Following the release of Transformers: War for Cybertron, a
sequel was released in 2012 called Transformers: Fall of Cybertron, continuing
the story of the previous game. I recall being hyped for this game when it
first came out, and upon playing it believed it to have lived up to that hype,
though I had decided to replay it following the preceding game to see if my opinion
had changed at all after eight years. While I maintain that Fall of Cybertron
is one of the best Transformers games that’s been released thus far, I ran into
some technical difficulties that I hadn’t seen before, which ended up affecting
my experience to a degree.
Following the events of War for Cybertron, the Ark is the only
Autobot cruiser that hasn’t departed yet, mainly due to a lack of Energon
resources. As the Autobots search out a fresh supply, Decepticons have been
making their way to attack the Ark. With Grimlock and the Lightning Strike
Coalition MIA, Optimus Prime sees no other option but to lead the Autobots
against the Decepticon invasion.
The story is once again told between both the Autobots and Decepticons,
though unlike the previous game where it’s told across two campaigns, the story
is presented as one single campaign that switches off between the two factions,
with one single playable character per Chapter. For the most part, the Autobots
take the spotlight before switching to the Decepticons, though it switches back
to the Autobot side before the end of the game, with the final Chapter bouncing
between both factions. Audio logs can also be found hidden across each level,
each of which contributes to explaining the events of what happened before the
start of the game as well as its relevant location.
The gameplay is largely similar to that of War for Cybertron,
with some quality of life changes to streamline things. Players can still carry
two weapons at once, however they have now been given their own categories of
Light and Heavy weapons, each with their own ammo pickups. Each character also
has their own unique ability, some shared between characters, as well as an Alt
Mode weapon that counts for Light ammo. Ammo and weapons are also no longer
hidden in boxes and are freely scattered about the battlefield, though supplies
are limited. Players are also given the option to switch the position of the
camera, namely which shoulder you are looking over, which can come in handy in
situations where you need to hide behind cover.
Two characters that play a bit differently are Bruticus and Grimlock,
the latter of which has a wholly unique control scheme. Each of these
characters have an emphasis on melee attacks, with Grimlock possessing the
ability to transform into Dino Mode after filling up a Rage Meter by defeating
Decepticons. Their playstyles each give the player a true sense of their power,
with Grimlock’s more cinematic Alt Mode transformation and Bruticus’ cinematic
combination sequence providing a good feeling of weight to them.
Grimlock (Gregg Berger) has a very powerful playstyle. |
On the subject of transformation, one thing that the game expands upon
from War for Cybertron is giving each playable character a unique
transformation scheme based on their personality. One stand-out, which was
highlighted in behind-the-scenes material, is Jazz’s resembling breakdancing,
though another that stood out to me was Vortex twisting his body as he converted
into a helicopter. This, along with each character having their own take on the
transformation noise, led to me sometimes transforming characters a couple
times for the heck of it.
Energon shards serve a different purpose in this game than in its
predecessor. Though they can be obtained from defeating enemies and destroying containers
scattered about the level, they are now used as currency for the Teletraan-1
store. This store allows players to purchase, equip and upgrade various
weapons, T.E.C.H. and Perks that can help turn the tide in battle, as well as
rate them on a five-star scale based on their effectiveness. Blueprints can
also be found in various levels to unlock new items in the store. As a side
note, weapons can be freely equipped and upgraded once they are unlocked,
however T.E.C.H. options are consumable and must be purchased each time. While
not the best choice for combat, a favorite weapon of mine based on novelty is
the Throwback Blaster, which resembles Megatron’s original gun alt-mode and features
the transformation noise from the 1984 cartoon.
The graphics are a major improvement over the previous game, with a generally
brighter color palette and more varied environments. This gives Cybertron a
generally more orange appearance, with the benefit of enemies more easily standing
out from the background. There is, however, still a bit of texture loading,
even during in-game cutscenes, which can be a little distracting at times.
Environments are more varied in this game compared to the previous installment. |
The voice acting is one major highlight of the game, with everyone
delivering strong performances. Aside from Peter Cullen returning as Optimus Prime,
Gregg Berger returns from the 1984 cartoon to voice Grimlock, giving a more
vengeful take on the character while still building off his original
performance. Some voice actors who take on multiple roles, such as Troy Baker,
Steve Blum and Nolan North, also get a chance to display their range, playing
each of their respective characters in a way that stands out from each other. In
a rather impressive display of his vocal talents, Troy Baker’s take on Jazz
manages to perfectly replicate Scatman Crothers’ voice and performance from the
1984 cartoon. The music by Troels Brun Folmann is also good, with the main menu
music being a particular stand-out that serves as a good leitmotif throughout
the game.
