Oct 12 //
Graphics are apparently amazing this time around. Alpha build looks like a finished War for Cybertron already.
More varied environments. Players will travel a ruined and broken Cybertron during bright daylight as well as night. Some battlefields will be very wide and open.
Many more enemies onscreen. Optimus Prime seen holding back a whole horde of Decepticons with a turret.
Multiplayer to feature deeper customization options, including interchangeable armor parts and more varied color options for both robot and vehicle modes.
Abilities are far more important in the single-player mode.
Optimus Prime and Megatron getting visually overhauled. Optimus looks more like his G1 version, while Megatron has spiky, Energon-infused armor.
Story has Decepticons overrunning Cybertron.
One mission sees Jazz using a wrist-mounted grappling hook to zip across various access points, similar to Spider-Man in recent games.
Shockwave to play a key role.
Dinobots are screwed around with by Shockwave, explaining why they already turn into dinosaurs. The Insecticons revealed as another of Shockwave's experiments.
Concept art shows Grimlock fighting an army of Kickbacks, Shrapnels and Bombshells, implying that the Insecticons' cloning ability will create swarms of generic enemies to fight.
Starscream has a price put on his head by the Decepticons and accidentally frees the Dinobots while escaping Cybertron.
Grimlock is a playable character. Unlike other characters, his style is almost entirely focused on melee. His transformation is apparently quite painful to watch, described as resembling Bruce Banner turning into the Hulk. He fights with his barbed tail, fire breath, and bites.
Metroplex, the huge Autobot city, will be playable. He can step on squads of Decepticons.
All five of the Combaticons will be playable and yes, they will form to create BRUTICUS, BITCH!
Prime can call orbital strikes, possibly from Metroplex.
Some upcoming details for Transformers: Fall of Cybertron have hit the Internet (by way of NeoGAF) and there are some very exciting things on the cards. It seems somebody at High Moon Studios responded to all my harassme...
Activision has today revealed (via Game Informer, which is basically just a big press release these days) Transformers: Fall of Cybertron, a sequel to last year's War for Cybertron. Oh, and Dinobat fans are in for a treat, be...
[Update: S'all done, folks. The winners have been contacted by way of private message on Destructoid.]
Razer was kind enough to throw some awesome-looking Transformers 3 DeathAdder mice our way. Sadly, we don't get to keep th...
Jun 23 //
Transformers: Dark of the Moon (Wii, PlayStation 3, Xbox 360 [reviewed])Developer: High Moon StudiosPublisher: ActivisionReleased: June 14, 2011MSRP: $59.99
After the success of Transformers: War for Cybertron last year, it would appear that High Moon Studios has become the go-to developer for Transformers games, and with good reason. War for Cybertron was a great game with a fun campaign and excellent multiplayer. It's hardly surprising that with this interactive accompaniment to Michael Bay's latest travesty, High Moon sought to change very little about its last effort.
Unfortunately, simply copying War for Cybertron's gameplay doesn't automatically make for a great game, especially when it's clear to even a dullard that it was quickly squirted out in order to release alongside the film. That's very much the feeling Dark of the Moon gives me -- a very rushed, less spectacular War for Cybertron.
What this means is that Dark of the Moon is easily the best game based on the "Bayformers" license to be made, despite not being great in the least.
The campaign is playable and pleasantly painless, yet you'll be lucky if you feel anything more than boredom while trudging through it. One major problem is that the game presents itself a cover shooter, but there's no actual cover system and the levels often consist of wide, open areas or constricted corridors with very little to stand behind. Most combat situations are fairly straightforward, based upon the "throwing a bunch of enemies at you and pretending that's a challenge" school of design, and level design overall feels bland, grey and flat.
Each level is dedicated to a different Transformer. You'll start the game as Bumblebee, progress as Ironhide, and get stealthy with Mirage. You'll then switch to the Decepticon side to play Soundwave, Starscream and Megatron, before ending with Optimus Prime. All told, the campaign takes a handful of hours to beat and feature a range of fairly straightforward, mundane levels with a fair few frustrating sections. The Starscream and Mirage stages are particularly tiresome, respectively based as they are around dodgy flight mechanics and sluggish stealth gameplay.
