At least one Ninja Turtle is paying attention.

Jeremy-Howard-Donatello-Ninja-Turtles-Movie

I never did get around to detailing my thoughts on the Michael Bay-produced Teenage Mutant Ninja Turtles, but I did discuss it a fair amount with my friends, and the single biggest complaint I had was that it never slowed down. It was a frenetic and frenzied blitz from start to finish, never really allowing itself to breathe or let its best assets (its characters) marinate in your mind.

That’s actually a big reason why I feel the original Turtles movie (1990) was – and remains – so great. It wasn’t a movie with nonstop action, worried that dialog might bore the audience. It has a strong sense of deliberate pacing, which allowed the four brothers to appropriately display their differing personalities and show off the ways in which they interacted with one another.

So I was delightfully surprised by a comment from Jeremy Howard, who plays the role of Donatello in the newest Turtles flick, that indicated he felt the same way. In an interview with Comic Book Resources, Howard said, “I’d love to see more interaction with the Turtles, more quiet moments where we get to see how they think and what makes them tick.”

Considering I wasn’t really a fan of much of anything in 2014’s TMNT, this is a promising thought from someone directly involved. It doesn’t mean that’s what we’ll get, but at least someone’s acknowledged it.

“It’s maybe str…

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“It’s maybe strange to say [this], but I miss the limitations of making games in those days,” Kitase acknowledges. “The cartridge capacity was so much smaller, of course, and therefore the challenges were that much greater. But nowadays you can do almost anything in a game. It’s a paradox, but this can be more creatively limiting than having hard technical limitations to work within. There is a certain freedom to be found in working within strict boundaries, one clearly evident in Final Fantasy VI.”

-Yoshinori Kitase, Director of Final Fantasy VI

Not to toot my own horn, but this is exactly what I postulated in my very first blog post.

Here’s what I said:

“I don’t like to speak in absolutes, but I almost get the impression that the best games are often made when developers are faced with reasonable limitations.”

It’s encouraging to hear my thoughts echoed by an industry veteran. Huzzah!

Here’s the article on the Edge website.