Publisher: Activision
Developer: High Moon Studios
ESRB Rating: Teen
Release Date: June 22, 2010
For the first time in....
forever, I'm pretty sure, a Transformers video game has been created that,
although "G1-centric" in the fact that most of the events and characters
are centered around the original series, it pretty much stands on its own.
The video game first and NOT a toy series-- not the other way around. This
has created advantages for the developers of War for Cybertron, given that
they have more creative freedom and time to do what they want to in a Transformers
game-- and it shows.
As with most Transformers
games, the genre of game for War for Cybertron is a third-person shooter.
Most of the shooting controls are pretty standard, from what I hear (I
don't play many shooters, as I tend to be pretty bad at them)-- but standard
in a good way. They apparently borrow very heavily from Gears of War, but
add in an additional control to toggle transformation by pressing in on
the right analog stick. Sadly, I think this is the only weakness High Moon
Studios has with their control scheme-- it's VERY easy to accidentally
transform with the controls this way, and often at the most inopportune
times. Thankfully, this can simply be corrected in the Options Menu by
selecting a different control scheme from the default, and then all is
right with the world.
I'll go through each
of the various aspects to the core gameplay first. First off, everyone
has an Energon "Health Meter" in the upper-left corner of the screen, which
consists of anywhere from three to six bars, depending on who you're playing
as in Multiplayer (though in Single Player, there's always four bars).
If you get hit and take cover, after a short period of time you'll begin
to regenerate health up to the end of your current "bar". If you get damaged
to the point where you drop below a particular bar, however, you won't
be able to regenerate that health until you find an Energon pickup later
in the level. In the upper-right corner is displayed your current weapon
and its ammo-- any ammo pickup is applied to all your current weapons.
All of the standard shooter guns are here-- grenade launcher, sniper rifle,
machine gun, big blaster, etc.-- though of course, they have more "Transformer-y"
names. Your transformer has two different interchangable weapons they can
carry in robot mode, and one fixed weapon they can also use in vehicle
mode. Beyond just going faster or being used for specific vehicle segments
of levels, this offers a great strategic element-- out of ammo in your
traditional form? Simply convert to vehicle mode and continue the fight
on that way! Each Transformer also has two different special abilities,
which vary from 'bot to 'bot. One is able to be activated by collecting
a certain amount of energon bits from defeated enemies, while another just
regenerates its use over time. These abilities can vary from simple dashes
to devastating punch attacks to cloaking, so each Transformer is truly
unique. You also have a fairly strong melee attack in robot mode if things
get rough.
As far as actual combat
goes, it's fairly standard (but good) shooter fare-- the targeting reticle
in the middle of the screen will turn red when an enemy is right in your
sights, and if someone's firing on you outside of your field of vision,
a brief red arrow will appear showing you the direction from which you're
being shot at. Cover isn't used as extensively here as in most other shooters,
the rationale for it being that you can simply use your vehicle mode to
outrun many attacks, which is true for the most part-- your vehicle mode
can also strafe, as every Transformer has a "hover" variation of their
vehicle mode which makes for easier shooting. Still, overall you'll probably
want to stick to your robot mode in most combat situations as it's a bit
more versatile. Your enemies usually have vehicle modes too, which they
use to good effect-- they really pull no punches in reminding you that
this is a TRANSFORMER war, not a human war, and they fight as such.
The graphics are simply
jaw-dropping, especially in certain areas like orbital stations (see above
picture), plazas in huge Cybertronian cities, and in boss fights. In addition,
pretty much every enemy in the game transforms to some extent, and even
when they're "locked" in one mode, you can still see panels shifting slightly
on them, almost as if they were "breathing" to some extent. Even the world
around you transforms-- doors will transform out of your way, roads will
transform out in front of you (which is REALLY awesome), elevators will
transform into crawling death machines, and the like. It really makes Cybertron
come alive and feel like its own planet, as opposed to just a "metal Earth".