Every Transformer has access to dual weapons and a pair of special abilities in their robot forms, with two further weapons and a unique ability in vehicle form. These are all fairly standard armaments and powers -- assault rifles and plasma cannons are augmented by shockwave blasts, cloaking devices and special guns. One ability recharges on its own while another requires Energon from fallen enemies, and I've just bored myself talking about it. High Moon did a decent job of making each Transformer feel unique, though again, the range of powers and the overall gameplay feels rather dreary compared to Cybertron.
The theme of sub-par War for Cybertron gameplay extends to the multiplayer as well. At its core, the multiplayer offering is almost identical to the one found in High Moon's previous game. There are four character classes designated by vehicle design, though the "Scientist" class has been changed to the "Hunter" class and made worse in the process, oddly. As with War for Cybertron, players get a limited customization ability for characters and can unlock a variety of new abilities and weapons.
The same issues found in the campaign pop up on the multiplayer as well -- namely a mundane level design and the feeling that High Moon quickly pieced it together from bits of its previous title. It's certainly not bad, but it's yet again nowhere near as compelling as what the studio offered in its last Transformers game. The fact that nothing new was added -- and in fact features a more boring range of weapons and maps -- serves to create a multiplayer experience that really has no reason to exist.
Although the game isn't visually ugly, the grey color palette and awful designs of the robots themselves (the movie versions look like computers that were exploded and put back together by horses) make for unpleasant viewing. At the very least, the voices aren't too bad, with several of the voice actors taken from Cybertron rather than the films themselves.
At the end of the day, Transformers: Dark of the Moon is just another licensed game, made a fraction more enjoyable due to its aping of a superior title. Essentially a rushed, less exciting version of War for Cybetron, this quick cash-in is better than most Hollywood money grabs, but that's really not saying too much. Only the most hardcore fans of Michael Bay's Transformers movies need to really bother playing it, and even then, they can probably be doing something more productive with their time.
Before the review begins, I feel it's my duty to warn anybody who considers purchasing this -- there's barely any mention of the Moon at all. In fact, the Moon appears in the campaign's end credits more than it appears in the game itself.
Transformers: Dark of the Moon is a big lie.
And now, a launch trailer for Transformers: Dark of the Moon. There is a fight which has just begun. some new evil has arisen. You get the general idea. This is likely going to be a pretty cool game if you're into the plot e...
May 26 //
Hamza CTZ Aziz
Transformers: Dark of the Moon (PlayStation 3, Xbox 360, Wii, 3DS)Developer: High Moon StudiosPublisher: ActivisionTo be released: June 14, 2011
The first two levels I demoed saw me playing as Bumblebee and Ironhide -- they had to repeal Decepticon attacks against humans. Basically, I was running around cities shooting at no-name Decepticons until reaching the end of the stages.
The third Autobot-focused level was a stealth section due to main character Mirage suffering some damage that leaves him without his weapons other than his blades. Because of this, Mirage has to slowly creep through the stage and try to take out enemies from behind.
The final section I played saw me siding with the Decepticons as Megatron. He was badly damaged at the end of the last movie and this stage puts you in the role of the big bad robot as he's slowly trying to rebuild himself.
Dark of the Moon will have you jumping between Autobot and Decepticon characters and the levels will be built around what makes each specific Transformer special. So, expect a flying-focused level when you play as Starscream, for instance. One promising level will see you switching between Soundwave and Laserbeak as they work together.
The basic formula of all the levels is that you have to mindlessly shoot at nameless robots until making it to the end of the stage where there may or may not be some kind of boss fight. The overall sections I demoed were fairly generic, but playing as Megatron was at least somewhat satisfying; I secretly cheered for the bad guys.
