can 3D print consumables like throwing stars and health vials, finding rare items to print ‘Ability’ cubes, which lets you do things like double jump or fast movement, and upgrading your characters level, which unlocks stuff like more health bars and ability cube slots. It’s a really good amount of stuff to help you balance your Turtle.

See also  Social VR/MR Sandbox DigiGods Overhauls Gunplay With Warzone Update

But it’s not for free. All of this takes scrap, which you will be constantly hoovering up as you wind through warehouses, sewers, and New York alleyways. In the latter half of the game, the sheer amount of scrap you find becomes more than a bit overwhelming—probably only appealing to die hard completionists who want to upgrade the whole Turtle team, and not just one character.

Image captured by Road to VR

But wait, there’s more. There are also gads of found audio tapes that you can listen to optionally for more story (not a must), as well as a ton of easter eggs, as well as optional time trials throughout the game, giving you plenty of reasons to explore and search everything.

While I really liked TMNT: Empire City, my only real complaint the game’s crime rating system, which requires you to keep crime under 100 percent throughout the overland city map. You do this by shutting down Foot Clan outposts—usually three soldiers protecting a simple puzzle—or by stopping active crimes, which periodically come over the radio and give you a visual waypoint.

Image captured by Road to VR

Honestly, throughout my six hours playing the single-player campaign, I never even tried to keep it under 100 percent; I would just randomly run across baddies and gank them when convenient and it never managed to creep up to 100. Still, these encounters got old real quick though, and you never seem to get anything actually good out of these encounters anyway, making for essentially useless padding that you can mostly ignore.

That said, one thing that I suspect will need to be patched post launch is the ability to cheese certain bosses by hiding on high structures and throwing your main weapon to knock down health. It’s unsportsmanlike, and I definitely did it once on one of the harder bosses to give me a fighting chance.

Immersion

Developer Cortopia Studios has absolutely nailed the Turtle vibe; everything from the cartoony story, voice acting, cell-shaded comic book style visuals, and the massive overland map that is surprisingly detailed (even on Quest). Really, I don’t want to understate any of these things, as I found production level to be surprisingly much higher than the $25 price tag suggests.

Image courtesy Cortopia Studios

That said, there are some things that make the game a little less immersive than it could be. Empire City is very UI heavy. Many of the options can be found in your wrist-mounted watch—a smart way to represent 2D UI. However much of the action is dominated by objective-based markers, which can make you feel like you’re being led by the nose a bit. True exploration is only really done between missions, and even then, you’ll be assaulted by crime objective markers that flash yellow and include how many meters you are away. In turn, I never once looked at the map in my watch, simply because it was fundamentally useless.

See also  Puma Made A Quest-Only WebXR Shopping Experience For Its Latest Shoes

There are also a lot of doors you can’t open, objects you can’t pick up or operate in any way, and even some ledges you’re not supposed to climb, which makes it a little bit of a guessing game at first. Granted, inaccessible doors usually have a big ‘NO ENTRY’ sign, and fake ledges are usually quite high, although it’s still a disparity in what the user expects to interact with, and what they actually can interact with.

Even then, actually openable doors are a pain to operate, as they only react to your hand awkwardly trying to push it forward, and not your weapon or rest of your body so you might otherwise tap or shove your way through. That said, the shoulder-mounted weapon holsters and waist-mounted inventory all worked very well, and felt quick and natural to use.

Comfort

This is a game that focuses heavily on running fast, jumping high, and kicking hard. And considering the circumstances, the studio has done a lot to make sure all of this is fairly comfortable.

If you’re not used to frenetic artificial movement though, you may want to take it easy and not stack too many of those moves at once. Still, combat and map traversal requires all of those things to some extent, so it’s best to play in small bites if you’re worried about motion sickness.

Notably, bumping into level geometry can send you sliding or smashing in opposite directions at times, which can be uncomfortable if you’re committed to going full-bore and slashing at the fastest pace possible.

