Saturday, August 25, 2012

Game Review - Transformers: Fall of Cybertron (2012)

The Story:

Taking place after 2010's surprise hit War for Cybertron, Fall of Cybertron continues the story of the Autobots and Decepticons on the now dying world of Cybertron, Optimus and the Autobots have only one goal: to leave their home so their race can survive but Megatron and his Decepticon army want to exterminate the Autobots once and for all.

To say that I was excited for Fall of Cybertron is something approaching an understatement, having really loved WFC, I was eager to see what Fall would be like when I first read about late last year and High Moon Studios promising that this wouldn't be a retread of what came before but a follow up that would up the ante in terms of a darker story, more variety in terms of game play and a smarter AI experience, so did they deliver?

For sure, HMS delivered the goods with almost seemed to be a degree of ease with the game building in several brilliant character moments as well as some moments that will come as unexpected to be sure and some very cool nods to the 1986 animated movie that had me smiling with glee.

Visuals:

The Visuals in Fall of Cybertron are quite good, nicely reflecting the metal look of Cybertron though there is some terrain in the game which wasn't in War, the character animations are well done but at times the textures feel inconsistent with some coming out fuzzy.

The Controls:

The controls in this game easily outperform the visuals as they are consistently excellent and a big improvement from War, each character now has an in built dash ability and the special feature of that character is mapped to the one button and the vehicle controls are air tight, especially when you play as Starscream.

Though its the transition to the more melee focused characters Bruticus and Grimlock that most impressed me, not once do you feel like you've been thrown a different set of controls that you have to learn and it feels hard to readjust to them, the transitions between the gunplay and the melee sections are seamless and not hard at all to adjust to in terms of controls, just a slight rethink and your off and carving Decepti-Chops for Lunch and Auto-Bugs for Afternoon Tea.

The Gameplay:

Gameplay also saw an overhaul for this follow up with an emphasis put on more variety in terms of playable characters, their abilities and the environments and in this HMS have more than delivered with environments feeling much bigger in scope and size than they did in War, each character has a unique feel to them and their abilities are always fun to use, especially Optimus's control of Metroplex (a walking skyscraper) and Grimlock's T-Rex form which will carve even the toughest of enemies up as if they were nothing at all.

But that's not all, the weapons and AI have also been overhauled, new to this game is the Teletraan store where you can buy weapons, items and perks to aid you in fighting the enemy and scattered throughout most of the game are blueprints for weapons and abilities that you can then unlock for most of the characters to use in the game's other levels, a very cool touch.

As for the AI well it's a lot smarter than it was for War and if you aren't careful they'll pick you off especially the Decepticon Leapers, a rethink of the Brutes from War and much harder to defeat though when you play as Grimlock well then they're not so hard.

The Veridct:

Overall Fall of Cybertron exceeded my high hopes with some degree of ease and despite some patchy visuals, the game play and controls have been greatly improved from its predecessor and the game is well worth checking out.

Till All are One.

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