As for the multiplayer, it has a very Call of Duty vibe to it. There are the staple game modes, support for up to ten players, different classes, upgrades, abilities, leveling up and even killstreaks. There are four classes to choose from with each being associated to a specific Decepticon or Autobot. Scout class will include Bumblebee, Commander class sees you playing as Optimus Prime or Megatron, Warrior class features Ironhide and the Flying class features Starscream. There are other robots to play as, but none that High Moon or Activision wanted to divulge yet.
I definitely had a load more fun in multiplayer because I was fighting actual known robots and not dealing with waves of generic ones. Above all else, flying around as Starscream was ridiculously fun. I loved his transforming sequence, especially when I was getting surrounded by enemies. Battle getting too hot? Transform into a jet and get the hell out of there! Plus, the Flying class is basically like a sniper and I love being the sniper in any shooter.
Finally, I gave a quick test drive of Transformers 3DS and it's largely the same as the big brother console versions, except you're limited to only automobile and Stealth Force mode. If this were a car combat franchise then it would have been fine. But this is Transformers. The whole appeal of the Transformers franchise is that THEY'RE TRANSFORMING ROBOTS.
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If you've been reading Destructoid for any length of time, you'll likely know that Transformers: War for Cybertron gets quite a bit of love around these parts ... at least from me. So, it's very pleasant news indeed that High...
[Update: All codes given out via Twitter!]
We're giving away 20 codes for the Map/Character Pack 2 for Transformers: War for Cybertron on the PlayStation 3! All you need to do follow us on Twitter and retweet the @Dtoid tweet associated with this post. We'll be randomly selecting 20 winners to give the codes to by the end of the day. Good luck!
Musician Stan Bush and Transformers are inseparable. Arguably Bush's brightest time in the spotlight was when his tracks "The Touch" and "Dare" appeared in the 1986 animated film, Transformers: The Movie. His legend has never...
Yet more downloadable content has been made available for Transformers: War for Cybertron. The new map & characters pack includes Zeta Prime and Dead End as playable characters. Still no Insecticons!
Two new Escalat...
NetDragon has announced an MMO for Transformers, which would be exciting news if the game was scheduled to come out in North America. Unfortunately, the game is only currently planned for Asia, North Africa, Russia and the Mi...
[Update: Contest closed! Winners were FalconReaper, Dreamweaver, kalel52, famousafterdeath, LuccaLover, Capn Yesterday, KensouADV, Kraid, Teta and buhssuht!]
Transformers: War for Cybertron is hosting a double XP multiplayer...
This episode is what I would call "getting into the swing of things." It's the best editing work I've ever done, it's got a good mix of silliness and serious business, and it doesn't look like it was cobbled together by a m...
Activision has officially announced the Transformers: War for Cybertron DLC that was rumored a while ago. This new package adds five characters to the mix, including the three original pre-order characters that some people p...
Transformers: War for Cybertron has easily become my most played game of the year, and I never thought I'd get to say that about a Transformers game. It seems that more playtime is on the cards, too, as details about the firs...
If your Scientist is in dire need of a Sentry Power Core but you're leveling up far too slowly, then help is on the way! Activision has announced that Transformers: War for Cybertron is enjoying a Double XP Weekend from this ...
As unbelievable as it sounds, the DLC preorder characters from Transformers: War for Cybertron are currently for sale on eBay, and are actually raking in some mad bank. Shockwave, Jazz and Demolisher, previo...
Transformers: War for Cybertron has surprised a lot of people. Despite a healthy dose of cynicism surrounding the game's chances of being good, the positive reviews and sheer volume of gamers impressed with the multiplayer ha...
Jun 29 //
Transformers: Cybertron Adventures (Wii)Developer: Next Level GamesPublisher: ActivisionReleased: June 22, 2010 MSRP: $49.99
While War for Cybertron is third-person-shooter with free movement and the ability to transform at any time, Cybertron Adventures takes the form of an on-rails arcade shooter with compulsory vehicular sections strewn throughout each level. Players have no control over the movement of the Transformer in robot mode, except for the fact that they can choose when to take cover from enemy fire. As a robot, players are simply concerned with aiming and shooting. It certainly came as a shock to me, but it's actually not that bad at all.