However, the one downside to this is that, though this is certainly a canonical
and accurate depiction of Cybertron, it's never been known for its varied
environments in fiction. There's some attempt to mix things up, but you're
always metal entities fighting in a giant metal playground, which can make
some enemies a little hard to see sometimes given the extraordinary attention
to detail. The "red neon lights= Autobot, purple neon lights= Decepticon"
differentation is always there, though, which makes targets a bit easier
to pick out than they otherwise would have been. The sound is just about
as impressive, amping up and getting quite epic when the fight sequences
commence.
The enemies are also
fairly varied, running the gamut from anywhere from simple car and jet
troopers to cloakers to heavy "brutes" with shields and clubs (their weakness
is in their back) to REALLY big tank-bots that require a ridiculous amount
of shots to take down. The only downside is that the enemy types are re-used
for the Autobot and Decepticon sides, the only major differences being
the colors emitted from their chassis and some minor aesthetic changes.
As for the single-player
campaign, it's divided into 10 "chapters" (aka levels)-- 5 Decepticon,
5 Autobot. Chronologically the Decepticon campaign comes first-- and it
is a bit simpler and eases you into the game mechanics a bit more-- but
you can start either campaign right off the bat, so you can play through
as the Autobots first if you so desire. There are three difficulty settings
for the Campaign chapters-- Easy, Normal, and Hard-- and unlike most games,
these really ARE descriptors of how tough each difficulty level is. With
the exception of a few brief segments, easy really IS easy (even for a
guy who isn't experienced at shooters), hard is pretty punishing (though
not ridiculously so-- they're still beatable if you don't pull off EVERYTHING
perfectly), and normal is somewhere in the middle. For those of you fretting
about only 10 levels, fear not-- 4 of the 5 levels for each campaign will
take about an hour to beat each, with the fifth for each campaign being
the big boss level (10-15 minutes for each of those, in my experience).
Though it's not exactly a LONG shooter game, it's certainly a longer experience
than you'd think from just 10 levels. There's also several achievements/trophies
and hidden allegiance symbols to find that will give you incentive to back
to the chapters multiple times to find/do everything. In the chapters,
you'll travel from orbital stations to Cybertron's core to prison complexes,
so for a metal world, they at least try to vary things up as much as is
reasonable for story purposes. The story itself, though fairly basic, is
still solid, and picks up a bit more in the Autobot campaign than in the
Decepticon campaign, where it drags a little during the last couple of
chapters. Some elements aren't explained all that well for non-Transfans
playing the game-- some bits practically require you to pick up the game's
companion book, Transformers: Exodus-- so some things may seem a bit weird
for the uninitiated, but it's all pretty backed up pretty solidly in Transformer
canon (except for Dark Energon, which is new to the Transformers universe
and is honestly a bit cliche).
In each level, you can
pick between one of three different set characters to play as-- either
the AI or online friends can play as the other two. The AI does a competent
job, but not as good as a human, and it's really a blast going through
entire levels with your online buddies. The banter between the different
characters is also very well-written, often humorous, and really helps
build up the characterization of the 'bots you're playing or fighting.
At the end of each level,
there is, of course, the requisite boss. These range from "normal" Transformers
we all know and love like Soundwave and Starscream to giant defense systems/robotic
organisms to each side's ace-in-the-hole, Omega Supreme and Trypticon at
the very end of each campaign. Some of the boss fights-- like Soundwave--
are pretty darned creative in how you're supposed to approach them, while
many are of the standard "dodge their attacks until they leave themselves
open for damaging for a few seconds before repeating the process" type
you find in many games. Still, this standard method of boss battles is
mixed up enough to make most bosses at least interesting, and fighting
behemoths like Omega Supreme and Trypticon are surely going to be in gamers'
memories for years-- they're REALLY ones to remember, especially Trypticon's.
I won't spoil exactly how they go down here, but they're pretty mind-blowing.
As with pretty much every
shooter game today, War for Cybertron has a significant online component
that goes far beyond just playing the main campaign with your friends,
and is probably where you'll spend the bulk of your game time after you
get used to the controls. The first mode is Escalation, in which you can
choose from any characters in single-player campaign mode (that are on
the side you've chosen to play as) and play with up to three friends through
waves of enemies that get increasingly tougher as you progress. Eventually
you'll die, it's just a matter of how you long you stay alive-- generally
speaking, after about Wave 10 or so things start to get pretty darn tough.
