Page 2 of 3

Re: Fall of Cybertron

Posted: Sat Oct 22, 2011 2:01 pm
by una
Awesome, this game has got me excited. I can't wait!

Re: Fall of Cybertron

Posted: Mon Oct 24, 2011 11:13 pm
by Alak
Yep, Jazz actually has a role in this game!

http://www.gameinformer.com/b/features/ ... -jazz.aspx

He was my go-to guy in Escalation in WFC. Now he'll have that role in campaign, as well.

Re: Fall of Cybertron

Posted: Wed Nov 02, 2011 3:14 pm
by Alak
Image

Two competing storytelling philosophies exist in video games. One states that a game should be filled with a series of scripted cutscenes that narrate an overarching plot. The other believes a game should never take control away from a player, thereby creating a kind of simulated fiction where the player is mobile actor. In Transformers: Fall of Cybertron, developer High Moon is aiming for this second approach. It hopes to offer players some measure of control even during scripted sequences. But telling a story this way is no simple task.

Using interactive sequences and allowing players to discover the plot on their own is a lot more work than the traditional approach. “I feel like if you can tell a story in-game then that’s how you should do it,” says High Moon cinematics designer Neil Carter. “One of my favorite games is Out of This World. I loved how they seamlessly integrated cutscenes with gameplay. We’re trying to do more stuff like that in Fall of Cybertron.”

In video games, there is always tension between story and gameplay. Storytelling is traditionally a passive experience, while games are inherently interactive. To help smooth out the integration of these two disparate forms, High Moon starts by looking at the larger story beats and then builds levels around those concepts. “We look at what we absolutely need to tell in our story, and then there is a lot of back and forth between the teams,” Carter says. “Designers approach a game from a standpoint of 'what is fun,' but then we have to steer that back and make sure we’re getting our story across. Making a game is really a lot of back and forth.”

Designers spend a lot of time looking at references during these exchanges, drawing inspiration for how to shape a cohesive story that is also fun to play. “At the time that we started on the Grimlock level the Dead Space 2 demo had just come out, and I told everyone that they had to play the first level of the game,” Carter says. “Because it was scripted, it’s very cinematic, but at the same time they did a lot of things where you’d be walking down the hall and a character would jump out at you and then the camera would zoom around and showcase the animation and sound, but it was all seamless. The player didn’t feel pulled out of the game. That’s good storytelling for games.”

One example of how High Moon is integrating story with gameplay takes place when players are first introduced to Grimlock. The Dinobot leader has been captured by Shockwave, and the Decepticon’s experiments have given Grimlock his iconic Tyrannosaurus form. Before meeting Grimlock, however, players spend a level playing as Starscream. This level ends with Starscream entering Shockwave’s lab and taunting Grimlock. Understandably, Starscream’s verbal abuse drives the Dinobot into a fury. At this moment, the player’s control shifts from Starscream to Grimlock, and players wrestle free of Grimlock's bonds and throw Starscream against a nearby computer console. As Grimlock struggles free from his bonds, this miniature story sequence also serves as a tutorial for players on how to use Grimlock in melee combat.

“Originally, Starscream just flew out the window, and then the camera shifted over to Grimlock who then broke free of his bonds,” Carter explains. “But then we thought, ‘Hey we could tutorialize the melee combat, and teach players how to grab enemies and throw them.' So we sort of blocked out their exchange in the game and then layered in the dialogue between the two characters, which really helped flesh out the scene.”

To help further demonstrate how High Moon integrates story with gameplay, programmer Neil Carter gives us a behind-the-scenes look at how levels are laid out and how a player will trigger small scripted moments as they explore the environment below:

Source with Video

Re: Fall of Cybertron

Posted: Sun Dec 11, 2011 1:47 am
by Alak
Premier trailer from the VGAs tonight:

http://www.youtube.com/watch?v=QBRLEBpgico

Sorry for the low quality. I'm sure a better one will be out once HMS uploads the official vid.

Re: Fall of Cybertron

Posted: Sun Dec 11, 2011 10:01 pm
by una
I saw that trailer and I thought it was awesome.

Can't wait to see more of this game. :D

Re: Fall of Cybertron

Posted: Sun Dec 11, 2011 10:05 pm
by Alak
Is it just me or does Optimus' new face look a bit... long? The proportions seemed perfect in the first game, but now his head looks a tad bit stretched lol.

Re: Fall of Cybertron

Posted: Sun Dec 11, 2011 10:09 pm
by una
Yeah, I noticed that. Hope they get that fixed, which they probably will. I hope. :lol:

I love the whole Optimus carrying an injured Bumblebee through a battlefield.

Re: Fall of Cybertron

Posted: Sun Dec 11, 2011 10:40 pm
by Alak
"Why the long face, Optimus?" - Megatron, after shooting Bumblebee.

Sorry, I couldn't resist the pun :lol: The trailer is actually really reminiscent of the advertising style for the Gears of War franchise. See here:

http://www.youtube.com/watch?v=ccWrbGEFgI8

http://www.youtube.com/watch?v=U5AVJXw- ... l0.3.3l6l0

http://www.youtube.com/watch?v=n7Te5fcn ... ure=fvwrel

Re: Fall of Cybertron

Posted: Sun Dec 11, 2011 10:58 pm
by una
I hear from other forums many people didn't like the song because of its overuse.

This was the first time I heard it, though. :lol:

Re: Fall of Cybertron

Posted: Tue Dec 13, 2011 3:08 am
by Beastbot
This trailer was created by Digital Domain specifically for... well... this trailer. Although I'm sure they're very close to the game models, minor things like Optimus' slightly-off face likely won't care over to the game model itself, from the stuff I've seen.

Re: Fall of Cybertron

Posted: Wed Apr 18, 2012 12:41 pm
by Alak

Re: Fall of Cybertron

Posted: Sat Apr 21, 2012 3:41 pm
by Darkshadow14
Can't wait for the Dinobots they have me the most excited so far. Something that can kind of be Beast Wars related, but of course more G1 related. :mrgreen:

Must have game!!!

Re: Fall of Cybertron

Posted: Fri Apr 27, 2012 11:33 am
by Darkshadow14
Totally just went to gamestop and put a $5.00 hold on a copy of the game! *Squeals* :mrgreen:

Re: Fall of Cybertron

Posted: Sat Jul 28, 2012 2:36 am
by Beastbot
If you preordered the game at Gamestop and are a Gamestop Powerup Rewards member, you can download the game demo now. Two single-player levels (Bumblebee and Vortex) are available, as well as limited multiplayer. They show you all of the customization options, though you can't implement most of them at this point. What's awesome is that in-game I'll finally be able to live up to my name, as there are Dinobot and Insecticon robot mode heads (as in, beast-y heads that you can use for a robot head).

What's even more awesome is that the P.O.K.E. returns, and it's got a loading screen joke:

Image

I LOVE THESE GUYS.

Re: Fall of Cybertron

Posted: Mon Jul 30, 2012 5:17 pm
by Alak
Looks really good! I don't think I'll buy it this fall, though. It seems like there are more games coming out than I anticipated this fall (and I have big plans next summer) and I sort of exceeded my summer budget with vacation and such. Hopefully, I'll get this by January for the 360 so I won't be that late to the multiplayer.