Each character gets four weapons -- a sniper rifle, a gatling gun, a missile launcher and a useless weapon that will either be a cannon or a blaster. The game is all about popping in and out of cover to take on hordes of enemy Transformers and score points. It's quite simple, and the challenge is relatively easy going on normal difficulty, although the occasional boss fight or timed objective can through up some stiffer opposition.
At certain points in each level, the player will be forced to take a vehicle form in order to race to another section. Sometimes there's a time limit, but the general idea is very much the same as the robot sections -- shoot everything and score as many points as possible. Vehicles can lock onto opponents with missiles or shoot ahead with a machine gun. Again, players have no choice when to become a vehicle, although there's a lot more direct control in these sections.
The robot sections are arguably the stronger of the two elements, with decent controls and even a unique attempt to put stealth into an on-rails shooter. The vehicle sections are alright, but the controls are a little unwieldy and the vehicles can be rather slow, especially the disappointingly sluggish jets. Even worse is the fact that if a car flips upside down, it's game over. Yes, these are cars that can turn into robots at any time, yet apparently they get stuck like beetles if their wheels are in the air. Makes no sense, and it's a little weird that the cars have no real weight to them in the first place.
The most impressive element of Cybertron Adventures, however, is the story. High Moon Studios promised a lot of interesting narrative in War for Cybertron but didn't really deliver. Apparently it was all hiding in Cybertron Adventures. Megatron and Starscream have a much more interesting set of altercations in the Wii version, and many characters like Thundercracker and Ironhide get a lot more of a spotlight, with their own levels and dialog that more greatly reflects their personalities. The fact that Cybertron Adventures features a "Starscream goes for Megatron, gets smacked down and begs for his life" moment is enough to give it a narrative edge over its bigger brother.
Overall, it's a very solid game, although it can get quite repetitive. None of the characters really have any variety to their weapons and the vehicles aren't all that different either. The action itself is rather fun and there's co-op and special challenge modes to keep things interesting, but it's not a game you could play for hours and hours on end. It also looks really grim compared to War for Cybertron. It may be unfair to compare a Wii game to a PS3/Xbox 360 game, but if you're playing this as a supplement to the main game, the difference is scorching to the eyes. Not to mention the fact that Wii games can and do look better than this rather murky title.
Ultimately though, Cybertron Adventures is surprisingly good. It's definitely not as great in the gameplay department as War for Cybertron, with a lot less to do and a far more restricted format, but its superior narrative and decent arcade action is at least enough to make it worth picking up on its own. If you loved War for Cybertron and want some more Transformers fun, then this you won't go far wrong in picking it up. Likewise, if all you own is a Wii but you want to get your Optimus on, then this will at least give you a nice little fix of your favorite robots in disguise.
Score: 7.0 -- Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)
After reviewing Transformers: War for Cybertron, I wasn't going to bother writing about Transformers: Cybertron Adventures, as I figured it would be more or less the same game with downgraded graphics and remote-supported aim...
Transformers: War for Cybertron is getting ludicrous amounts of playtime for me, and with such a promising multiplayer mode, I'm glad that High Moon Studios is going to support the game with patches. The only downside is that...
To celebrate the launch of Transformers: War for Cybertron in Britain, evil publisher Activision launched a contest to find the country's biggest Transformers fan. You could argue that this is only tenuously linked to videoga...
I beat Transformers: War for Cybertron over two weeks ago but was bound by an embargo preventing me from talking about it. That was very difficult, because the end credits to this game are absolutely amazing. Now that the ga...
Jun 22 //
Transformers: War for Cybertron (Xbox 360 [reviewed], PS3, PC, Wii, DS)Developer: High Moon StudiosPublisher: ActivisionReleased: June 22, 2010 MSRP: $59.99
War for Cybertron is a prequel to the established G1 canon in which the Transformers drained their home planet of Cybertron and ended up on Earth. Pushing the story right back to the heyday of the Cybertronian civil war, War for Cybertron sets out to explain and define many key plot points of the entire franchise, such as Optimus Prime's rise to power and Starscream's joining of the Decepticons. Although some elements of the story are disappointingly glossed over, possibly to sell the accompanying novel, it has to be said that War for Cybertron's narrative is surprisingly tight, exciting and surprisingly witty.
