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Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

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Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby Seibertron » Fri Aug 03, 2012 10:55 am

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Popular game site Kotaku will be hosting a live Q&A with Matt Tieger, the game director on the highly anticipated Transformers Fall of Cybertron game. Kotaku said it best: "That's probably a fun job, but let's not assume anything. How about you ask him yourself?" Tieger, whose team at High Moon Studios is releasing Transformers: Fall of Cybertron this month, will be joining Kotaku live to answer your best questions in just a few minutes, starting at 1pm ET (12pm CT / 11am MT / 10am PT). Join Seibertron.com in this Q&A to find out the answers to all of your burning questions.
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Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby Seibertron » Fri Aug 03, 2012 2:01 pm

Motto: "Tell my tale to those who ask. Tell it truly; the ill deeds along with the good, and let me be judged accordingly. The rest ... is silence."
Weapon: Twin Shock-Concussion Missiles
Earlier today, popular game site Kotaku hosted a live Q&A interview session with Matt Tieger, the game director of the highly anticipated Transformers Fall of Cybertron game. The session ran for about an hour starting at 10am PT. Fans quickly bombarded Tieger but he addressed many of the questions presented to him.

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Here's the full interview from Kotaku ...

MrOpto: How did you first get the Transformers license? Did Hasbro put out offers or did you go them?

Matt Tieger: ATVI already had a relationship with Hasbro, but what they were looking for was someone to make a non-movie based game. They both felt that we would be a great fit and War for Cybertron was born. The success of that game allowed us to make Fall of Cybertron.

bigduo209: I love games that use Sci-fi inspired weaponry/abilities and not just future-looking guns (Ratchet and Clank, Bioshock), how many crazy weapons have you made for Fall of Cybertron?

Matt Tieger: The great thing about this game world is that there are absolutely shotguns and sniper rifles, but also lightning guns, acid guns, and 'tron' disk guns. The guns are divided into Primary and Heavy weapons. Many (but not all) of the more sci-fi guns fall into the heavy weapons category. In SP there is a Teletraan Store where you can buy and upgrade those weapons. In MP the weapons are divided between the classes based on countless play testing hours - so not every class can use every weapon. As to the exact number of them, since you explore and find blueprints to unlock them i don't want to spoil anything, so ill say quite a few more than we ever had in War for Cybertron.

Jason Schreier: How would you convince a non-Transformers fan that he/she should play your game?

snowtires: Play the demo, it's awesome.

Matt Tieger: Good Question, and one that I often think about. The worst compliment we get about War is, "what a great game, too bad nobody knew about it." What i would say is this (in my most passionate game dev voice. "forget Transformers, forget Michael Bay, forget the toys, and consider for a moment a game that allows you access to your vehicle at any moment in time, a game where the core tactical choices are movement based, and now imagine a game where each character is a unique experience with different vehicles or special abilities. This game offers something that no other game can, huge variety and tactical variety. Oh yeah and it happens to be Transformers"

SaburoDaimando: What are some of the lessons you learned on designing Fall of Cybertron compared to War for Cybertron?

Matt Tieger: When we developed WFC we looked for similar games that tackled similar level design issues and frankly, found none. So we blazed a trail and learned alot. With FOC we again did a survey and found WFC to be the only comparable game, so we set out to exceed it in every way. As one example, the driving got a bit stale in WFC, it might seem like a small thing but in FOC we added terrain, so instead of all flat metal surfaces, you now had hills - which innately make driving more fun. We also bowed down to the gods of player choice, and for much of the game you can tackle problems as you see fit - stay in vehicle the whole time, Transform constantly, etc. We had some of that in WFC, but now it is the rule in FOC.

Mike Fahey: WHERE IS OUR BEAST WARS GAME!?!?! ALL CAPS!>!!>!??

Hlokk: Most important question! Notice the all caps!

Matt Tieger: I get asked this alot. Lets see how this game does. We do have Dinobots and Insecticons, so i'd say its in the realm of possibility - someday.

Marquis_Gabriel: When taking on a IP, especially one with tie in's to a movie. What are your expectations?

Matt Tieger: just to make sure - we are not related to the movies in anyway, we are a distinct storyline. We do this by telling their story before they ever reach Earth. With any game you need to find the 'heart' of what makes that game so unique (original or licensed). Strip everything else away and Transformers are about 'transforming' (i know sounds simple, right?). By focusing on that single concept and making everything else supportive to that, we stay true to the license while still making a great game.

KnickKnackMyWack246: How does this universe connect (if at all) to any Transformers stories other than G1? A friend of mine suggested it's a prequel to Transformers Prime while another believes it's a prequel to the Michael Bay films. Can you clarify?

CodeMonkey76: It's a prequel to the G1 television series

Matt Tieger: G1 is our primary touchstone, meaning that we look to G1 for visual ques, abilities, VO quotes, etc. We look to not violate the Movie universe, but aren't beholden to it (and we do in-fact stay in the distant past to help with that). Prime has the most relevance with our game, there are many things introduced in WFC that are not part of the Prime show, like Dark Energon. There are a few elements that have the same 'visual DNA' like the Nemesis for example.

Emmerson: With how the Transformers scaled in the first game, with Scorpinok and Omega Supreme being the biggest we had seen. Then in the second game with having combiners, and then summoning Metroplex, how can you guys top that in terms of Transformers power and scale? How will you handle the issue like Fortress Maximus and Unicron?

Matt Tieger: Quick edit : last game didn't have Scorpinok in it (although that would have been cool) it had Trypticon. Your essential question is, "How do we keep ratcheting up from here?" Honestly, I dunno - you made some good suggestions, what we will do is wait and see what the reaction from this game is before thinking that far ahead.

