on 04-08-2012 08:48 AM
Had a quick go of the demo. Thought the graphics were a bit mediocre at best. Love the Transformers, but seeing as Activision holds the cards for this, I just hope it's not Call of Transformers or Transformers of Duty in disguise.
Only gave the Bumblebee a quick spin, and thought the driving part was a bit rubbish.
Saying that, i'm amazed that they have vehicle form when they have yet to even visit earth and find out what a vehicle is. Even this was shown in the Transformers films to be the case.
I think it would have been better to have there true forms on the initial stages and then get transformed into whatever vehicle when they finally transfer to earth. Would have made much more grittier gameplay with more robotic looks.
Will give the other level a go, but not overly impressed yet.
04-08-2012 09:46 AM - edited 04-08-2012 10:07 AM
As with War for Cybertron, with it being a non licensed film tie in Activision are quite hands off and the real talent at High Moon really shines through
Its just the film tie-ins like Dark at the Moon that suffer as they are just rushed out cash-cows But the gameplay is more Gears of War then Call of Duty.
As for the vehicle forms, I did read somewhere about this once but I can't remember the reason behind it now. I think its just to please the G1 fans as well as they do remind me a lot of my childhood days. In raw form they'd all look the same as well
Here's an interview I've just found with game director, Matt Tieger. While not the one I was talking about , it does explain that its more Hasbros decision to be able to recognise them like I pointed out.
AG: Makes sense to us. But this doesn't: why do the planes have cockpits?
MT: Well they don't have cockpits. All the vehicles have to have some kind of earth commonality to them, so we can recognize them as they are. And this is mostly coming from Hasbro - they feel like you need certain touchstones to make things believable. So if you remember from Bumblebee's design, he doesn't have doors but he's got what you expect to be a windshield. He doesn't have doors with door-handles because no one gets in him.
Optimus sort of has a windshield. The same thing with the jets, they have this cockpit type thing, but there's no hollow space in there, it's just kind of a glassy lens area that you can think of as their instrumentation, their views of the world. But they're not designed to open and allow someone to sit in it. That's not the way the characters are made.
From there, Matt launched into a different but related subject. In case you aren't aware, the Transformers in War for Cybertron will be able to change into their vehicle forms at the push of a button. While within these forms, they will be in a sort of hovercraft mode. This will enable them to move forward, back, and strafe. Even though there was no precedent for hovering vehicles in old Transformers lore, Matt addressed his team's decision to take this approach thusly:
MT: When we originally designed our vehicles, they were Earth vehicles of all types. Wheels are down always. But we came into the Austin Powers problem. Remember in the first movie where he's in the tight hallway in the golf cart and he's going back and forth - he can't get out? That's what happened and there was no fun to be had. So we worked on the hover vehicles and got on the phone with Hasbro and said "We need to change this. We need to make hover vehicles so they can be reactionary, and it will be much more fun for gameplay, but wheels will drop down when you want to move fast, because you'll be committed to driving quickly." And we'd built such a great relationship with Hasbro, that they understood that games kind of talk to you, they tell you what they need. And the game needed to change because it was not fun in that area. Hasbro gave us guide rails, but we've got this hover model because it worked better with the game.
on 04-08-2012 09:37 PM
Don't forget that The TFs have visited various worlds ( http://tfwiki.net/wiki/Galactic_Council both sides are not well liked... probably due to the fact that some cons have taken out entire planets populations) and will have come across all sorts of variations of vechiles, some of which will be familiar and some not so... at least that is part of the lore and easily explains certain things you may see across the TF universe.
05-08-2012 10:29 AM - edited 05-08-2012 10:39 AM
I didn't play the demo (I am in "no-spoiler land" now) but I am pretty sure graphics are improved.
Unreal Engine might not be the Naughty Dog engine, or Guerrilla Games Engine, or Even CryEngine BUT it really shines with games with that bit of artistic flavour.
The graphic was good in WFC + preview of FOC speaks about "improved visual" which is reassuring.
Regarding "why the Transformers change into familiar looking vehicles" that because you need familiarity in VG or you are eliminated.
22-08-2012 10:08 PM - edited 22-08-2012 10:18 PM
Check the link below to see all the DLC that we will get for FOC in the coming weeks.
The Havok pack is already available on the PS Store anyway
Now the only sad thing in all of this is that I will join you in multiplayer only in September an not this Friday.
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