The story mode is split into ten chapters, five for the Decepticons and five for the Autobots. The Decepticon campaign details Megatron's quest for Dark Energon, a new power source that he believes will help him win the war. The Autobot campaign sees Optimus and his friends struggle to survive a Cybertron that has almost been totally dominated by Megatron's forces. Both campaigns are solid, although the Autobot campaign is far better, with a wide variety of killer setpieces, brilliant references to the 1986 movie, and a fantastic selection of boss fights. I won't spoil the bosses, but fans of Soundwave will be thoroughly impressed by his particular appearances in the Autobot campaign.
Both campaigns are quite short, but can be replayed with different characters and taken on in three player co-op mode. The co-op is highly recommended as the game's difficulty is clearly designed with it in mind and does not scale for single players. The Transformers don't take much damage at all before they go down, and while co-op players can revive each other, single players will be helpless.
One other thing worth noting about the story mode is its restriction on playable characters. Each game's chapter limits you to a pool of three predetermined characters. The Decepticon Seekers, for example, can only be used in Chapter Two and the Autobot jets can only be used in Chapter Nine. Not having the ability to decide which character you want to play in any chapter isn't the biggest deal in the world, but it's a little bit of a letdown.
Unlike previous Transformers games, the controls in War for Cybertron are rock-solid. Predominantly a third-person shooter in the vein of Gears of War, each Transformer handles perfectly, carrying with them a feeling of weight without a sense of sluggishness. There's a wide range of weapons, most of which are useful and suit a particular style of play. There are options for sniping, exploding, or outright bullet spraying. The lack of a cover system hurts somewhat, especially in single player when enemies can become overwhelming, but so long as players remain aware of their surroundings, it shouldn't be too big a deal.
It's the vehicular alt-modes, however, that really steal the show. The vehicle forms are often where games fall apart, as they're usually either worthless or impossible to control. On the contrary in War for Cybertron. Each of the game's four vehicle types -- cars, trucks, tanks and jets -- work perfectly and are outfitted with their own weaponry for devastating firepower. With full maneuverability and an optional speedboost, alt-modes are no longer just something relied upon to get from A to B quicker.
Each Transformer also gets two special abilities that range from pointless (Dash) to brilliant (Whirlwind). The various abilities are easy to forget about but can have a real effect on the battle, although a few of them, like Hover, can make players more vulnerable to attack. Depending on the ability, they are either subject to a Cooldown limitation, or need to be recharged with Energon Chips taken from downed enemies. It would have been nice for the campaign mode characters to get their own unique special ability as opposed to drawing from a restricted pool of multiplayer abilities, as the characters aren't quite as varied as they could be. Nevertheless, the abilities are a welcome addition, provided you have the right ones.
Multiplayer is a key factor of War for Cybertron, and the short version of the story is that it can be pretty damn fun. Absolute chaos and anarchy, but fun nonetheless. There's a healthy selection of game modes, such as the territory-gaining Power Struggle or bomb-planting Countdown to Exctinction, although your main focus will always be kicking the tailgates of your opponents in a variety of destructive ways.
Players must create their own characters for competitive multiplayer, choosing from four character classes to build the bot that's right for them. Leaders transform into trucks and can buff/debuff other characters, Soldiers are hard-hitting combat troops that turn into tanks, Scientists turn into jets and specialize in both healing and sabotage, while the Scout transforms into a car and deals in hit-and-run tactics, as well as cloaking abilities.
Experience points are earned with each game, and as character classes level up, they gain access to new weapons and a range of unique active or passive abilities. Each custom character can select two weapons, two active abilities and three passive abilities, and there's plenty of room for multiple character builds of the same class. The most versatile is the scientist, who can be built to act as a medic, or to go behind enemy lines in disguise, or to unleash sentry bots that can spew rockets at the enemy. It's not the deepest system in the world, but it's versatile enough for players to feel that they've created their own unique set of robots in disguise.
