During my efforts to look back on the Transformers games set in Warfor Cybertron’s continuity to celebrate its 10th anniversary, I
decided to also take another look at the video game tie-in to Transformers: Dark
of the Moon, one of my favorite Transformers games and arguably one
of the better representations of the live-action film continuity. Things got off
to a rocky start, however, since the game somehow managed to render itself
literally unplayable on the PlayStation 3 I originally played it on.
Fortunately, I happened to have another, separate PS3 that our family uses to
watch movies, and upon the initial install, the game ran without issue. After
getting to experience the game for the first time again, I thought it held up
well after nearly a decade, even with some imperfections in the storytelling.
Three years following the events of Revenge of the Fallen,
Optimus Prime believes that there are still Decepticon forces remaining on
Earth. In the Autobots’ efforts to search for Megatron’s forces, Optimus assigns
Bumblebee to investigate a Soviet relay facility in South America. Meanwhile,
Soundwave has attached himself to a NEST satellite to spy on the Autobots’
plans.
The campaign is rather short, consisting of seven Chapters that switch
between Autobot and Decepticon factions rather than two separate campaigns,
though this sort of length is to be expected with a movie tie-in game. This
short length also works in the game’s favor, allowing it to not overstay its
welcome or rely too much on padding. The approach to making it a prequel also provides
an opportunity to expand on events that occurred off-screen between Revenge
of the Fallen and Dark of the Moon, such as why Soundwave’s alt-mode
went from a satellite to a Mercedes-Benz and how Megatron obtained his Mack truck
vehicle form. Interestingly, the MechTech gimmick from the Dark of the Moon
toyline is an important plot point in the Decepticon Chapters of the story,
though this is the only real time the technology gets brought up.
In its effort to introduce Shockwave and transition into the opening of
the movie, the story gets a little muddy during the final Chapter. Though it’s
for the sake of a boss fight and to explain how Shockwave factors into things,
Megatron leaving Optimus Prime for dead goes against his master plan in the
actual film. The exact nature of the artifact hidden at Chernobyl is also
different from its actual depiction, as well as Megatron wanting Shockwave to
retrieve it rather than the Autobots, however it was a decent attempt to explain
why Shockwave was there in the first place.
As it was developed by High Moon Studios between War for Cybertron
and Fall of Cybertron, this game serves as sort of a transition point in
terms of game mechanics. In robot mode, characters have a pair of weapons that
they can switch between, as well as a special ability that must be recharged via
collection of Energon shards. However, unlike either game, ammo is a non-issue
as you simply reload when you run out rather than having to look for any. The
game also features a point system which, combined with the game's short length,
the ability to add score multipliers with melee attacks, regenerating health and the return of hidden Transformers
logos from War for Cybertron, gives the experience a sort of arcade feel
that allows it to stand out from other Transformers games.
Adding to this experience, the game has its own unique mechanic
borrowed from the Dark of the Moon toyline, that being the Stealth Force
gimmick. In vehicle mode, the player character is equipped with a variety of
weaponry with infinite ammo, as well as quicker movement, stronger armor and
the ability to lock on to enemies. In many situations, Stealth Force is often
better outside of times where you are forced into robot form, however robot
mode still has its advantages such as better damage output against stronger opponents.
While in Stealth Force, you can also increase your driving speed, at which
point the vehicle form resembles how it would when fully transformed.
Stealth Force adds a lot of speed and versatility to combat. |
Each character also has a robot mode ability that recharges on its own,
such as Bumblebee’s ability to scan for opponents, Mirage's temporary invisibility and Soundwave stunning enemies with an EMP wave. Interestingly,
Optimus Prime’s ability to dash would later become standard for many playable
characters in Fall of Cybertron.
As with War for Cybertron, the game comes packaged with a multiplayer
component, including unlockable characters for said feature upon completing the
story. However, as of this writing, the servers for War for Cybertron, Dark
of the Moon, Fall of Cybertron and Rise of the Dark Spark
were recently shut down by Activision, rendering these unlocks now worthless
other than for bragging rights.
The visuals for the game still hold up well, especially for a licensed
game. The character models are very faithful to their depictions in the films,
and in some cases their toys. At least one character, Warpath, is exclusive to
the game, however his design is such that it fits right in with the live-action
films’ aesthetic. Interestingly, the one on-screen human character Reynolds
(Nolan North) is portrayed in live-action, which actually fits perfectly with
the game since it’s already based on a live-action film series.
The faithfulness of the character designs is complemented by some good background
and level design. Environments are varied and, in some more intimate spaces,
feel lived-in, with the NEST facility feeling more or less like an actual
office space. Though the game uses a more realistic art direction, environmental
details such as trees and foliage still appear polished and mechanical objects
still appear as such. Special mention goes to the NEST satellite seen in the
first few cutscenes, as it is detailed enough to be believable and appears as
though it came straight out of the films.
Much of the voice cast returns from War for Cybertron, reprising
their respective roles from the game. However, their performances are done in a
way that better emulates their live-action counterparts, such as Fred Tatasciore
giving a performance that better captures Hugo Weaving’s Megatron rather than
an alternate take on Frank Welker. Steve Blum takes on the role of Starscream
as he did in the Transformers: Prime cartoon, which was still running at
the time of Dark of the Moon’s release, however his take on the role is
adjusted to better fall in line with Charlie Adler's. Alongside Peter Cullen
returning as Optimus Prime, Jess Harnell is brought in to voice Ironhide as he
does in the actual movies, allowing for a more authentic experience.
Though short, and in spite of some muddy continuity with the source
material towards the end, the video game adaptation of Transformers: Dark of
the Moon is a solid game and one of the better examples of a movie licensed
game. While it’s not an alternative to watching the movie it was designed as a prequel to, it’s an enjoyable game in its own right and the more arcade-like
execution helps in that regard. Transformers fans, in particular of the
movies and/or High Moon’s other games based on the larger franchise, will
definitely get the most enjoyment out of this, though it’s also good for those
looking for a fast and well-made licensed game.
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