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TFW2005 Fall of Cybertron Hands On and Impressions

Posted on 07-18-2012 at 08:50 PM by Tony_Bacala under Video Games
Transformers-FOC_MP-create-a-character_4-classes
The 2005 crew is back from SDCC and has a second to breathe after covering all the news and pictures for TFW2005, HissTank, Toyark, Thundercats.ws and Tokunation last week.

While out in San Diego, we were able to take a tour of High Moon Studios (see pictures here). During that tour with all the pretty pictures - they also told us things and let us see gameplay and intro sequences - go figure. We were also at the hands-on event Wednesday night, where we were able to play a bit of Campaign, Multiplayer, and Escalation.

Check out our round up of info and impressions, along with a slew of official in-game images, inside!

Campaign
  • Thirteen chapters.
  • Not split into Autobot / Decepticon campaign, back and forth telling the story of Cybertronians.
  • Three acts, Autobot, Decepticon, then back to Autobot.
  • Can not choose characters per level, chosen for you.
  • Co-Op dropped.
  • Camera is zoomed in, much closer to character.
  • Guns switch hands, transforming back and forth between gun and hand so you can look around corners and walls on either side.
    • First chapter is Bumblebee, it's the tutorial, very cinematic. Shows the "end" of the story, the build up to the launch of the Ark. You finish the level and it jumps back to "6 earth days earlier".
    • Starscream - flight. Pop in and out of robot mode. Hover and shoot down, drop and finsih with melee.
    • Jazz and Cliffjumper level. Jazz - grappling hook. Uses it spider-man like to get through level. Cliffjumper is telling you where to go. Classic team up.
    • Grimlock - all fighting methods out the window. Sword and shield guy. Melee based. Large. Transformation is special. Build up Rage Meter through robot fighting, transform. Have several melee based moves in dino mode. Stop, bite, fire breath. Can transform back before time runs out, and keep extra time, less time to recharge.
  • Levels much bigger, visually and game play wise.
  • Levels fine tuned for the bot you are using. Part of reason character choice was removed.

Teletraan 1 - weapons store.
  • Addresses you differently based on what character you are.
  • Purchasing weapons in one level makes available to all characters in game.
  • Upgrading early on, makes available to different characters later.
  • Stores different in multiplayer and campaign modes. Credits do not transfer.

Multiplayer
  • Classes - Infiltrator (Scout), Scientist (Healers), Destroyer (Soldier), and Titan (Brawlers, Tanks)
  • Customization - crazy. Tens of hours just customizing your transformer before you even play multiplayer.
  • Dinobots and Insecticons - Available in DLC later.
  • As you gain more experience in campaign and multiplayer, additional parts for each body will be unlocked.
  • Multiple parts of bot. Head, arms, wings, chest, guns. Change turret type on tank model in robot mode, when you transform, thats the turret in tank mode. Colors, a lot, from flat to metallic.
  • Play - very similar to last game with some elements of DOTM MP in there.
  • Weapons drop at death is gone.
  • Movement and overall flow a bit smoother.
  • Host migration. Host migration. Host migration.
  • Lots of weapons.

Escalation
  • 15 waves.
  • Healer, Munitioner, Shield, C.L.U.T.C.H Drones.
  • Teamwork stressed, if one class doesn't do their job, much harder to succeed.
  • 3 chances to beat the level. If all at level 7, all die, you can restart there 2 more times before starting completely over.
  • Primary and secondary weapons. Each use different ammunition. Yellow and Blue ammo icons around levels (same in MP and Campaign).
  • Different difficulty level for each member in same session/level.
  • Combine points to open store like last time.

DLC
  • It's coming.
  • Grimlock / Insecticon Chasis for MP.

Wrap Up

To start - I am not a gamer. I think I've turned my PS3 on 2 or 3 times since I stopped playing War for Cybertron. That being said, I loved War for Cybertron, even the multi-player, which I had never played any game's version of before then. The last game was exactly what I want from Transformers as a brand - visuals, fiction, everything. If I could get 30 minutes of their cutscenes a week, I would be completely content as a Transformers fan (something I haven't been in a decade). I know those things are hella expensive, so bring it down a couple notches and I'll still take it.

This game seems to be more of that, on steroids. They've fine tuned the good stuff, dropped the bad stuff, and somehow gave me even more of the epic "This is my s***" feeling I get when watching good nerdivsion. All that before I even played the game. Intro scene... how much? Doesn't matter, bought.