One disappointing factor is the appearance of the characters themselves aren't open for too much customization. Essentially, you pick a skin and give it a paintjob from a rather restricted selection of colors. Fans who may have it in mind to create their own versions of classic G1 characters will be disappointed, You won't be able to fit Wheeljack, Sunstorm or Grimlock into this game, because the skins and colors just aren't up to it.
The multiplayer can be incredibly enjoyable, but it can also be incredibly frustrating. With so much chaos, it can often be a case of pure luck as to whether or not you live or die. Using the melee attack is like rolling a dice, and some of the weapons currently feel very imbalanced. It's no fun unloading two clips of ammo into an enemy, only to have them take you out in two shots. The game also exasperates with a huge amount of Assist Kills, which donate nothing toward a player's game score. This means you could get up to eight assists yet end up looking like the worst on your team. Assists should count toward the game as they do in Call of Duty, especially since losing kills to other players seems to be a very common issue in War for Cybertron.
It's a shame that the multiplayer can be so annoying with lost kills and overpowered weapons, because it's nicely put together and really kicks ass when you get into a great game. With a little tweaking, it could be thoroughly superb, but it's still most assuredly worth sinking some hours into. As it stands, I've certainly had my fill and I think I'll be waiting to see if any patches come in before hopping back into it.
Backing up the competitive multiplayer is a co-op "horde" mode known as Escalation. This incredibly challenging mode pits up to four players against waves of enemy Transformers. Things get very difficult in this game very quickly, and players will have to work together in order to survive. Each player earns Energon from their kills, and can spend them on ammo, weapons or health. They can also buy items for other players, meaning that, with good teamwork, a group of players can pool resources and ensure the entire party remains healthy. Unfortunately, the lack of host migration in the game can make Escalation a bit of a time risk. I played through a lengthy dose of Escalation, only to have the host quit and cause me to lose all my progress. It's very annoying, so it's best to make sure you play Escalation with good friends who have solid connections.
It's worth noting just how good War for Cybertron looks as well, both in terms of its graphics and its artistic style. The quasi-G1 design of the Transformers themselves is fantastic, being familiar yet original, and avoiding the overcomplicated mess of the Michael Bay monstrosities. High Moon has done an amazing job of making these robots feel alive rather than just dull metal constructs. Mechanical parts move and flex, portions of the chassis subtley glow, and the transformation animations are superb. The voice cast is also rather excellent too, headed up by Optimus Prime regular Peter Cullen and joined by a host of solid actors who do their best to bring the Transformers to life.
Transformers: War for Cybertron is a rousing step forward for the franchise as it pertains to videogames. A thoughtfully crafted story mode, an intense multiplayer mode, online co-op and a full on horde addition makes this the most robust, lovingly developed and authentic Transformers experience you could hope to get on a home console. Some of the character and customization restrictions are disappointing and the frustrations of multiplayer can sometimes provide cause for tooth grinding, but the overall experience is a most worthy one indeed. Transforming your cash into a purchase of this game is something you may want to seriously consider.
Score: 8.0 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)
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Jun 04 //
Jim Sterling 1. Controls are great:
One problem Transformers games have always had is that they control like crap. Usually the robot modes feel halfway decent, but as soon as they switch to alt-mode, everything sucks horribly. This is especially true of jets, which tend to fly out of control as soon as the unfortunate bot transforms. Not so in War for Cybertron. The vehicles are almost as easy to use as the robot forms, and even manage to be useful in combat as well as in covering distance. The problem of jets has been eliminated thanks to the extra level of control players get. Aircraft can now hover so players get to hold a position rather than being forced to move at all times. The land-based vehicles can have some pretty brutal attacks, and zipping around the map as a scout car just feels good.
