Teenage Mutant Ninja Turtles: Splintered Fate

Teenage Mutant Ninja Turtles: Splintered Fate

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Wilsky Dec 16, 2024 @ 9:30pm
Any way to reduce visual clutter
I find myself getting lost in the visuals, not being able to see the AOE effects of enemies, and generally getting hit by things I cannot really see.

Any fixes to this? I really enjoy the game, but the visual noise is so bad sometimes.
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I play 4 player co-op, so not sure how similar our situation is, but I second this. I like the game but often I'm barely able to understand what's happening, too many colors and effects at the same time. It would be great if I could configure them. Here are some suggestions:

  • option to turn off my ally's ability fx
  • option to reduce the visibility of my own effects
  • option to see color coded effects (e.g. red for enemies, green for friendlies. might take away some of the atmosphere but increase accessibility)
  • improve visual difference between enemy's attacks that are about to hit and the fx of the attacks themselves
  • improve visibility of stuff like shurikens that can't be seen with all the fx

ofc some of these would achieve the same thing.
If any dev sees this and decides to work on it - thanks in advance : )
Wilsky Dec 21, 2024 @ 5:09pm 
Originally posted by dlcdEr wAhre eRnst:
I play 4 player co-op, so not sure how similar our situation is, but I second this. I like the game but often I'm barely able to understand what's happening, too many colors and effects at the same time. It would be great if I could configure them. Here are some suggestions:

  • option to turn off my ally's ability fx
  • option to reduce the visibility of my own effects
  • option to see color coded effects (e.g. red for enemies, green for friendlies. might take away some of the atmosphere but increase accessibility)
  • improve visual difference between enemy's attacks that are about to hit and the fx of the attacks themselves
  • improve visibility of stuff like shurikens that can't be seen with all the fx

ofc some of these would achieve the same thing.
If any dev sees this and decides to work on it - thanks in advance : )

Totally agree on this. The Red/Green color-coding for enemy AOE attacks would be nice, limiting the friendly visual effects (same with friendly mousers etc.) and just some more graphical options to reduce the visual clutter.

I think the worst ones are the yellow AoEs honestly. Idk why, but those ones seem to blend into other AoE circles of yellow way more than the others.
CaptnYesterday Dec 22, 2024 @ 1:00pm 
The visuals are excellent and I love the style and chaos, but these guys made such an excellent feeling game that those effects are severely bottle necking the game play mechanics.

In co-op with 2-3 friends it just becomes a cluttered mess that will guaranteed increasing the hits you take. Kinda hard to doge without being able to see the telegraphs or even the enemy animations.
Reviving this post because this is a big issue for me as well and I'm sure others. The visuals in this game are great but the different colors for all the different enemies attacks are very hard to see at times. It would be great to just have an option to standardize the enemy attacks to all one color (ie red or something) to make it easier to see and read amongst the chaos. This would also GREATLY help with those of us that are color blind.
fuggles2k Apr 10 @ 11:47pm 
Ironically after playing doom eternal i want more clutter, namely icons near my health bar or character that indicates special, tool and dash are ready.
I was having problems with eye strain and visibility as well, it seems like they have the final filter set really blue or "cool", to counter this I went into amd software and for this game I set the color temperature to 6300 and turned on vivid gaming color enhancement. Makes the game look thousands of times better(to me) and I can actually play without getting a headache. Now if only I could do something about all the micro flashes....
Note: If you don't have amd card You can probably do something similar in nvidia control panel by just turning up the vibrancy a good bit.
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