Turbo Kid [Review]
Turbo Kid is an excellent Metroidvania that distinguishes itself from others in the genre, particularly reminding me of the Mega Man Zero series. The primary weapons are the Turbo Blaster, akin to Mega Man's arm cannon, and a Machete, with additional blaster types and upgrades becoming available as you progress. A standout feature is the well-implemented bike mechanic, which serves as Turbo Kid's main mode of transportation. These bike mechanics are fun and mostly seamless, and I even found myself wanting to complete all the bike mini-games.
The game's random level of violence is jarring and feels out of place; enemies frequently burst into blood and chunks upon defeat, which doesn't enhance the gameplay and seems to be an unnecessary attempt at edginess. With this being said I did discover that this game is based off of a very over the top movie so the absurd violence makes more alot more since.
The game begins with Turbo Kid in a classic "Samus situation" within a vast desert, where he loses all his upgrades and gear. Unlike many Metroid-style games where the main character cannot communicate with NPCs, Turbo Kid allows players to use gestures with the Left Joy-Con buttons to interact. Throughout the playthrough, short stories enhance the world-building, and the intro sequence is particularly well-done, introducing map areas without revealing too much.
This game is remarkably well-made and substantial for a Metroidvania. I completed the main story and a decent portion of the side quests in about 9 hours. The inclusion of racing segments, battle room challenges, and finding all hidden items gives this game a robust experience with lots of replayability and content. While I haven't seen the movie it's based on, it doesn't seem necessary to enjoy the game, though it might add another layer of interest. Turbo Kid was absolutely worth my time and money, and it has certainly piqued my interest in the film.