Transformers: Fall of Cybertron transports you to the final days of the planet Cybertron where you will experience the darkest hours of the apocalyptic war between the AUTOBOTS and DECEPTICONS. Embark on an adrenaline-fueled journey through a wide range of missions and massive environments designed around each characters unique abilities.
When I first discovered the titanic Autobot Metroplex would be making an appearance in Transformers: Fall of Cybertron, I experienced a brief rush of excitement—maybe Hasbro would make a new proper Metroplex toy! They'd reused the name for a silly giant from the Transformers: Cybertron line, why not?
Eventually I convinced myself this would never happen. He's too large, too pretty. Besides, I asked Hasbro PR guy Joe Moscone if there was a Metroplex in the works at last year's San Diego Comic-Con, and he told me there were no plans to make a new Metroplex toy. That's the same Joe Moscone that sent out the press materials today for the new Transformers debuting at the New York Toy Fair this week. Toys including the Titan-class Metroplex, standing over two feet tall and priced at $125.
Joe's a bit sneaky.
He's (Metroplex, not Joe) the tallest official Transformer ever, standing slightly higher that former title holder Fortress Maximus. He's also beautiful. Just look at him.
That's his robot mode, obviously. Like the original Metroplex he also has a vehicle form...
...and a city mode.
Metroplex isn't the only cool toy coming out of the Transformers Generations line this year. Triple Changers Springer and Blitzwing triumphantly return to store shelves, which is incredibly exciting. The purple Megatron from Fall of Cybertron makes an appearance (correction—it's Stealth Bomber Megatron from the IDW comics), and my goodness—the first official figure of Orion Pax, the Autobot that would one day become Optimus Prime.
That's an exciting line-up, but Metroplex—Metroplex wins everything. Thank you, Hasbro. My children are in the mail.
Rock, Paper, Shotgun - email@example.com (Alec Meer)
Three or four years ago, I would have fallen to my knees and begged for a Transformers MMO. Today I would not, which is partly because I feel totally burned out on MMOs and partly because my knees increasingly make this unpleasant clicking noise if I bend them too abruptly. But you can be damned sure I’ll at least have a big old fiddle with the character creator in Jagex’s upcoming Transformers Universe even if the long-haul of levelling and whatnot is too galling.
Get a look at the first proper in-game footage below. Spoilers: robots. (more…)
Download this pack to get a host of new characters for Multiplayer (AUTOBOT HOUND, KICKBACK, SHARPSHOT and HARDSHELL). In addition you also get the Generation 2 BRUTICUS colors and 2 unique weapons for use in the single player Campaign (Retro Blaster and Shock Cannon). Lastly, G1 OPTIMUS PRIME is also included for use in both the single player Campaign or Multiplayer.
The recent introduction of the Dinobots to Transformers: Fall of Cybertron's multiplayer seems to have been a rousing success. Now comes the time of the Insecticons.
The Insecticons downloadable content hits later today, adding Shockwave's big bad bugs to the online battle. High Moon has morphed the mechanical critters so they fit into the four established classes, so they won't be any more powerful than regular multiplayer characters, but I don't know — there's an intimidation factor there that someone that really hates bugs can't avoid.
Not a big bug fan here.
To usher in the Insecticon swarm, High Moon Studios senior creative director Dave Cravens answers questions you might have been asking in this informative and entertaining Q&A.
And remember, they aren't in our way — they're our way in.
1. Who are the Insecticons?
They're these super creepy Decepticons that normally hang out beneath Cybertron's surface and feed off the core. Since the planet's core has shut down they've begun to surface looking for energy. Shockwave discovered them and began to experiment and dissect the Instecticons to create even more horrific creatures to be used against the Autobots. Shockwave believes the majority of Insecticons are distant clones from the originals, of which he has found three: Hardshell, Sharpshot and Kickback. That's how our story goes, which Hasbro was a big fan of and has instituted as part of their new canon.
2. How do they fit in with the single player story?
In Fall of Cybertron, the Insecticons are the ones to first take down Grimlock and his team-overwhelming them by sheer numbers. This allows Shockwave to capture them and ultimately transform Grimlock and his buds into the Dinobots we all know and love today.
3. What made High Moon decide to put them into Multiplayer?
We thought it would be cool, and the Dinobot DLC needed a Decepticon foil. Once we figured out how to do the Dinobot DLC, the Insecticons were the next logical step. It's like a two-step. You ever two-step? Does anyone anymore? Ballroom dancing is a lost art, Kotaku.
4. Why weren't they in the original game – why are they DLC?
A lot of the DLC stuff came on very late in the project. These are often ideas one hopes for, but never know if you're truly going to have the time to do it until you've taken care of all the other priorities first. Dinobots and Insecticons were critical for the single player game, so they were originally built to fulfill that need. Sure, they'd be cool for multiplayer, but first we had to make certain that the core multiplayer experience was as tight as it could be. Once all the dust settled, the team busted ass to see if the Dinobots and Insecticons could work in multiplayer. This is easier said than done. Sure, they're essentially fitting into the existing classes, but there's a lot of work that goes in making certain all the parts are interchangeable for the customization, that the animations hook up, and of course that the speed at which a player controls them fits smoothly into the multiplayer experience and looks cool. I'm happy to say the team pulled it off.
5. Did they present unique gameplay challenges in terms of their "vehicle types" and weapons?
Again, we decided to place them in existing classes so as not to upset the carefully crafted balance we have going on in multiplayer. The last thing we want is any new character being so powerful that no one can take him, that sort of thing. That said, it's pretty cool to see the Insecticons crawling and flying around and raising hell in a multiplayer match.
