Compare Mighty Morphin Power Rangers: Rita's Rewind prices across 50+ stores and find the best deal. Developed by Digital Eclipse. Published by Digital Eclipse. Released on 12/10/2024. Available on PC, Xbox. Genres: Action.

A beat-em-up that earns its nostalgia trip by mixing old-school brawling with Zord shooter and motorcycle segments across 15 levels, but lands closer to Shredder's Revenge lite than its obvious inspiration.

I came into Rita's Rewind as someone who doesn't usually have patience for licensed nostalgia bait, and I walked away with a more complicated opinion than I expected. Digital Eclipse built a side-scrolling brawler across 15 levels that smartly refuses to stay in one lane. You punch Putties left to right for a few stages, then the game pivots to an on-rails Super Scaler shoot-em-up where you pilot a Dinozord blasting flying ships and ground hazards toward the horizon, then drops you into first-person Megazord boss battles that play like a stripped-down Punch-Out. That variety is the game's single biggest asset, and it genuinely keeps the runtime from stalling. The core brawling is where things get more honest. The combat system gives you a basic combo string, a dodge, a double jump, and a chargeable screen-clear special you build by either beating enemies or taunting. It feels decent in motion, especially with other players in the mix. The problem is that all five Rangers, Jason, Zack, Kimberly, Billy, and Trini, share essentially the same moveset. Each has minor stat differences in speed and strength and a unique screen-clear animation, but you can pick any character and be fully up to speed in thirty seconds. Post-launch updates added an optional Ranger leveling system and gameplay modifiers including adjustable game speed and gravity, which does add some agency that wasn't there at launch. Still, anyone coming from Shredder's Revenge hoping for deeper character differentiation is going to feel that gap. The signature weapons each Ranger carries appear in animations but are never actually usable in combat, which is a baffling omission given the source material. The Super Scaler Zord segments are the most divisive part of the package. When they work, the Mode 7-style pseudo-3D scaling looks genuinely cool and the change of pace is welcome. When they don't, the visual clutter makes it hard to track your position and incoming hazards, and some reviewers found the lock-on behavior frustrating. The Megazord Punch-Out sections are the least polished of the three modes and have no fail state, meaning a bad session just keeps grinding without resolution. Online co-op launched supporting only two players, though updates have since expanded that count. Local co-op goes up to six on PC and Xbox, and the game is meaningfully better with a full or near-full group. Steam user sentiment sits around 64 percent positive, which tracks with the overall critical temperature: likeable but not fully realized. Presentation is a genuine bright spot. The hand-drawn pixel art is clean and colorful, the soundtrack pulls from the original MMPR themes and adds new rock-driven material from the composer behind Shredder's Revenge's OST, and the voice work is solid despite not using the original cast. Easter eggs and hidden collectibles are scattered throughout the stages for fans who want to dig. A speedrun mode is included for replayability hunters. The game runs cleanly on PC with no reported performance issues, which matters more than it might seem for a genre where input lag and frame consistency directly affect how fun the combat feels. There are also recognizable villain encounters like Goldar, Chunky Chicken, and Turkey Jerk with distinct fight patterns, and boss fights are generally the most interesting combat encounters in the game. Bottom line: this is a co-op game first. Solo it is a short, breezy three-to-four hour run with decent mechanical variety but thin depth. With friends, especially a full couch party, the energy shifts and the pacing issues matter a lot less. If you have the nostalgia connection to MMPR and people to play with, the value equation improves significantly. If you are coming in purely as a genre fan expecting the same mechanical density as the recent brawler revival leaders, adjust expectations down a tier. Fred, Scout Team

Mighty Morphin Power Rangers: Rita's Rewind
Action

Mighty Morphin Power Rangers: Rita's Rewind

Dec 10, 2024Digital Eclipse
GamerScout Says

A beat-em-up that earns its nostalgia trip by mixing old-school brawling with Zord shooter and motorcycle segments across 15 levels, but lands closer to Shredder's Revenge lite than its obvious inspiration.

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About Mighty Morphin Power Rangers: Rita's Rewind

I came into Rita's Rewind as someone who doesn't usually have patience for licensed nostalgia bait, and I walked away with a more complicated opinion than I expected. Digital Eclipse built a side-scrolling brawler across 15 levels that smartly refuses to stay in one lane. You punch Putties left to right for a few stages, then the game pivots to an on-rails Super Scaler shoot-em-up where you pilot a Dinozord blasting flying ships and ground hazards toward the horizon, then drops you into first-person Megazord boss battles that play like a stripped-down Punch-Out. That variety is the game's single biggest asset, and it genuinely keeps the runtime from stalling. The core brawling is where things get more honest. The combat system gives you a basic combo string, a dodge, a double jump, and a chargeable screen-clear special you build by either beating enemies or taunting. It feels decent in motion, especially with other players in the mix. The problem is that all five Rangers, Jason, Zack, Kimberly, Billy, and Trini, share essentially the same moveset. Each has minor stat differences in speed and strength and a unique screen-clear animation, but you can pick any character and be fully up to speed in thirty seconds. Post-launch updates added an optional Ranger leveling system and gameplay modifiers including adjustable game speed and gravity, which does add some agency that wasn't there at launch. Still, anyone coming from Shredder's Revenge hoping for deeper character differentiation is going to feel that gap. The signature weapons each Ranger carries appear in animations but are never actually usable in combat, which is a baffling omission given the source material. The Super Scaler Zord segments are the most divisive part of the package. When they work, the Mode 7-style pseudo-3D scaling looks genuinely cool and the change of pace is welcome. When they don't, the visual clutter makes it hard to track your position and incoming hazards, and some reviewers found the lock-on behavior frustrating. The Megazord Punch-Out sections are the least polished of the three modes and have no fail state, meaning a bad session just keeps grinding without resolution. Online co-op launched supporting only two players, though updates have since expanded that count. Local co-op goes up to six on PC and Xbox, and the game is meaningfully better with a full or near-full group. Steam user sentiment sits around 64 percent positive, which tracks with the overall critical temperature: likeable but not fully realized. Presentation is a genuine bright spot. The hand-drawn pixel art is clean and colorful, the soundtrack pulls from the original MMPR themes and adds new rock-driven material from the composer behind Shredder's Revenge's OST, and the voice work is solid despite not using the original cast. Easter eggs and hidden collectibles are scattered throughout the stages for fans who want to dig. A speedrun mode is included for replayability hunters. The game runs cleanly on PC with no reported performance issues, which matters more than it might seem for a genre where input lag and frame consistency directly affect how fun the combat feels. There are also recognizable villain encounters like Goldar, Chunky Chicken, and Turkey Jerk with distinct fight patterns, and boss fights are generally the most interesting combat encounters in the game. Bottom line: this is a co-op game first. Solo it is a short, breezy three-to-four hour run with decent mechanical variety but thin depth. With friends, especially a full couch party, the energy shifts and the pacing issues matter a lot less. If you have the nostalgia connection to MMPR and people to play with, the value equation improves significantly. If you are coming in purely as a genre fan expecting the same mechanical density as the recent brawler revival leaders, adjust expectations down a tier. Fred, Scout Team

Tags

singleplayermultiplayercooponline-cooplocal-coopachievementscontroller-supportcloud-savestier:aaaBeat-em-upSuper Scaler6-Player Local Co-opNostalgia-drivenZord GameplayMode VarietyPost-launch UpdatesSpeedrun Mode

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Game Info

Developer
Digital Eclipse
Publisher
Digital Eclipse
Release Date
Dec 10, 2024

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