Transformers: Fall of Cybertron (video game): Difference between revisions

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*[[Optimus_Prime_(Prime)|Optimus Prime]] <ref>[http://www.gameinformer.com/b/news/archive/2011/10/06/november-cover-revealed-transformers-fall-of-cybertron.aspx November Cover Revealed]</ref>
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Revision as of 01:59, 29 December 2011

"My focal ep never got broadcast in North America, so I lack a clever quote."
"My focal ep never got broadcast in North America, so I lack a clever quote."
Autobots, transform and roll out!

It has been suggested this article should be moved to Transformers: Fall of Cybertron.
If you agree or disagree, please discuss why on its talk page.

Reason: The franchise and video game pages are set for deletion, and if this page is to remain the only FOC page, we must remove the parenthesized "360/PS3" from the name.



Aligned continuity family
« Fall of Cybertron »

Transformers: Fall of Cybertron is a direct sequel to the 2010 game War For Cybertron, due for release in fall 2012. Published by Activision and developed by High Moon Studios, Next Level Games and Vicarious Visions, the game is a continuation of the events of War For Cybertron, It explores the Autobots's attempts to escape from a rapidly deteriorating Cybertron aboard the Ark, as well as the gradual downfall and collapse of the remnants of Cybertronian society. A side story also focuses on the creation of the Dinobots.


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Gameplay

In an extensive interview with London's The Metro, Matt Tieger spoke at length about the gameplay improvements Fall of Cybertron would feature. Tieger acknowledged War of Cybertron's story was undermined by designing the game levels first, and then finding ways to build the story around it. The story in Fall of Cybertron will also be given depth by Teletraan 1 terminals throughout the game, designed to give the player more information on the backstory of characters, events, etc. This time, the story's first act focuses on the Autobots, the second on the Decepticons and then returns to the Autobots, as opposed to having essentially two games about each faction that did not offer a different experience. Tieger promised the locations would offer the player more freedom, a sense of breathing space between gunfire gameplay segments, and the choice of whether to pass obstacles in robot or alternate mode (rather than forcing them to race to the next part of the map). Unique weaponry befitting each character's original tech specs were also promised, as well as more unique locations, with artists rendering different types of "rusted, pitted, steel, nickel, chrome" metal environments.[6]

Footnotes