If you were like I was as a child, Transfromers toys were one of your favorite playthings, and I spent countless hours fighting a war between the Autobots and Decepticons. Flash forward to 2012 and High Moon Studios brings us the second entry into their Transformers saga. While it does follow a similar path as Transformers: War for Cyberton, there are changes that are both good and bad.
Let me start of by saying that this is how a licensed title should be treated. Optimus sounds and looks like Optimus, each transformer has their own personality, and the game is just damn fun. You can really tell that the developers have crafted their game as a tribute to a cherished childhood toy, and not a quick cash in on a license; the levels are quite pleasing on the eye, and are a real treat on any HDTV display. All of the major players are there, each with levels designed for their unique abilities. I faced stealth levels, arena battles, and more, all while being different Transformers from both factions of the universe.
The campaign clocks in at between 10-12 hours, and that seemed about the right length without overdoing a single gameplay element. With the constant switching between Transformers, I was always seeing something new, and the monotony of doing the same thing over and over again that can plague this genre of games never set in. What has changed in Fall of Cybertron is that you can’t choose which Autobot or Decepticon you use in a mission, but are forced into using a set one. While some people my not like this, it seemed to make the levels work better, as each on was crafted for the intended Transformer for that level. The easiest was to experience that is a level featuring Grimlock; all that needs to be said is TOTAL DESTRUCTION!
Transformers: Fall of Cyberton also breaks the license game mold by having a story that draws you in. Spanning the 13 missions, you will face numerous tasks that all seem to have importance, not just run here and do this. From trying to get massive cannons online to protect the Ark, to sneaking through an enemy base, the narrative draws you in, and makes you feel like an integral part of the story, not just a pawn along for the ride. While Transformers: War for Cyberton had a decent story, I just didnt have the urge to push through it like I did in this title. Simply put, the story and characters just were more engaging and drew me in.
The only major downside to this follow up is the removal of Co-Op play for the story. While it makes sense from a storytelling standpoint, who doesn’t love smashing other robots with friends. What helps ease the pain of this is a very deep multiplayer experience. While there are no groundbreaking modes, everything just feels bigger when you are playing as a Transformer. The ability to change from robot to vehicle form on the fly is something that no other multiplayer shooter can do, and is the ace in the hole for Transformers: Fall of Cybertron, as it gives added strategy in every battle. As you progress through matches, you will gain XP to customize your own Transformer, and have your very own unique look and loadout. Also thrown in besides the competitive multiplayer modes, Escalation returns, and still is very fun to grab a few buds and play for a few hours.
Audio/Visual – 4/5: Everything in Transformers: Fall of Cybertron is just visually gorgeous, and there is no other way to put it. All of the sounds that should be there are, and they come across in crisp detail.
Gameplay – 4/5: While nothing earth shattering has been done to the gameplay, enough tweaks have been made to make the game very enjoyable and approachable to fans of all ages.
Innovation – 3/5: This is your classic 3rd person shooter, with a robot skin. While you can change between your two forms, this isn’t the first Transformers game.
Value – 4/5: Any fan of Transformers will love this title, as it pays loving homage to a cherished childhood memory. With DLC planned, fans should be playing this until the major holiday season hits, and maybe beyond that.
Final Score – 4/5