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But Tribute Games worked on other TMNT games in the past, some time ago. Imbert: Shredder’s Revenge is a beat-’em-up, so most of the inspiration comes from the old Turtles beat-’em-ups, especially Turtles in Time, which was probably the best of them, the arcade version. Are you taking inspiration from some of the other games? GamesBeat: When it comes to the classic TMNT games, Turtles in Time is the one people think about.
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But for me it never appeared to be a huge issue. It might have taken some time to validate that. I don’t know about those internal discussions. But it was never a subject like, no, that’s not possible, or it’s going to be super-complicated. We crossed our fingers that they would accept. We didn’t want to do it in a different way. From the start, I said that’s how we wanted to do it. Imbert: I don’t know exactly the internal discussions at Nickelodeon, but from my side, it wasn’t an issue. GamesBeat: Was there any pushback about going for that original cartoon aesthetic? We now know that we’re not the only ones happy about this. It was a long story, but it ended pretty well, and now we need to deliver an awesome game. The teams are actual fans and know everything about those projects. Let’s join forces and propose something really cool that’s in line with Nickelodeon’s expectations, that would please the fans, and that would be made by fans, because that’s one of the most important points of all our projects. We said, OK, let’s go together instead of doing two separate proposals. I thought it was great, because back in the day we were wondering who could be the right studio. I asked if they were available for a meeting in the afternoon. I knew about the company, but never met them in person. I knew that through Limited Run Games, because they heard about it. But I managed to know on the same day who was at the other company doing the pitch. Nickelodeon, it was completely normal for them to do that, to receive different concepts and ideas. The funny aspect of all this is that pretty early in development, maybe after six or eight months, after our first contact with Nickelodeon, we met at GDC, and I learned from the guys at Limited Run Games, from the guys at Nickelodeon, I learned that there was another studio that was proposing content for a game, similar to what we were proposing.
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At Dotemu we’ve learned to be patient and to never give up. We just needed to get everyone on board and that takes time, especially when there are changes in the different teams over time. But it wasn’t because either party wasn’t into it. It took quite some time, almost two years, to get that done. It’s just that some events on the other side meant we couldn’t sign anything right away after first discussing it. It’s just because of random elements that I can’t communicate. It all made sense, and I think it made sense for Nickelodeon as well.īut it took some time. We were already working on Streets of Rage 4 back in the day.
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We pushed for that, but with a complete idea of how to do it and what it should look like. We knew that we’re not the only ones around who want that. Also, because - not only as a fan of the old TMNT games, but also because we wanted to see that coming back, that’s our childhood. But right from the start, we had a good connection with the Nickelodeon team.įor me, because of our DNA, it was important that we worked with the ’87 design. They have lots of different licenses in different media.
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That’s a huge part of their work, to make sure that their licenses are in the right hands. We’ve worked with big companies for some IP, of course, but this one is pretty big. GamesBeat: Was the TMNT deal hard to lock down?Ĭyrille Imbert: It didn’t feel that different than classic video game licenses in terms of approach and talks we had with Nickelodeon.