Review: Transformers: Fall of Cybertron (Xbox360)

AussieGamr
Squish Turtle
Published in
6 min readAug 29, 2012

Transformers: Fall of Cybertron is possibly the best Transformers game, ever.

It’s hard to imagine that after two decades the series hasn’t managed to find the same level of success, from a fan perspective, as the 1980’s Generation One animated series.

Thankfully the team at High Moon Studios, themselves ‘G1’ fans, has finally delivered a Transformers game that long-time fans can be proud of, while offering an entertaining, albeit slightly problematic, gaming experience.

The Review

Transformers: Fall of Cybertron takes place shortly after 2010’s War for Cybertron and begins with the Autobots leaving their dying home world, heading towards a mysterious space portal.

During this attempted exodus their transport ship, ‘The Ark’, is attacked by Decepticon forces led by Megatron in an effort to prevent the Autobots from escaping. The ensuing battle leaves the two factions, as well as their respective leaders, locked in a struggle as they head towards the increasingly unstable portal.

Fall’s story takes a ‘flash-back’ like approach, recounting the events leading back up to this bombastic opener. As the narrative unfolds, long-time fans will be pleased to see plenty of old favorites pop up, as well as references to the 1986 feature length Transformers animated film; a source of many nostalgic and infamous quotes such as, “Coronation Starscream? This is bad comedy,”

Aside from catering to long-time fans sense of nostalgia, the story woven during the relatively short campaign is filled with heart-pounding excitement and high octane action set pieces. Much like its predecessor Fall of Cybertron tells an interesting and lore-rich story, drawing on a lot of different aspects of the franchises long, long history.

prime&metroplex

Unlike War for Cybertron which featured separate Autobot/Decepticon campaigns, Fall of Cybertron jumps between both sides of the war in the one cohesive story told over 12 different chapters. There is added benefit to this, as all weapon upgrades, collectibles and in-game currency is shared between both factions, though I’d say the most condemnable and welcomed change to the original’s formula is having one playable character per stage.

Opting for a predetermined character has given the development team more focus in how each stage is designed, something War for Cybertron was criticized heavily for with its same/same corridors. Removing the option to choose from three possible characters, that really were the same as one another, ensures that each stage is designed in a unique way to truly make use of the nominated characters unique abilities.

In one stage you’ll be shooting down Decepticons as Optimus Prime, gun in one hand and ordering air-strikes with the mighty Metroplex with the other, whereas the next you might be making use of Cliffjumper’s cloaking ability to slip through a Energon foundry undetected.

Or during a late-game stage where you control the all-powerful Dinobot, Grimlock, gone is the games standard shooting mechanic, replaced with arena like, melee based action.

Grimlock

For the rest of the game, the Gears of War inspired gun-play found in the first game holds up significantly well. The aiming/shooting mechanics are still tight and feel natural. And the ability to change your shooting arm is as welcomed as ever, especially since Fall doesn’t support a proper cover based system. Gameplay is ultimately a fun experience throughout, and even on the hardest difficulty you’ll encounter little trouble from the enemy A.I, though it can easily flank and overwhelm you if you’re not careful.

Where Transformer: Fall of Cybertron really does excel is when you’re given something different to play around with. This could be using Cliffjumper’s aforementioned cloaking ability or Swindle’s grappling hook as he traverses the exterior of a floating transport vehicle. Almost each stage offers a new gameplay hook that helps makes the experience feel new with each character.

This goes back to the choice of limiting the playable character for each stage, and how it offers up a more robust feeling.War for Cybertron was criticized for its repeated use of environments and lay-outs. No doubt this was a result of being able to choose from one of three characters, meaning the design of each stage had to accommodate all three. This just goes to prove that limiting play choice is sometimes a better choice in crafting a more interesting and varied experience.

The only downside to this goes hand in hand with the single player’s disappointingly short length. In one particularly fun and heart-pounding stage, you’re tasked with disabling the wheel couplings of an Autobot transport. Taking control of Swindle you’ll zip across the ground in vehicle form dodging and shooting. It was a little disheartening that standout moments like these were over before that really begun, though given the amount of variety it’s understandable.

This also highlights another fault of its predecessor, which was its lack of encouragement to use each characters alternative form. Outside of sky-based stages or a long strip of road, you didn’t really use a characters vehicle mode for a whole lot thanks to endless corridors and repeated environments.

shockwave

While playing Fall I felt encouraged to make use of each characters transformed form other than when it was required, thanks to some very welcomed new Cybertronian locations. The Transformer’s home planet of Cybertron is a wonderful place and High Moon has introduced some rather nice looking environments to explore.

This is made all the better with the muscle of the Unreal 3. While Fall isn’t as photo-realistic or crisp as other modern titles, the visuals are still pleasing enough to the eye. The models of the Transformers themselves are the highlight once again, as each character features an amazing level of detail complete with grinding, shifting and changing gears amidst flashing icons and panels. This level of detail extends to the environments themselves and you’ll no doubt stop every so often to soak in your surroundings.

Much like any game using Unreal 3 there are a few technical and visual hiccups that may, depending on the severity of the bug, hinder your enjoyment. The usual suspects rear their ugly heads such as texture pop ins or disappearing sound effects. A few times I found my character fall half-way into the floor. While I was still able to shoot (though had to compensate for the shorter height) and interact with the game world as normal, it was a little frustrating having to reach a checkpoint, quit out of the game and jump back in.

A highlight of the first game was the multiplayer options High Moon had no doubt worked hard on implementing, and I’m glad to see it return in a much bigger way. The games primary online multiplayer mode, which itself has a handful of different match types, though what has been included is a more robust ‘Make your own Transformer’ character creation system. Sure, you’re still restricted by pre-made parts, but the development team has included a wide range of variety so you can actually make your own unique Transformer.

Another returning mode is Escalation, a ‘Horde Mode’ like game mode. In Escalation you play either on your own or with friends online, in an attempt to survive 15 waves of increasingly difficult enemies. The more enemies you put down the more in-game currency (Energon shards) you will earn to buy new weapons, health and ammo packs.

multiplayer

While Transformers: Fall of Cybertron perhaps doesn’t have the same depth other online shooters offer, there is more than enough to keep fans coming back for more. Attempting to the reach the maximum level for each of the games four multiplayer classes, and surviving each wave for each map in Escalation, will keep you interested once you finish the campaign.

Growing up I would had easily climbed over my own parents for a Transformers game like this, and I’m happy that after twenty years I finally can. High Moon clearly understands the source material and has crafted a game that really plugs into fans nostalgia. While the game does stumble thanks to a disappointingly short campaign and some technical glitches, it doesn’t mare the overall experience.

Transformers: Fall of Cybertron is a game no Transformers fans should miss, and if you’re not a fan I still recommend it, it’s a remarkably enjoyable game.

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AussieGamr
Squish Turtle

Writer, blogger, Nintendo reporter for 10+ years. Creator of Atlantis Media and more