Instead of Vicarious
Visions, the people who were responsible for the last few Autobots/Decepticons
Nintendo DS dual game releases, Behaviour Interactive signed up as the
developer for this movie's Nintendo DS game versions. And I have to say,
I really am starting to miss Vicarious Visions.
This game is still a
shooter, but it plays a bit differently from Vicarious Visions' various
Nintendo DS TF outings-- it's considerably simpler, for one. First off,
the things that are the same-- you still use the touch screen to transform
between your robot and vehicle modes; you still have a bit of auto-aim
(although you don't have to press any buttons this time around to target
a robot-- it auto-targets for you, depending upon which enemy is closest
to your ever-present reticle in the middle of the screen. You have two
weapons-- your primary weapon/machine gun, fired using the X button, which
has unlimited ammo; and your secondary weapon/missile launcher, fired using
the Y button, which has ammo you pick up from fallen enemies and does a
lot more damage. These weapons are the same no matter which character you
play as, and you can also melee attack. You and your enemies have two bars,
but it's not health and energy-- rather, the blue one is your health while
the orange one is your "armor". Basically the deal is that your armor depletes
first, but can be regenerated slowly after you don't take damage for a
bit. However, once your armor is toast your Energon/health starts to go
down, and this can never be regenerated unless you get Energon cubes from
your fallen foes. (Given that every foe drops both Energon and 3x missiles,
though, it hardly makes your health or secondary ammo scarce. Although
I got close once or twice, I never died in either game from health depletion.
On the rare occasion that I did die, it was because I fell into a pit that
was too deep or summat-- more on that later.) These core mechanics are
simple, but solid-- they control well enough, are easy to understand, and
the targeting and firing mechanisms work well. In addition, your movement
is as you'd expect from your respective character, with lighter characters
moving a bit faster. You can also strafe and turn around a solid 180 by
a couple different button presses, so you never feel overly-stiff or anything
like that.
The vehicle mechanics
are a bit more dicey. You have the standard acceleration/brake controls,
but your vehicle runs like the ground has a thick covering of oil on it--
good thing there's no precisely-controled vehicle-driving segments in the
game. You can activate stealth force mode with a simple button press, allowing
you to fire your machine gun (but only your machine gun) while still having
the increased speed of vehicle mode-- which honestly means there's no reason
to have a regular vehicle mode at all, I'm not sure why it's even included.
The problem with this
game is that it's SO incredibly simple and repetitive. Here's how you play:
Follow the main path on the radar map, gunning down sets of two or three
enemies at a time. These enemies appear out of nowhere, sometimes so close
they can melee you as soon as they spawn. There is very little variety
in the enemies-- there's a light enemy, a medium enemy, and a heavy enemy,
differing only by how much damage they can take. Worse still, there is
only ONE team of enemies you will encounter per level. So if you start
off a level and you encounter two mediums and a heavy, guess what? You're
fighting teams of two mediums and a heavy for the rest of the level. Sometimes
they'll appear on the clear, usually singular path in front of you, sometimes
you'll be stuck in a room surrounded by force fields and they'll come at
you from multiple sides, but it's ALWAYS the same team for the entire level.
This makes up about 95% of the gameplay, right there. You do go through
a few different environments-- a city, a NEST base, Siberia, a construction
area-- but they're only aesthetic changes and have no real gameplay significance.
You never gain new abilities or new enemies that require special tactics
to defeat. Just gun, gun, gun, move to your next location. You also can
play the entirety of the game in robot mode if you want-- there's no need
to ever use your vehicle mode. Plus, with the generous number of health
and ammo pickups, as well as the numerous auto-checkpoints throughout each
level, it's a very easy game with no real challenge. In almost every case,
you have to actively TRY to die.
There are some boss
fights scattered throughout the game, but they're extremely oddly done.
Basically you fire at them and a few expendable enemies for a while (again,
no strategy whatsoever, just fire at them), then when the boss is at about
half health they turn tail and run. Follow them and meet them at the next
place where you're boxed in, and the process repeats again. And again.
And again. And again. Usually about six, seven, eight times, and then the
level is done. You never actually defeat them, as they always run off,
so there's no real satisfaction from defeating them.
There's some RPG-lite
elements in the game, with anywhere from 1 to 3 special glowing polygons
hidden in each level-- though only a few them are actually "hidden", usually
if you explore the short branches off of the main path you'll find them
all fairly easily. Sometimes to get the glowing polygons you'll have to
use your character's special power, but even this doesn't make much of
a difference in the characters' levels, as you only use these special power
areas to get the out-of-the-way glowing polygon. And what's weird is that,
beyond the character you play as in the tutorial level, you're never told
what the "special power areas" look like for your characters (they're easy
to miss), so you have no idea beyond experimentation if you're right next
to one or not (usually the glowing polygon nearby is a good hint, but you
always can't see those). Anyways, in case you're wondering, Bumblebee and
Lockdown can swing on a pole to jump across gaps, Ironhide and Megatron
stand on a special unremarkable pad to do a double-jump up to high areas,
Optimus and Soundwave can slide across telephone poles, and Mirage and
Crowbar use a ramp to run along the side of a wall for a short distance.
Given that you're fixed in which character you play as in each mission,
this would've been a great way to spice up the missions a bit more beyond
looking for that one special pad in a branch off the main path to do your
special ability, but nope. Otherwise each character plays pretty much the
same as the other, with only minor health/speed differences between each.