The gameplay was a bit smoother, still familiar. Camera is in closer to the character, which I like. Feels like you are in the action, and "one with the character" however cheesy that sounds. I've bullet pointed the key points I think a gamer will care about above, so I won't get too technical. Bottom line - WFC - fine tuned, looks better, great fiction and presentation of story. Can't say enough good things. If you dig the first game, or just like Transformers with a harder edge - grab it.

Transformers Fall of Cybertron hits stores on 8/21/2012. Pre-Order you copy at your local game store or on Amazon here.

We'd like to thank Activision and High Moon for inviting us to their place for the tour, giving us a hands on at SDCC, and making a kick ass game!

TRANSFORMERS™: FALL OF CYBERTRON FACT SHEET

PRODUCT DESCRIPTION:

The successor to the highest-rated Transformers game of all time and in development by the acclaimed team at High Moon Studios, Transformers: Fall of Cybertron allows players to experience the darkest hours of the war between the AUTOBOTS and DECEPTICONS as they vie for control of their dying home world. Fans will fight through both sides of the Transformers’ most epic battles that culminate in their legendary exodus from Cybertron. With the stakes higher and scale bigger than ever, players will embark on an action-packed journey through massive, war-torn environments designed around each character’s unique abilities and alternate forms, including GRIMLOCK’s nearly indestructible T-Rex form and the legendary COMBATICONS combining into the colossal BRUTICUS. Taking the franchise’s competitive multiplayer to all-new heights, Transformers: Fall of Cybertron lets fans go head-to-head in blistering AUTOBOT vs. DECEPTICON matches after creating their own unique characters with the most in-depth, advanced customization ever before seen in a Transformers game.

KEY FEATURES:

The Fall of their Legendary Home Planet – Set in a desolate, post-apocalyptic era, the game thrusts players straight into an epic Transformers story where they will explore the devastated ruins of Cybertron and fight through the final, darkest hours of the war between the AUTOBOTS and DECEPTICONS.

Colossal Scale to Win the Battle – In a desperate war for survival, fans will be able to convert from robot to alternate form when they choose to turn the tides of battle. GRIMLOCK can change into a powerful T-Rex DINOBOT for super strength and fire-breathing attack, and the COMBATICONS can combine into the massive BRUTICUS to dominate his enemies with sheer size and power.

New and Unique Gameplay for Each Character – Every Transformers character is equipped with distinct abilities and personalities that are suited for each of the diverse missions in the game. AUTOBOT JAZZ can deploy his grappling hook to traverse across multi-level platforms. CLIFFJUMPER can cloak himself invisible to perform undetected stealth kills on his enemies. OPTIMUS PRIME can call in targeted artillery strikes from the sky. Additionally, countless characters make their very first in-game debut including GRIMLOCK, BRUTICUS, METROPLEX, the INSECTICONS and more.

The Biggest Character Creator Ever – Adding and vastly improving upon their acclaimed multiplayer gameplay from War for Cybertron, High Moon Studios has developed the most robust character creator ever seen in a Transformers game, allowing fans to design 100% personalized characters by choosing their individual body parts, colors, vehicle shapes, weapons, abilities and much, much more. Gamers can then take them online to go head-to-head in brutal AUTOBOT vs. DECEPTICON matches to prove their supremacy.


Publisher: Activision Publishing, Inc.
Developer: High Moon Studios (Xbox 360, PS3),Mercenary Technology (PC)
Release Date: August 21, 2012
PlatformsXbox 360®, PlayStation®3 computer entertainment system, Windows PC
Suggested Retail Price: $59.99 (Xbox 360, PS3, PC)
ESRB Rating:“T” for Teen
Views: 9,224