Transforming is done with a click of the left stick, which is pretty convenient, although it can lead to accidental transformations at times when getting in the thick of action. However, vehicles are just as able to hold their own in combat as robots so even an accidental transformation won't break your gaming flow. It really feels as if both modes are crucial to the gameplay, and they both control perfectly fine.
2. It feels heavy without feeling clunky:
It's difficult to capture the feel of "being" a Transformer in a game. You have to make the robots feel big and heavy and clanking, but in doing so the robots often feel weird and disconnected with their environments. Nobody wants a clunky characters to control that feels like it's sliding around on the map rather than thundering around. War for Cybertron has a very "heavy" feel to the gameplay, but the movement is tight, allowing you to feel like a robot without feeling out of control.
When in vehicle mode, each alt-form feels how it should. It's great to thrust through the air as a jet, zip out of danger as a car or thunder into combat as a tank. Everything feels big, loud, weighty and powerful, yet they also feel totally natural, which previous games have always wrestled with.
3. The four classes kick ass:
The game has four classes -- Leader, Soldier, Scientist and Scout. They generally play how you imagine them to play, with the Leader specializing in buffs, the Soldier specializing in brute force, the Scientist specializing in tech, and the Scout specializing in stealth. However, the amount of flexibility you get within the classes means that you have some really cool ways to make each class deadly. For instance, the Scientist can heal other players, but he can also spawn a sentry bot, giving him the roles of both a medic and an engineer in more conventional games. Most classes have special skills that can help the team and harm the enemy, allowing plenty of scope for making a useful robot with any class you pick.
The classes level up as you earn experience in the multiplayer and have access to all manner of new weapons, special attacks, and passive abilities. Each Transformer is limited by equipment slots, and the special abilities all look so tempting that choices are bound to be hard. Each class gets its own unique kill streak bonuses that help out the entire team. The classes are really distinct, not just for their unique transformations (leaders are trucks, scouts are cars, soldiers are tanks and scientists are jets) but for the unique things you can do within each class. A lot of work clearly went into it.
As well as picking a class, players get a limited amount of customization too. I played around with making my own character, which basically means picking a predetermined chassis and changing the colors. The colors are restricted depending on if it's an Autobot or Decepticon, which was a bit frustrating. I understand why this was done, to make the factions distinct, but it's a shame that the Autobots got the bright yellow and orange, meaning I couldn't make Sunstorm for the Decepticons. I was able to compromise and make Acid Storm though, so I suppose it'll have to do.
4. Horde Mode:
Or, as War for Cybertron calls it, Escalation Mode. Yep, WfC is getting its own Horde Mode and it's really promising stuff. On the surface, it's your usual brand of wave-based co-op gameplay as friends team up to tackle increasingly difficult baddies. However, communication is key, because each kill awards points to the players which must be spent between rounds on ammunition and firepower. Players running low on ammo need to ask point-heavy players to buy them more rounds, and the whole team needs to pool their individual resources in order to succeed.
It's a really cool concept and should make Escalation stand out from other "Horde" style game modes.
5. Cyclonus, Dirge and Grimlock are in the DS version:
The DS version isn't going to get as much spotlight as its console-based big brother, but it's still a pretty ambitious little title. As well as a robust multiplayer game in which players can "wager" their leveled up characters against each other, WfC DS also gets ten all-exclusive characters thrown in simply because they were favorites of the developers. Cool characters like Cyclonus, Dirge and Grimlock have been tossed in, and although their transformations have to conform to the game's four vehicle modes, it's still awesome to see that they were included.
I briefly played the DS version and it seems to work similarly to the Revenge of the Fallen game, albeit with more platforming and a cool tag team system (and when you tag in Megatron, he says "Nobody summons Megatron" for a lovely movie callback). Not too shabby, and it's clear they put some love into it. It's also where I finally got to hear Starscream. He's not quite as squealy as he used to be, but I am pleased to report that the voice actor made him sound like the serpentine prick he should be.
And that's your five reasons why War for Cybertron has got the touch! I must say I was not disappointed by what I had played and this looking like it'll be the game Transformers fans have wanted for years. At the very least, it's chaotic, action-packed and very fun, and really, that's all you could ask for in a game. It fills me with no displeasure to say that I have not been let down by this game.