After each level, you can spend these "glowing polygons" to unlock various
upgrades that apply to all your characters, such as more health, more ammo
for your primary weapon, things like that. You then use experience points
you've accrued from defeating enemies to actually activate the upgrade
you've unlocked. You'll get waaaay more experience over the course of the
game than you'll spend, though, and if you find of the glowing polygons
in the game you cam max level-up everything, so it's not like it requires
you to make much of a choice about what you're going to emphasize. Given
how easy the game is, by the time you get a few upgrades under your belt
you won't really need anymore, anyways.
The main story of each
game takes place across 12 chapters/levels, each of which take about 15
minutes to complete. Do the math-- that's only about 3 hours of play time
for each game, TOTAL. And I wasn't even hurrying or anything. That's simply
pathetic for a $30 retail game, it's more like something you'd expect from
a cheap cell phone game. Finding hidden upgrade polygons adds MINOR replay
value, but again, most of them are easy to find. Oh, and calling the campaign
a "story" is a bit overstating it-- the story is extremely minimalist and
even contradictory. Yes, it follows the PS3/360
version's story of the Decepticons freeing Shockwave, but that's about
all you'll get out of it. What's worse, the story goes out of its way
to make you realize how much action you're missing while you go mindlessly
shoot down another 30 robots, all in identical groups of three. In the
brief intro bits for each mission, you'll often hear stuff like how Mixmaster
is trying to get the Constructicons back together again to form Devastator,
or how there's a full assault on the NEST base. But what do YOU have to
do? Chase Starscream for no reason or create a distraction, which have
little if anything to do with the interesting stuff that the other Autobots
are doing off-screen. And you never find out what comes of such sub-plots
anyways, they're always immediately forgotten by the next chapter without
any resolution. The briefing will sometimes even contradict what
you'll be doing. One such mission has Prime telling you that Crowbar has
a bunch of enemies around the area, and for you to find out what he's up
to. Usually this implies that you'll, y'know, at least meet Crowbar,
if not fight him. Nope. Just another mindless enemy run-n-gun. In fact,
you don't fight Crowbar at all through the entire Autobot game. Also, regardless
of which game/side you play, the story ends the same, with the Autobots
winning, but with Shockwave somehow broken out (they never explain in either
story how that happened, or even show Shockwave until the last cutscene).
So all those Autobots you whooped on and destroyed as the various Decepticons?
Doesn't matter, the game says at the end you lost all those battles and
barely freed Shockwave by the skin of your teeth! Ugh.
To try to add
some variety to the game, sometimes you'll have to enter "scan mode" by
pressing the relevant button on the touch screen and hack into a satellite
dish or computer. Minigame time! Well, if you consider pressing one button
on the touch screen once when it shows your faction's symbol (and refraining
from pressing it when it shows your enemy's faction symbol) a game. Yeeeah.
For the most part the
game plays like it's programmed to, but there are a few odd glitches--
for one, in a couple of levels there's a couple of pits that when you fall
into, you die for some weird reason. They're not really any deeper than
any other pits you've fallen into, you just die in these for whatever dumb
reason. Good thing there's only a couple of them and they're all on branches
of the main path. Also, the frame rate sometimes takes a nose dive when
you've got a lot on screen-- what's especially odd about this is that it
happened very, very rarely on my playthrough of the Decepticons version,
but it happened pretty much everything there was a heavy enemy in sight
on my Autobots version.
There are some genuine
positives to the game, however. For one, the menu system is cool, with
you zooming around this big enclosed TRON-like space when going in between
menus, sometimes even going through gear-laden corridors to get to particular
menus. The music is also great, very movie-esque and with a great amount
of drama and epic-ness to it-- much of it was done by the Steve Jablonsky,
who directed the movie scores himself! The voice acting is also fairly
good, with the cast from the "main" console version all returning, except
for Megatron who's played by another gruff-sounding game. (Unfortunately,
this still means Ratchet sounds completely different from the actual movies.)
The characters new to these games, Crowbar and Lockdown, have decent voices
as well, the former being voiced by Steve Blum (Prime Starscream),
the latter being voiced by someone who does an admirable job of sounding
like a synthesized, movie-esque version of Animated Lockdown. The graphics
are decent enough, though it is the DS and you're trying to put together
very complex designs, so it's not mind-blowingly good for the system or
anything.
The game also has multiplayer,
but each person has to have a DS DotM Autobots or Decepticons game card,
and I don't know anyone else personally who has this game, so beyond saying
that it has a few different modes like Team Deathmatch and seeing who survives
longest against waves of enemies, I can't tell you much. Given how the
rest of the game is, though, I would bet it isn't particularly riveting.
It's interesting how, with each successive movie the "main" console games have gotten better, while the portable DS games have gotten worse-- in this case, much worse. The Dark of the Moon DS games have solid gameplay controls at their core, but they're incredibly simplistic to the point of being boring, with you always having pretty much the same objectives of shooting down wave after wave of nearly-identical enemies and repetitive boss gun-downs. The irritatingly incomplete and contradictory story and characters who all play pretty much the same way don't help much, either. I guess I should've taken the hint when they packed in exclusive-decoed Speed Stars figures with each game to help them sell. Not worth it, even for big DotM fans and even on discount. Vicarious Visions, come back! I miss you!
Graphics: 7/10
Music: 10/10
Gameplay: 5/20
Storyline: 1/10
Level Design: 3/10
Cutscenes: 3/10
Controls: 14/20
Replayability: 3/10
Technical Issues -2
Overall Rating:44/100 Below Average
(Screencaps taken from Gamespot.com)