Images for TFW2005 Fall of Cybertron Hands On and Impressions

Transformers-Fall-of-Cybertron_Vortex-in-vehicle_7
Transformers-FOC---Bumblebee-driving
Transformers-FOC---Grimlock-fire_8
Transformers-FOC---Grimlock-melee-sword_4
Transformers-FOC---Grimlock_14
Transformers-FOC---Jazz-against-snipers
Transformers-FOC---Megatron-hero-shot_2
Transformers-FOC---Megatron_6
Transformers-FOC---Megatron_hover-attack-4
Transformers-FOC---Optimus-and-Metroplex_8
Transformers-FOC---Optimus-with-Metroplex-in-plaza-battle_2
Transformers-FOC---Starscream-in-firefight_6
Transformers-FOC---Starscream-in-jet-mode_2
Transformers-FOC_Escalation_3
Transformers-FOC_Escalation_5
Transformers-FOC_Escalation_6
Transformers-FOC_Escalation_7
Transformers-FOC_Escalation_9
Transformers-FOC_MP-battle_3
Transformers-FOC_MP-battle_5
Transformers-FOC_MP-battle_6
Transformers-FOC_MP-battle_7
Transformers-FOC_MP-battle_9
Transformers-FOC_MP-create-a-character_Destroyer-class-3
Transformers-FOC_MP-create-a-character_Destroyer-class-head-selection
Transformers-FOC_MP-create-a-character_Infiltrator-class-2
Transformers-FOC_MP-create-a-character_Scientist-class-4
Transformers-FOC_MP-create-a-character_Titan-class-1
Transformers-FOC_MP-player-POV-1
Transformers-FOC_MP-player-POV-2
Transformers-FOC_MP-player-POV-3
Transformers-FOC_MP-player-POV-4
Transformers-FOC_MP-player-POV-5
unicronic
I'm excited for this now.

For campaign mode it, sadly, seems that every refinement has come at the cost of something. No co-op and no character choice in exchange for a more cinematic story experience and refined gameplay.
PlanckEpoch
Goddamn, the suspense is killing me. Did **ANYONE** try to find out if customization has RGB sliders?! So it seems it has a huge palette of colors...but what about a RGB slider?
Prime Jetscream
Now that I know a PLAYER and not an OFFICIAL has said we'll be spending hours in the customization, then, HELL YYYYEAAAAAHHH!!!!!
Prime Jetscream
Quote:
Originally Posted by PlanckEpoch View Post
Goddamn, the suspense is killing me. Did **ANYONE** try to find out if customization has RGB sliders?! So it seems it has a huge palette of colors...but what about a RGB slider?
RGB? What's that?
Sideswipe80
So campaign progression is tied to multiplayer for parts? Good stuff.
wolfe
Sweet. Looking forward to the customization and campaign.
Megatronus


Look to the left of Cliffjumper. Wheeljack, anyone?
tentagil
Quote:
Originally Posted by Prime Jetscream View Post
RGB? What's that?
RGB = Red Green Blue, the three colors that make up all colors we see in an image. Note this is different then the primary colors they tend to teach in school. Images on a screen, any screen, use green instead of yellow.

Depending on the game I've seen it used to either shift the hues of every color on a character at once by shifting the amount of one of those three in the mix, or I've seen it used to color specific parts by adjusting the sliders to get teh exact hue you wanted.

For instance if you wanted to make one piece of armor dark red you would shift things one way, for another piece you might want it a lighter shade so you would adjust the sliders down. If the focus is customizability its really the way to go, but it tends to be easy to put in a specific pallet selection
HeroicC300
Digging it.

Is there any info you can give on Armor sets?
Prime Jetscream
I wanna see that robot in Image 20 transform. He has 6 tires.
Also, that scientist or whoever that green guy is has METROPLEX's head?!

And in Image 21 I can see Kickback's head, and in Image 30 I can see a robot with Kickback's insect claw arms in his back.
And in Image 32, whose shoulders are those?

Quote:
Originally Posted by tentagil View Post
RGB = Red Green Blue, the three colors that make up all colors we see in an image. Note this is different then the primary colors they tend to teach in school. Images on a screen, any screen, use green instead of yellow.

Depending on the game I've seen it used to either shift the hues of every color on a character at once by shifting the amount of one of those three in the mix, or I've seen it used to color specific parts by adjusting the sliders to get teh exact hue you wanted.

For instance if you wanted to make one piece of armor dark red you would shift things one way, for another piece you might want it a lighter shade so you would adjust the sliders down. If the focus is customizability its really the way to go, but it tends to be easy to put in a specific pallet selection
Oh, thanks. I keep forgetting that acronym.
HeroicC300
Quote:
Originally Posted by Prime Jetscream View Post
I wanna see that robot in Image 20 transform. He has 6 tires.
Also, that scientist or whoever that green guy is has METROPLEX's head?!

And in Image 21 I can see Kickback's head, and in Image 30 I can see a robot with Kickback's insect claw arms in his back.
And in Image 32, whose shoulders are those?
From bottom to top

(IMG32) Air Raid's shoulders
(IMGS30/21) Kickback is now confirmed to be the "Buzz" Body-type
(IMG20)He'll only have four tires in vehicle mode. Shame. And GOOD EYE DUDE!