6. What has been the fan reaction to the Dinobots so far, and how do you think they'll like playing as the Insecticons?
If you jumped into a match right now, you'd probably see 65% of the people playing as a Dinobot. It's pretty cool, and almost a reason in of itself to buy Fall of Cybertron. Of course there are so many MORE reasons to buy it, like it's a fantastic story, it's the best Transformers gave EVER, etc. etc.. I think come tomorrow you'll see 50% Dinos and 50% Insecticons tearing each other part. It will be EPIC.
Rock, Paper, Shotgun - firstname.lastname@example.org (Jim Rossignol)
Hmm, this looks like old news, since the DLC has been out for a bit, but since we are the PC’s premier site for Transformers news, I feel duty-bound to post it: below is a trailer for Fall Of Cybertron‘s Dinobot DLC. As you might expect, it allows you to play the lizardly Transformers in multiplayer. It also contains retro Optimus Prime, insecticons (I think? – I originally mistyped that as “invectobots”, which would a different type of transformer entirely) and some other robo-stuff.
For a transformative opinion on the game’s multiplayer, you can read Alec’s verdict here. He also held forth on the single player. (more…)
GENERAL • Fix for achievements text • Updated Credits Movie
MULTIPLAYER • Changes to Host Migration (patched on server) • Fix for G1 skins being playable in Multiplayer (patched on server) • Connectivity Bars in Game now reflect connectivity properly • Network connectivity support for users who dont have a Router has been enabled • Scientist is now awarded 1 point on the leaderboard for every 3 full heals in Conquest and Headhunter Multiplayer modes only.
MULTIPLAYER CLASS FIXES/BALANCE Infiltrator • Scatterblaster damage increased to 15 per pellet from 12 Those who got early access to the demo know the scatter blaster started off as a beastly weapon, we overshot our correction and were hopeful we've found the right setting. • Fireblast upgrade burn damage increased from 15 per second to 20 per second The reduction in pellet damage was not being offset enough by the fire damage, so weve upped the fire damage a bit, each shot will do an extra 10 fire damage. • EMP Intercooler upgrade now changes the grenade recharge to 10 seconds instead of 7.5 We know its super fun to run around throwing emp grenades willy-nilly, but it was too much. Besides, you can get the Intercooler pickup and still go crazy. Scientist • Gear Shredder homing increased This weapon is showing up as the weakest of the scientist weapons and we think the best way to improve it is to increase its homing function. • Sentry Damage increased from 8 to 10 per shot The sentry was not quite giving the offensive boost we were hoping for, this should help. Destroyer • Reduce the Thermo Rocket Cannon damage from 300 to 250 - The Destroyer was showing up as the most powerful class by a small margin and we think the Thermo Rocket Cannon is a big reason. • Chaos Rift Combuster Damage and Damage Radius significantly increased You should be doing closer to 300 damage if you manage to hit a guy with both the initial blast and a cluster bomb. Hopefully this make the Combuster a better option. • Barrier Cooldown increased from 7 to 10 seconds 7 was too fast, it was practically always available Titan • Harvester damage reduced from 20 to 17 This combination of damage output and healing was too much, were preserving the healing functionality and reducing damage. • EDK Techvolt damage increased to 140 from 115 The beams look cool, but it needed a little more bite. • Flak Shield can absorb 500 damage instead of 666 The flak shield was showing up as clearly being a better choice than whirlwind so were slightly reducing its power.
Tuning changes from High Moon integrated into the game described by: http://www.highmoonstudios.com/community/hms/blog
The single-player portion of the PC version of Transformers: Fall of Cybertron is pretty great, capturing all of the action and adventure of the console versions aptly. The online multiplayer, on the other hand, isn't so hot. High Moon and friends are working to make it better.
Connecting to multiplayer is hard. Getting together with your friends is tough. Staying with your friends is tough. It's as if the Xbox 360 architecture, which limits the number of people that one can have on their friends list, made it into the PC version, and if friends aren't on your list, good luck playing with them. Others report sound issues, missing animations, and various other problems that occur when you hop on the PC train as late as Fall of Cybertron did.
After a little poking about at the behest of fans like Twitter's GaemOevr, Activision passed along the following statement, also posted on High Moon Studios' blog.
Activision and High Moon Studios are firmly dedicated to providing a fun multiplayer experience in Transformers: Fall of Cybertron. We've seen some concerns from PC fans about the online experience and have been working hard with internal and external teams to address any issues. These actions include the following:
· Near launch date, we caught and immediately fixed a bug that dealt with PC host migration.
· High Moon recently released a patch for the console versions of the game that included a number of small changes to the dynamic gameplay balancing and tuning, and these changes are currently being tested for the PC. We are working hard to get this finished for PC gamers in the next week.
Well thank goodness they caught that bug in the PC migration — around the time of launch. Not actually a good sign, but as long as they're working to make it better and not say, giving up and hiding (War for Cybertron), then we're on the right track.
Rock, Paper, Shotgun - email@example.com (Alec Meer)
Last week I told you all about Transformers: Fall of Cybertron’s barrage of fanservice that is its singleplayer mode, and now here are some thoughts on its team-based multiplayer. >
No posturing Megatron-Optimus stand-offs or piloting of walking cities here: multiplayer is a completely different game, as is so often the case for shooters. While the campaign involves running and blasting easily-dispatched drones as an improbably self-regarding soundtrack booms and familiar faces jabber gags and exposition, FoC’s multiplayer is actually about transforming.> (more…)