What differentiates them from most "fight off the horde" multiplayer game
modes, though, is that you can also use energon collected from defeated
enemies to purchase powerups-- such as better weapons, more energon/ammo,
and the like-- or open doors to areas that allow you access tougher upgrades
and expand the playing field. It really helps to mix things up and make
the mode more interesting-- though I'd highly recommend you play with a
group of three other friends as opposed to just random online people, though.
Many strangers online, in my experiences, either drop out of the game too
soon for whatever reason or refuse to coordinate and go off on their own--
which is a death sentence for this mode, though once a player is down,
you do have a limited time to revive them with a small amount of health
if you go right up next to them (though you open yourself up to attack
by doing this).
There's also a "standard"
Multiplayer component to the game. As oppposed to the other modes where
you play as the characters themselves, here you can just use their chassis
and have some limited color-change options, but you're essentially "repainting"
a game model and making it your own character. (It does bug me, however,
that the name of your character doesn't show up above your avatar in Multiplayer,
but rather your online name.) Your characters are seperated by vehicle
mode class here, and don't have the same abilities that they do in single-player.
You get to pick which abilties they have to start out with, and as you
level up (level 25 is the max, though then you can "reset" all your characters
and enter "Prime mode" with new achievements and a special badge that appears
next to your name). There are standard achievements-- such as destroying
so many opponents with a particular weapon or using your vehicle mode weapons
against another certain vehicle-- that can help you level up quicker before
(and after) you get to Prime Mode, though you still level up REALLY slowly
once you get past level 10 or so unless you're playing during a special
XP multiplier weekend. As you level up, you can pick from a wider array
of tougher and tougher abilities-- they do make a bit of a difference,
but not so much so that a "n00b" at a higher level can easily beat an experienced
person at a low level.
The four different classes
in Multiplayer are:
-Leader. All truck/van
characters fit into this category. Leaders are the second-toughest units
on the battlefield in terms of raw strength, and have many abilties that
boost the stats of or help out fellow team members. (List of Leader chassis
included in with the initial game: Optimus Prime, Ratchet, Ironhide, Soundwave).
-Soldier. The straightforward
tank brawlers that, though slow, have lots of abilities to dish out a ton
of straightforward damage at the enemy. (List of Soldier chassis included
with the intial game: Warpath, Brawl, Megatron).
-Scout. A bit of a weaker
class, sportscar Scouts are great for sneaking around in their cloaked
mode and hitting enemies in the back. They're also the fastest ground-based
class. (List of Scout chassis included in with the initial game: Bumblebee,
Sideswipe, Arcee, Breakdown, Barricade).
-Scientist. The weakest
class physically, Scientists are the sole class able to fly in alt mode
and have several great special abilites to make up for their fragility,
such as the ability to take on the colors and name of the opposing faction
for some great back-stabbing action or deploying turrets. They're also
the only class that can heal other Transformers. (List of Scientist chassis
included with the intial game: Air Raid, Silverbolt, Jetfire, Starscream,
Slipstream).
There are several maps
that come with the game, though they tend to be rather symmetrical in their
design and not true "masterpieces" like I've heard about the multiplayer
map designs of such shooter big hitters like Call of Duty. There are also
several different modes of play you can use for each map, including the
self-explanatory mainstays of Deathmatch and Team Deathmatch, as well as:
- Conquest-- There's
three different fixed nodes to control on the board. The more nodes your
team controls, the faster the number of points you gain. First team to
400 points wins.
- Countdown to Extinction--
Your teams take turns between being the defenders and bomb planters. Your
goal is either to take the bomb and plant it in your enemy's base (or guard
the person who is doing so) or prevent the enemy from planting the bomb
in your base.
- Power Struggle-- One
single periodically-moving node is on the map that both sides struggle
to control and gains points for when they do so. First team to 400 points
wins.
- Code of Power-- Barely
anyone ever plays this, so I don't really have a good feel for it, having
only played it once. Teams vie for control over a mega-weapon during timed
sessions.
