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Transformers: Fall of Cybertron

Score: 75%
ESRB: Teen
Publisher: Activision
Developer: High Moon Studios
Media: DVD/1
Players: 1; 2 - 12 (Online)
Genre: Third Person Shooter/ Action/ Online

Graphics & Sound:

Transformers: Fall of Cybertron is the follow up to 2010's War for Cybertron. Though it's been over two years since that game was released, it's a wonder that this new game doesn't feel like a sequel. For the most part, it feels like exactly the same game. And while War for Cybertron was a lot of fun to play, the formula hasn't aged particularly well. So we're left with a product that is mostly solid, but uneven in overall quality. If you're a hardcore Transformers fan, you'll want to at least play Fall of Cybertron, but most gamers (even the ones who enjoyed War for Cybertron) won't be missing much if they give it a pass.

The feeling of "been there, done that" begins with Fall of Cybertron's visuals, which are, for all intents and purpose, identical to those in War for Cybertron. Cybertron is made entirely of metal, and no changes in the paint job can make this setting varied or even interesting. Perhaps it's just the nature of the beast, but Fall of Cybertron also inherits War for Cybertron's unstable frame rate. It's usually fine, but as robots fill the screen, the action slows down noticeably. The actual action looks decent enough, but save for the transformations, it's nothing special when compared to other third person shooters.

Fall of Cybertron sounds like you'd expect a Transformers game to sound. Lots of wild mechanical sounds assault your ears at every turn. The voice acting is hammy as all get out, which is also to be expected. Peter Cullen's noble gruffness gives Optimus Prime his leader's edge, while not Frank Welker's Megatron is loud, obnoxious, and dripping with egotism. The soundtrack is passable, though it is bland and vaguely heroic stuff.


Gameplay:

I absolutely love that something as goofy and campy as Transformers has the audacity to take itself deathly seriously. I mistakenly referred to the end of the Cybertronian Civil War in my War for Cybertron review. In actuality, Transformers: Fall of Cybertron is the game that chronicles the end of the war between Autobots and Decepticons on Cybertron. The setup is simple. Optimus Prime and his Autobots see that Cybertron is lost and are preparing to leave in a massive ship called the Ark. However, Megatron and his Decepticons would oppose Optimus Prime even if his plans involved free pizza for all Cybertronians.

Fall of Cybertron plays identically to War for Cybertron. It's a third person shooter in the purest sense of the word. You run, you shoot, you transform, you get to the end of each chapter. Rinse and repeat. Unfortunately, a lack of interesting level design makes most of the campaign feel a bit dull and mundane, especially if you've played the first game. However, the final two chapters are fantastic. The circumstances surrounding these chapters shouldn't be spoiled, so all I'll say is that they are quite literally game changers.

Personally, I thought War for Cybertron's best asset was its multiplayer component. Sure, it wasn't original by any means, but it was fast and delivered that special Transformers charm. Fall of Cybertron's multiplayer is better due to its expanded customization options, though there aren't too many surprises with the actual gameplay.

First things first: Fall of Cybertron has no cooperative play. This makes sense, due to the lone wolf dynamics of the campaign. In terms of modes, Fall of Cybertron doesn't really reinvent the wheel. There's Deathmatch, Conquest, and Capture the Flag. No surprises here. Headhunter is my favorite of the modes, though. It offers a unique spin on Kill Confirmed. Once you kill an enemy, he drops his spark. Your job is to take the spark to a designated team node before your enemies get a chance to kill you or deny your claim to it.

Escalation returns in an entertaining (but blatant) rip-off of Gears of War 3's enhanced Horde Mode. By that, I mean the in-game economy, semi-customizable map experience, and core premise are all here. One thing I will credit Fall of Cybertron with in this mode is the class functions. Regardless of which faction you choose to play for, you'll have the option to be a tank, healer, ammo guy, and combat support. Healing beams, automated turrets, ammo beacons, you know the drill. Work together, destroy your enemy.


Difficulty:

I found Transformers: Fall of Cybertron to be a bit more difficult than War for Cybertron, but I didn't really enjoy the increase in toughness. All too often, you find yourself stuck in a locked room as waves and waves of enemies come after you. This wouldn't be a problem if there was a cover system and if there was some indication as to where the bad guys come from. But that's a negative on both counts. So you'll die.

Apart from that, Fall of Cybertron is easy to get into. The controls are simple and elegant, and the levels are extremely linear; you'll always know where you need to go, and you'll always know what you need to do.


Game Mechanics:

Transformers: Fall of Cybertron has literally the same moveset as War for Cybertron. It's got the fundamentals of third person shooting down pat with one exception: there's still no cover system. Now as far as the multiplayer is concerned, this isn't a big deal; it's meant to be fast, and a cover mechanic would muck it all up. But key moments in the campaign would heavily benefit from one. Maybe it would be weird to see the likes of Bumblebee and Starscream hunkering down behind a piece of metal, but it would feel more fair and modern than simply hoping your hit box doesn't protrude into your enemy's line of sight.

There are a few key differences in some of the characters you'll play as. These often result in missions that other Transformers might not be able to do. Jazz has a special grappling hook, while Cliffhanger can cloak himself. Optimus Prime can call in artillery strikes from the towering Metroplex, while Grimlock can turn into a robotic T-Rex that breathes fire. It's neat stuff, but most of the game is straightforward shooting.

Upgrading your abilities and refilling ammo is as simple as a visit to the vending machine. There isn't as much variety as you might hope, but you've got weapon add-ons, consumables, and permanent perks.

The character customization in multiplayer is great. You start off with a smattering of custom built parts for your Autobot/Decepticon classes, and you're tempted off the bat with a slew of locked parts. As you earn money and level up, your options expand, and before long you'll be choosing what parts to unlock and upgrade. And since the multiplayer is good fun, you'll likely find yourself getting pretty far up the chain.

Unfortunately, Transformers: Fall of Cybertron feels like a retread in most ways. It's still fun to play, but its similarities to its big brother are perhaps too many for the game to feel like a true sequel.


-FenixDown, GameVortex Communications
AKA Jon Carlos

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