- Motto: "So long as a noble warrior lives, he must never give up the fight until his final breath."
- Weapon: Energo-Sword
In this topic I will list everything I have taken note of so far in every hands on preview and gameplay video I have watched from the DoTM video game, and things that have carried over from both RoTF and WFC into this new addition to the line of TF games.
1. Character customization from WFC still exists according to TFW2005's hands on review of the multiplayer demo. While you're using the actual characters (Starscream, Megatron, Optimus Prime, etc.), you can still change the color scheme so that everyone doesn't look the same, or choose to remain with the default movie color schemes. In this case, there's the possibility that you could create, say, a G1 color scheme Starscream.
2. You most likely cannot climb buildings much like you could in RoTF, you can still jump on top of them though.
3. The health and ammo system from RoTF carries over to DoTM as compared to WFC. You don't run out of ammo, but you do reload clips so there's no spam fire (like RoTF's weapons overheating). Health self regenerates almost exactly like RoTF, you simply need to go a few moments without taking damage and your health will begin to auto replenish itself. I personally preferred this health system over WFC, as constantly trying to look for Energon during a battle was cumbersome to the flow of things, where as RoTF's was more fluid, and true to the live action Transformers universe for recharging methods, WFC's manual recharge system did fit G1 since they had to manually recharge, however.
4. Stealth Force is almost an exact copy of the hover system from WFC vehicular modes, however, you move much faster, but you cannot jump with ground vehicles from I've witnessed, though the advantage is that there is much more firepower and a little extra protection. An addition is that trucks and cars all seem to have the boosting ram ability that Leaders used in WFC.
5. Power-ups are once again present, however there are at least three that have been seen so far as compared to just overshields. There are double damage power-ups which are red in color, overshields are once again blue, and one unnamed green power-up. Whether this is a result of a buff ability or not remains to be seen.
6. The class system also carries over from WFC, The only real differences are that all classes excluding the Scout have been renamed (Scientist=Hunter, Leader=Commander, Soldier=Warrior), and some abilities and weapons are given to different classes or specific characters. For instance, Hunters (Scientists) have the hover ability now instead of the Warriors (Soldiers), but Commanders (Leaders) still retain some buffing abilities (whether or not they are the same as War Cry has yet to be seen).
Also, the jet characters (Hunters, Scientists), while having the advantage of taking to the skies with speed and attacking from above, seem to have slightly better endurance than WFC, but their killing power has been somewhat nerfed, making them hit-and-run to aerial bombing damage dealers and dog-fighters. Scouts have also not only had their killing power reduced, but also their health, they are now hit-and-run specialists that are meant to get in and out of skirmishes quickly without drawing much damage.
7. Escalation and Co-Op modes have been omitted. While Co-Op Campaign isn't a total loss due to the missions being centered on one character at a time, the lack of Escalation is due to time/budget restrictions, this is disappointing, as it was a major replay value component that WFC boasted. However, with the apparently improved multiplayer, the game might still have a decently sized community online. Hopefully an Escalation mode can be released in a DLC pack later on.
So far, the majority of the hands on reviews have mostly agreed on the multiplayer in DoTM as being an improved version of WFC's. However, double jump has been omitted (the game is said to have a more realistic feel), and all characters move at greatly different speeds, Warriors being the slowest, Scouts being the fastest on foot, Commanders having a balance of speed, power, and endurance, and Hunters apparently having moderate moving speed on foot. There are a lot more characters (chassis) to choose from, and a bit more thinking to put into playing to fit all kinds of different battle situations.