Teenage Mutant Ninja Turtles VR Comfort Settings – April 30th, 2026

Turning
Snap-turn✔
Quick-turn✖
Smooth-turn✔
Movement
Teleport-move✔
Dash-move✔
Smooth-move✔
Arm Swing-move✖
Blinders✔
Head-based direction✔
Controller-based direction✖
Swappable movement hand✖
Posture
Standing mode✔
Seated mode✔
Artificial crouch✔
Real crouch✔
Accessibility
Subtitles✔
Adjustable difficulty✖
Two hands required✔
Real crouch required✔
Hearing required✖
Adjustable player height✖

You Might Also Like

China's 4DV AI Releases WebXR Demo Of 6DoF Volumetric Video

Rapper Wiz Khalifa Is Hitman: World Of Assassination's Latest Elusive Target

Phasmophobia Kicks Off Easter's Cursed Hollow Event Later This Month

Golden Gloves VR Debuts As Scrappy Contender On Quest Headsets

VR Fighter Final Fury Kicks Off Early Access In Two Weeks

TAGGED:Virtual RealityVRVR Game
Share This Article
Facebook Twitter Copy Link
Previous Article Age Of Dinosaurs Is An Immersive Expedition Done Right Age Of Dinosaurs Is An Immersive Expedition Done Right
Next Article LEGO Batman Legacy of the Dark Knight_03 LEGO Batman: Legacy of the Dark Knight Has Gone Gold
Leave a comment Leave a comment

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Latest News

Beast of Reincarnation Will Receive “Story Pacing” and Camera Improvements in Next Patch
Beast of Reincarnation Will Receive “Story Pacing” and Camera Improvements in Next Patch
News August 6, 2026
Beast of Reincarnation Guide – Don’t Start Until You Know These 15 Tips
Beast of Reincarnation Guide – Don’t Start Until You Know These 15 Tips
PC Game August 6, 2026
G-Rebels Review-In-Progress: Impressive VR Flight Model Is Cleared For Takeoff
G-Rebels Review-In-Progress: Impressive VR Flight Model Is Cleared For Takeoff
VR News August 6, 2026
Capybaras VS Plants codes (August 2026)
Capybaras VS Plants codes (August 2026)
Hardware August 6, 2026
Monster Hunter Wilds finally has a demo, with big limitations
Monster Hunter Wilds finally has a demo, with big limitations
PC Game August 6, 2026
Resonance: A Plague Tale Legacy – 15 Things Fans Need to Know
Resonance: A Plague Tale Legacy – 15 Things Fans Need to Know
Upcoming August 6, 2026
Pokemon Pokopia Bubbly Basin
Pokémon Pokopia’s New Update Introduces Diving, Underwater Activities, Bug Fixes
News August 6, 2026
gamexplore gamexplore
gamexplore gamexplore

Welcome to Gamexplore, your go-to destination for everything gaming. We are dedicated to delivering the latest updates, in-depth insights, and expert analysis from the ever-evolving gaming industry.

Editor Choice

Grand Theft Auto 6 Won’t Have Real-Life Brands Because Take-Two CEO Says “That Keeps Us Pure”
What is Blitz Royale in Fortnite?
Duo Expeditions will officially come to Elden Ring Nightreign, as the game passes 3.5 million players
The Last of Us Part 3 Could Offer “A Whole Other Story,” Says Troy Baker

Trending News

Star Wars: Knights of the Old Republic – Remake Concept Art Reveals Revamped Kashyyyk – Rumor
Black Ops 7's next reveal is set for August's gamescom Opening Night Live
Kojima Productions CTO Believes Efficiency of PS5 Allows For More Artistic Freedom Over PS4
Overwatch 2's hero progression revamp feels like engagement bait
  • About Us
  • Contact Us
  • Disclaimer
  • Privacy Policy
  • Terms of Service
Reading: ‘Teenage Mutant Ninja Turtles VR’ Review – Totally Radical Beat ’em Up Action
Share
© 2025 All rights reserved | Powered by Gamexplore
Welcome Back!

Sign in to your account

Lost your password?