On Wednesday I was in San Francisco to play Transformers: War for Cybertron. After weeks of excited posts, many of our readers were waiting for me to report bitter disappointment, rubbing their hands with glee at the prospect...
Transformers: War for Cybertron is launching surprisingly soon, and to mark the imminent arrival, evil publisher Activision has sent along a huge batch of assets, including screenshots and the online debut of the game's E3 t...
This week I was in San Francisco to check out Transformers: War for Cybertron. I'll have a feature based on my experiences coming later today, but for now I want to share with you a quick look at the first batch of War for Cy...
wutangclam I've been thinking of starting up a criticism-minded "game of the month" type podcast. Would anyone be interested in something like that? If you'd wanna be part of it, let me know, I'm generating ideas and looking for contributors Avoclefo North America is finally getting the New 3DS, faceplates and all, in the form of a bundle with the new Animal Crossing game. Plus, the ABXY buttons look like a SNES controller. That is a truly wonderful thing.CJ Andriessen Playing the most difficult strategy game ever: trying to figure out what order to beat your backlog in.ChillyBilly Transient Ryu stays ripped by riding the rails and throwing other transients off of his rail cars -
[IMG]http://i22.photobucket.com/albums/b321/Felth/homeless%20ryu.jpg~original[/IMG]OverlordZetta I'm so, so sorry everyone. :(kolten2 https://www.youtube.com/channel/UCJCiF5dBSpweeStTjOqu-uA/videosTheAngriestCarp I'm pretty sure you guys know what game I'll be playing tomorrow. One of THE hottest games of the season. That's right, I'm talking about Lunch Truck Tychoon. Kojima ain't got shit on me, mukkas!Flegma Playing Project Zero 2 on Wii. One should hope PZ5 got more sensible controls - twisting the Wiimote left/right to turn the camera does not make sense.Barry Kelly "When you are not playing the game or choose not to join the defense, your FOB will be defended automatically by your Security Team and security devices."
Yeah, I think I'll just avoid the FOB functionality in MGS VSnaveage PSA: If you're picking up Phantom Pain tomorrow, put the kids down for a nap, turn off your phone and tell your partner to pipe down - the opening hour deserves your undivided attention. Enjoy!extatix If you like your hentai VNs [url="https://groupees.com/vn3"]cheap.[/url] Or even [url="https://www.indiegala.com/manga"]cheaper[/url].VeryImportantQuestion Just read that SquareEnix have applied some weird mutation of crowdfunding mechanics to the Deus Ex: Mankind Divided preorder. I know the last blog I wrote mentioned how big publishers try to pervert these systems, but to think it's already this far gone.Cosmonstropolis First in line to grab MGS V tomorrow. Close to my house, so it looks like I can eat and sleep comfortably. No one else seems to be waiting at my mailbox. Neighbors are getting suspicious. The Travisionist [img]https://pbs.twimg.com/media/CNwHpCTVAAA0jLp.png[/img] Sometimes, life is good as a ghost.Mike Wallace You know what, I'm just gonna come out and say it. I hope MGSV fails. It won't train wreck by any means, but I hope it's a huge financial failure. Nothing against Kojima, but #fuckonamiRad Party God MGS V unlocks for me tomorrow at noon.LinkSlayer64 Since my blog using this is basically useless, I still wanted to share it.
CAN YOU DIG IT!?Manchild I don't think you should be able to say #Fuckonami if you are deciding to support their product anyways. I don't often agree with boycotting and am not condoning that, but get your story straight and show a little consistency.CJ Andriessen When the band began to play the stars were shining bright. Now the milkman's on his way and it's too late to say good night. So, Good Morning! Good Morning!IDrawOnTape I'm guessing all rock bands in the world must have stopped making music videos this year, since I read fall out boy's "Uma Thurman" won for rock video of the year. I can only assume there were no other nominees.that's the only rational explanation.