Hmm, maybe it's head-only like with Cliffjumper.
Prime Jetscream
Quote:
Originally Posted by HeroicC300 View Post
From bottom to top

(IMG32) Air Raid's shoulders
The back was identical to the front in WFC. It's not the same.

[QUOTE](IMGS30/21) Kickback is now confirmed to be the "Buzz" Body-type[QUOTE]

I know, I just wanted to point it out for speculation since "Buzz" is supposed to be part of DLC.

Quote:
(IMG20)He'll only have four tires in vehicle mode. Shame. And GOOD EYE DUDE!
That's dumb, and that's why I think the chest shouldn't entirely determine your vehicle save for a tiny piece.
And thanks!

Quote:
Hmm, maybe it's head-only like with Cliffjumper.
I still don't get how that works without making the list longer in the head section.
But why Scientist? I mean, I can see Jetfire's legs on him so it has to be Scientist...

It would be AWESOME if they added Metroplex's full set for the Titan.
Stardust262
Quote:
Originally Posted by Megatronus View Post
http://www.tfw2005.com/transformers-...1342663383.jpg

Look to the left of Cliffjumper. Wheeljack, anyone?
Well we've known about Wheeljack being in the game for awhile now
unicronic
Quote:
Originally Posted by Megatronus View Post
http://www.tfw2005.com/transformers-...1342663383.jpg

Look to the left of Cliffjumper. Wheeljack, anyone?
Which may allow for a Tracks customization or possibly Hot Rod.
PlanckEpoch
Here's a video of what RGB sliders do: RGB Slider / LED Strip lighting controls with m..myhome - YouTube

They have them in the mech game series Armored Core. With RGB sliders, you can take a preset color, and then tweak the color's hue with the sliders. You can really do some great things, color wise, with RGB sliders.

I'll be OK without RGB sliders if the palette is wide and varied. Like...I hope I can make G2 colored characters with the character customization. They SAY is big, but I want to know what the range of colors on the palette are like. The last thing I want is dull, dark, gritty colors all over the place like in WfC.
Sideswipe80
Tony, Besides no double jump, what other aspects are from DOTM?
unicronic
So just by the few MP customization screens I'm seeing, the potential looks vast.

Simple things such as Ratchet's head on Megatron's body for a makeshift Galvatron. That's even without any heavy tinkering.
Dirge121
Is it August 21st yet? No? Oh
Prime Jetscream
Quote:
Originally Posted by unicronic View Post
So just by the few MP customization screens I'm seeing, the potential looks vast.

Simple things such as Ratchet's head on Megatron's body for a makeshift Galvatron. That's even without any heavy tinkering.
Except Ratchet is a Destroyer and Megatron is a Titan.
The shoulder cannon in the picture with Ratchet's head is locked to the torso. It's Hound, so it's iconic, so it has to be there.
unicronic
Quote:
Originally Posted by Prime Jetscream View Post
Except Ratchet is a Destroyer and Megatron is a Titan.
The shoulder cannon in the picture with Ratchet's head is locked to the torso. It's Hound, so it's iconic, so it has to be there.
Hmm, so customization is class locked? That might be disappointing.
Zress Tayasu
meh, what do you expect for deathmatch faff?
TFwheeljack223
Please god! Let the last autobot mission be us using wheeljack or perceptor please!
silverbolt07
Quote:
Originally Posted by Sideswipe80 View Post
Tony, Besides no double jump, what other aspects are from DOTM?
No weapon drop after dying.. which is good in my opinion.
unicronic
Quote:
Originally Posted by silverbolt07 View Post
No weapon drop after dying.. which is good in my opinion.
Didn't you choose two weapons anyway? Or does this now mean any pickups stay with you?
Thenames9
Does the health regenerate like in DOTM or in WFC?
Midnight
Quote:
Originally Posted by Sideswipe80 View Post
So campaign progression is tied to multiplayer for parts? Good stuff.
At least it isn't the other way around like some games. I can dig it.