As per tradition, the game contains a number of references to past Transformers
lore, most especially the G1 continuity. Like the previous game, there are
numerous references to the 1986 movie, even going so far as to recreate whole
scenes and dialogue. Such scenes include Starscream’s coronation scene, complete
with Megatron quoting Galvatron’s “This is bad comedy” line, as well as Slug
(aka Slag) recreating crashing in on the Quintessons (in this case the
Insecticons) and saying “Excuse me” (complete with camera angles) and Slug and
Grimlock’s “beryllium bologna/cesium salami” exchange. In a rather humorous Easter
egg, the player can also locate Starscream’s crown from the movie early on in
Chapter 11, which upon discovery he will wear the rest of the time he is
playable in that Chapter. There is also a lot of attention to detail with G1
lore, such as Teletraan-1 informing Cliffjumper about the availability of his
signature Glass Gas Cannon, a playable weapon in the game.
While the G1 references are appropriate, a couple bits of dialogue still
bothered me a little. Rumble retains his “First we crack the shell, then we
crack the nuts inside” quote from the movie as a random voice line, however
when used it can still occur devoid of the movie’s context. The Insecticon Kickback
has a habit of repeating the last thing he said, however what bothered me was
that this is a character trait of the Insecticon Shrapnel (renamed here to
Sharpshot); he even makes an appearance in this game, making the choice to give
this trait to Kickback all the more baffling.
On that note, the game also features a lot of design elements that more
closely tie it in with the Transformers: Prime cartoon, which Habsro had
previously stated War for Cybertron was a prequel to. Such design choices
include the design of Cliffjumper’s head to match that of his Prime
counterpart, as well as Trypticon being repurposed in-game into the Decepticon
ship, the Nemesis, as it appears in said cartoon. Megatron’s new body in the
late game, while meant to still evoke his G1 body, also evokes his Prime
design to an extent. Though the Dinobots didn’t make an appearance in the series,
they did appear in tie-in comics continuing from this game’s story, plus a new character
also named Grimlock became a main character in the 2015 Robots in Disguise
cartoon, a sequel series to Prime.
Cliffjumper (Nolan North) more resembles his Prime counterpart. |
Though I still enjoyed the game overall, the experience this time
around was marred by technical glitches during the late game that I had not
experienced before. Since I was playing the game in chunks, I ended up running into
a major glitch in Chapter 10 where reloading the checkpoint caused the game to
crash multiple times as it was loading, leading me to start the Chapter over
again after numerous attempts and necessitating a minor speedrun to get back to
the problem area. From later research, players had experienced similar issues
eight years ago, meaning that the game had never been patched outside of launch
in all this time.
Two issues also came up during Chapter 12, one of which involved an
animation not playing out as intended during a section where Grimlock is fighting
Insecticons. Here, Slug is supposed to lift Grimlock up to a ledge and the
animation somehow left Grimlock out of it, as he was attacked by remaining
Insecticons as it was happening. Since the game still registered the checkpoint,
I defeated the remaining Insecticons in the area before jumping off a ledge,
causing Grimlock to respawn at the intended area to advance. Another issue occurred
upon reloading the game during a later portion of the Chapter, in which the
audio mixing somehow made the dialogue extremely quiet even at max volume,
which I solved by booting the game up again.
I had also learned the hard way that the game and its DLC are no longer
available on digital storefronts, which I discovered while trying to access a
DLC pack that included a G2-inspired deco for Bruticus. Fortunately, I had already gotten the G1 Retro Pack, which included the Throwback Blaster and the
ability to play as G1 Optimus Prime, and any DLC previously purchased can still
be freely donwloaded. The only way I could see to still get digital copies of
the game and DLC was through PC downloads via Amazon, though I have no idea how
well they work anymore.
While War for Cybertron had a small toyline of sorts, Fall of
Cybertron had more of a full-fledged toyline, in the form of an entire
subset of the Generations line. Optimus Prime and Soundwave make their
return here from the War for Cybertron series, the former in his new
design and the latter in a larger Class size complete with Deployer gimmick;
Megatron is notably absent here despite getting a new body in-game, though this
was likely to prevent spoilers at the time. The Combaticons also get
representation in this line, to the point where there exist multiple version of
the team aside from their general retail counterparts, including a special
giftset as Bruticus with game-accurate colors sold exclusively at San Diego
Comic-Con (SDCC) 2012, as well as another giftset exclusive to Amazon sporting Generation
2 (G2) colors inspired by the original toy (complete with a G2-styled box
and new artwork from the original packaging artist), the latter of which I own
due to not being able to secure the SDCC version at the time. A number of
non-game characters are also represented, such as Blaster (a repurposed
Soundwave complete with similar gimmick) and the Wreckers (repurposed
Combaticons), the latter of whom who can combine into Ruination.
Transformers: Fall of Cybertron stands as an enjoyable Transformers
experience, as well as a solid game in its own right. Though my experience this
time was affected by technical glitches, the improved combat and visuals, as
well as the sound design, made up for this. The Transformers fanservice is also
integrated well, even if some of it ended up a little mishandled. Still, this
game remains an easy recommendation for Transformers fans, though fans of this
game’s style of gameplay may get some enjoyment out of it as well.
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