Generally Conquest seems
to be the most popular game mode, given that it gives out the most XP for
each match, while Countdown to Extinction and Code of Power tend to barely
get any players for whatever reason.
It's worth noting here
War for Cybertron's biggest problem-- connection issues. There are quite
often connection issues with various players where they'll drop out without
warning (though at least if you drop out, the XP you'll have gained up
to that point in the match will be saved). When a host quits, there is
also no "host migration" where someone else takes over as the host-- everyone
is simply kicked out of the game, which can be a particular problem if
the host is a sore loser and quits the game when it's clear he/his side
is going to lose. There's also some DLC connection problems, described
below. You also don't have the option to host your own game unless there
are no games with empty slots currently in progress. These connection issues
seem to be more prevalent for some players than others-- I seem to be one
of the lucky ones-- and these connection issues can be lessened by making
sure you only connect to Regional hosts, but it can still ruin a really
good multiplayer session, and unfortunately, it's never been fixed as it's
apparently part of the core engine used for the game (the Unreal Engine).
It's gotten so bad for some people that they've barely been able to enter
any MP sessions at all and have sadly simply given up on those modes.
There are two DLC packs
released for War for Cybertron, both of them focused entirely on Multiplayer
and Escalation-- sadly, there are no additions to the stellar single-player
campaigns here. Both are $10 U.S., and the contents of each DLC pack are
listed below. New character models can either be played as the actual characters
themselves in Escalation, or the chassis used with different colors in
multiplayer:
DLC pack 1:
New characters:
-Demolishor (Decepticon soldier)
-Jazz (Autobot scout)
-Onslaught (Decepticon leader)
-Scattorshot (Autobot soldier)
-Shockwave (Decepticon scientist)
New maps:
-Havok (Multiplayer)
-Fortress (Multiplayer)
-District (Escalation)
-Forsaken (Escalation)
DLC pack 2:
New characters:
-Dead End (Decepticon scout)
-Zeta Prime (Autobot leader)
New maps:
-Horizon (Multiplayer)
-Sector (Multiplayer)
-Metropolis (Multiplayer)
-Pulse (Escalation)
-Static (Escalation)
For $10, both of these DLC packs are of moderately good value-- the character models are solid, and the map designs are overall better and more complex than the game's "default" maps. However, there is one significant problem with them, at least when it comes to the maps-- if you're playing with other people who do NOT have the DLC maps you do, it will boot them out (or, conversely, if you're playing with people who have DLC maps you don't, it will boot you out). This is done without warning as soon as the game is launched, and there is no filter option to only play with people who have the maps you have. This is a huge bummer, and given how it seems relatively few people purchased the DLC (especially the 2nd one), this leads to the DLC maps almost never being used, since as soon as they show up as next on the list to play, everyone who doesn't have it will veto the map (which is usually a majority-- hence it's vetoed). Despite playing dozens of games after the DLC pack #2 was released, I only played each multiplayer map once (and Horizon twice). That's a major bummer, and a disincentive to purchase them. Thankfully, all of the "DLC" characters are included (locked) on the initial disc, so there is no such problem when it comes to characters-- if you play against people who don't have your characters, you can still play as your new guys.
The main PS3/360 console version of War for Cybertron is definitely greatest Transformers video game ever released up to the point of this review (11/10), with great marks across the board. It doesn't reinvent the shooting genre wheel, but it adds a few nice twists to it that could only come courtesy of Transformers fiction. The backgrounds are awe-inspring, many of the fights are memorable, there's a solid (though often brief) story, lots of things to do... multiplayer connection problems are the only real smudge on an otherwise stellar game. If you're enough of a Transformers fan to be reading this review, I highly HIGHLY recommend you pick at least the core game up. As for the DLC, unless you purchased the game soon after it came out and thus were able to take advantage of a robust multiplayer community, given the DLC's focus it's probably not worth it.
Graphics: 10/10
Music: 10/10
Gameplay: 19/20
Storyline: 9/10
Level Design: 9/10
Cutscenes: 10/10
Controls: 20/20
Replayability: 10/10
Technical Issues -5
Overall Rating:91/100 ...Wow.
(Screencaps taken from Gamespot.com)