I can't wait to play multiplayer though. Wish there was splitscreen and bots to play with my cousin and stuff but whatcha gonna do?
Thenames9
Quote:
Originally Posted by unicronic View Post
Didn't you choose two weapons anyway? Or does this now mean any pickups stay with you?
He means when you kill someone the weapon they were using isn't left behind, I think.
AutobotMR2
As far as the RGB sliders it doesn't look like it. From what I've seen of the videos each bot has two sets of color pallettes one for 'cons and one for 'bots. The way you pick your colors if select either faction then a selection will appear that shows diferent colors grouped together in sets of 2 (red and white, blue and yellow, etc.) you pick that then you can select if you want a matte finish or metallic on a slider, so you can give it just the right feel of metallic or matte. The problem is certain colors are only avaliable for each faction, the red for the autobots is a more traditional red while the red for the cons is...very flat almost pink. It's the same mistake they made with WFC and I was hoping for better truthfully....oh well, beggers and choosers and all that.
Sideswipe80
Quote:
Originally Posted by silverbolt07 View Post
No weapon drop after dying.. which is good in my opinion.
Oh didn't now about that.
Silverwing
I have seen various pictures of custom Decepticons using colour palettes that had been previously exclusive to Autobots. Another plus for me!
AutobotMR2
Quote:
Originally Posted by Silverwing View Post
I have seen various pictures of custom Decepticons using colour palettes that had been previously exclusive to Autobots. Another plus for me!
I'd like to see some of those, because unless there is a faction symbol on the bots in question they may have just been autobots made with 'con parts...which you can do.
transformervic1
Silverwing
Quote:
Originally Posted by AutobotMR2 View Post
I'd like to see some of those, because unless there is a faction symbol on the bots in question they may have just been autobots made with 'con parts...which you can do.

http://www.tfw2005.com/transformers-...1342663383.jpg

Here, Red and Blue 'con.
AutobotMR2
Fair enough, I 'm hoping there is some improvement on color schemes...that and host migration were my biggest complaints of WFC.
Autovolt 127
Quote:
Originally Posted by Megatronus View Post
http://www.tfw2005.com/transformers-...1342663383.jpg

Look to the left of Cliffjumper. Wheeljack, anyone?
I hope so.
fatesmagic
Woah, wait. One of those customization screens showed you could change "personality". What does THAT do?
RipCurl
Quote:
Originally Posted by fatesmagic View Post
Woah, wait. One of those customization screens showed you could change "personality". What does THAT do?
colours, voice and renaming

I've gathered all customisation details seen so far here

http://www.tfw2005.com/boards/transf...n-screens.html
fatesmagic
Also, it seems that all the multiplayer screenshots have shown characters with just 2 colors. Weren't they going to let you customize the color of each different body part?
billcosby
I'm still not convinced. All I want for this game release is for the single player campaign to have some *replay value*. I've played WFC so many times I can't enjoy it anymore. It was a masterpiece, yes, but there's only so many times one can go shooting down those thin corridors.
Prime Jetscream
Quote:
Originally Posted by billcosby View Post
I'm still not convinced. All I want for this game release is for the single player campaign to have some *replay value*. I've played WFC so many times I can't enjoy it anymore. It was a masterpiece, yes, but there's only so many times one can go shooting down those thin corridors.
I don't think huge mountains of metal towers with the occasional small building is exactly "Small corridors".
I'm sure they'll also have an improvement over the faction symbols from the last game.
roarmore
Not able to choose a character per level? Co-Op dropped? Why would you do this? ;[
Prime Jetscream
Quote:
Originally Posted by roarmore View Post
Not able to choose a character per level? Co-Op dropped? Why would you do this? ;[
It's not a big deal.

Would you prefer repetitive gameplay just so all characters can make it through the level in Co-Op?

I for one am glad the money and time went to building your own robot.
GMANIFESS
Quote:
Originally Posted by roarmore View Post
Not able to choose a character per level? Co-Op dropped? Why would you do this? ;[
Each stage is crafted around the skills & attributes of the specific character. Like flight. Certain stages cannot be simply driven. Some may require stealth & grappling instead of standard run & gun methods...etc.
I think we'll get over it.
Prime Jetscream
Quote:
Originally Posted by GMANIFESS View Post
Each stage is crafted around the skills & attributes of the specific character. Like flight. Certain stages cannot be simply driven. Some may require stealth & grappling instead of standard run & gun methods...etc.
I think we'll get over it.
I already did.
Never cared for Co-Op that much.
roarmore
It doesn't necessarily have to be repetitive. A level can be specific to more than one character, they could have made the levels traversable by more than one specific character skill. Co-op could have easily have been kept that way, it doesn't need three characters like the first game but a team-up would have been fun.
GMANIFESS
Team up is fun. But the ultimate team up is Escalation mode.
And apparently the developers feel the same way.

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