IGN Eyes On.
The story spans two campaigns -- one for the Decepticons and another for the Autobots -- and strives to explain the relationship between the two factions without demonizing any of the so-called bad guys. Even the good guys are not exactly as they seem. For example, Optimus Prime begrudgingly takes on the role of Autobots leader after he realizes that nobody else is capable. And Megatron is not evil incarnate, but misguided -- he believes that Cybertron has fallen from grace and seeks to restore the planet to its former glory by any means possible, even a brutal war.
The Decepticon campaign is a prequel to the Autobots one, but they can be played out of order if you prefer. According to Tieger, the setup works perfectly because you first wreak havoc as the Decepticons, unsettling the balance of power, and then you come in as the Autobots when all seems lost and fight to undo the damage. "The bad guy hatches an evil plot to take over universe. Then the good guy resets balance of power back to neutral," he says.
It also plays a lot like a Gears of War variation -- with some notable exceptions, of course.
You control the Transformers with the left analog stick and aim with right. They move as you might imagine the big robots would -- they're heavy, but they've also got speed, especially with regard to transformations. "We needed to make sure he game felt tighter, snappier, and that you're transforming more as a combat strategy," says Tieger. And you can transform at any time and anywhere by pressing the L3 button. If you want to run down a forever-stretching hallway instead of race through it on wheels, you can do that, but it'll take a lot longer. Although the transformations are incredibly fast -- really, really zippy, in fact -- you can interrupt them with melee or shooting if necessary, at which point the animation blends perfectly into your chosen action.
"The foundation about everything we put together was about controls feeling tight and snappy and even where we put the transformation button," says Tieger.
You can carry two different weapons and up to three grenades, assigned to a button, at ay time. And you've got two skills -- the cool down and the resource. For example, Optimus can slide into foes and also execute a war cry, which will power him up, layer a new reticule on-screen and then enable him to target away. Melee combat is assigned to R3 button like the Call of Duty series. It seems a little weird to push in the thumbstick to trigger an energon blade attack, but it works and the controls are customizable if that's simply not for you.
Here is where War for Cybertron is nothing like Gears of War, though. There's no cover system whatsoever. And there's not much of a lock-on mechanic, either. Certain weapons like the rocket launcher allow for auto-targeting, but for the most part you'll be aiming on your own as you make your way through the war torn and battle-scarred universe -- not necessarily a bad thing given the controls appear to be tight and responsive. You can also jack into turret systems, which is really well done. As you do, your Autobot or Decepticon becomes the turret -- a literal extension of the gun. If you prefer, you can rip the massive weapon from its station and carry it around until the bullets run dry.
In lieu of taking cover, High Moon wants gamers to transform and there are all kinds of vehicle types at your disposal. Cars, trucks, tanks and of course jets. To answer your next question, yes, Jetfire and Starscream are in the game and fully playable. So are the impressive likes of Skywarp and Thundercracker, for that matter. All the craft -- even the cars -- can hover when necessary. High Moon felt it pertinent to implement this feature so that gamers could easily get around the environments, effortlessly strafing left and right. As soon as players drive forward, though, the vehicles drop back to the pavement, their wheels lock into place and they drive as normal.
The cars are exceptionally fast on the ground floor, allowing for drifts and big air over jumps. All of the characters have been completely redesigned compared to either the Bay movies or previous Transformer cartoons or games. The Autobots all look like concept cars -- smooth, sleek. Meanwhile, the Decepticon models have more on common with big, menacing muscle cars. Controlling the jets looks particularly fun as you can float in the air, then zoom forward toward a platform, transform mid-flight, land on area, jack into a turret and shoot down some enemies, disengage and then take off into the air again. It's seamless and incredibly quick.
War for Cybertron is not a single-player-only affair. The entire game can be played cooperatively by up to three players. Indeed, even in the solo campaign, the artificial intelligence controls your two remaining party members as you run, drive, fly and gun you way through missions. "I believe the campaign level reaches its zenith when you're playing with real people," says Tieger of the cooperative play.
And then, yes, there is a multiplayer mode. And of this, High Moon Studios is staying fairly quiet. What it will say is this. "We have been all about multiplayer since the first minute we started. It's not tacked on. It's one of the pillars. A full chunk of what we've put together here. A serious hardcore gamer multiplayer experience that people will playing long after it ships."
http://uk.xbox360.ign.com/articles/107/1072356p1.htmlSounds good.