Brian Erice: Im curious about the campaign design change for FOC. Why did you move away from the two split campaigns that were in WFC?

Matt Tieger: Excellent question. Game Director is often thought of as the best job ever, and some days it is, but often we have to make excruciatingly tough calls - the campaign change was one of those. In WFC, you had 2 separate campaigns that you could play in either order, so we never knew how you were going to play. What this meant for the game that there were functionally 2 first levels, 2 second levels, 2 3rd levels - you get the picture. and when you had played 50% of the game you had really played 100% of the game. We believe that one of the primary reasons for the major criticism of the game, "The gameplay got repetitive", was in-fact because it DID get repetitive based on the campaign structure. So we made a single interwoven campaign where we could pace it well.

Mungry: Hey Matt, huge fan and I love everything about the game we have seen so far! My questions is about multiplayer. I am wondering if their will be killstreak rewards in the game and if we can expect new multiplayer game modes as the game progresses through its life? Thx - SoooMungry

Matt Tieger: SoooMungry - I'm actually a fan of yours. At the studio we watch your Youtube channel and read the comments - thank you for your excitement for the game. Regarding Killstreaks, we had them in for a while during our dev of the game, we took them out for balance reasons. Let me explain, every game has a very unique MP pace and with all the changes from WFC, what we were seeing was runaway gamers, specifically due to killstreaks. By removing them, they game was more competitive. Along a similar vein we removed double jump, many gamers initial reaction were negative until the played it for a bit and realized that the streamlined approach actually made it better. remember this isn't WFC2 this is FOC.

DinoDinoBot: What made you guys change your mind about releasing it on PC after you said you wouldn't? And what do you think is the best addition or special feature in this version?

Thanks for the Q&A.

Matt Tieger: coming off of WFC we needed to laser our focus on FOC. Reducing the number of platforms that we ship on was one way to do that - and it was the right call for the dev team. The fan outcry wasn't lost on us, however and once we saw how much PC gamers wanted it we started looking for solutions. The short version is that, a PC version exists because of the fans.

czen2: Is there any plans to include other combiners like the aerial bots ,protectobots, or even transformers like ultra magnus ,hot rod,cup, etc.

Matt Tieger: Yes and no. The curse of Transformers is that there are so many of them. Last time I spoke with Hasbro i asked them how many there are, their response was in excess of 11,000! We simply cant put that many into the game. What we do have is customization in MP. There are millions of combinations and enough color choices that you can make, and name, a garage full of Transformers.

Emmerson: As my favorite Transformer(s) ever, I have to ask, Where is Devastator? Any chance on seeing him in the new game?

Matt Tieger: Devastator isn't in this game. however, who knows where we go from here

Leebee: how did you guys approach designing multiplayer this time around? what features did you guys want to add to make it fresh from the last game? how often did you guys release new builds to tweak overpowered/underpowered stuff? will keeping the MP suite fresh and balanced be a priority for you guys after release?

I'm a huge fan of asymmetrical competitive multiplayer design, and I love giant robots. you could say that I'm a huge fan of your games. :3

cheers, and thank you.

Matt Tieger: We host 5pm MP matches for the team, EVERY night through the ENTIRE project. Now not everyone can play every night and sometimes the build breaks, but more often than not the team is playing. What that means is that it gets tweaked every day, we try all sorts of stuff, game modes, who has what gun, footspeed adjustments, everything. the 'secret sauce' is countless hours by a dedicated team.

James De Moss: Will we see humans in the franchise? I know WfC and FoC take place waaaaaaay before humans were in the picture, but will the franchise ever go that far into the future?

Matt Tieger: Certainly not is this game, but we will have to see.

Aidil42: During development, with all ideas flying around, do you sometimes wish you're not tied up to an already established franchise?

Matt Tieger: In this case, i'd say no. The harder decisions are what not to put in.

FullmetalPrime: Are there any characters, save the Dinobots of course, that you'd like to have included into this months Fall of Cybertron?

Matt Tieger: Triple changers. I always thought that concept was a cool one. We just didn't have the bandwith to do it right, that I am not sure how much fun Astrotrain's train mode would be.

CFNexus: Any chance there could be a Transformers MMO in the future? Ive been thinking about 1 for years. I have already thought of character creation, mechanics and plenty of other things. I think and MMO has some very interesting things going for it.

Callum F, Northern Ireland.

Matt Tieger: It is definitely a big enough universe, but at HMS we aren't geared for MMOs.

mandrate: Is Co-op has been taken out for a more immersive single player storyline?

Matt Tieger: I mentioned earlier about tough decisions - this was the other big one. We do however recognize that Co-op is part of fan expectations, so we really put a lot of focus on Escalation. It is crazy addictive 4 player online Co-op, trust me you will like it.

Zurick: Will there be a 3rd game in the series?

Matt Tieger: Maybe. Lets see what the fans are saying about this one first.

dinowho: Why you no give autobots combiners? AerialBots! Thanks for revitalizing the Transformers to the glory they deserve

Matt Tieger: Deceptions get Bruticus, Autobots get Dinobots - sounds pretty fair to me!

Glenn Beck: Pre-order G1 DLC has been shown played to "The Touch." Make us all happy and tell us you have some Stan Bush somewhere in the game.

Matt Tieger: you will be happy.

Trax0r: How come it took 25 years for a designer to finally make a great Transformers game (WFC)? It seems like its the perfect premise and platform for a good story/fighting/shooter, and yet until, WFC, the ones that did come out were total shit.

Matt Tieger: Transformation is a tough concept to wrap you brain around. It sounds simple enough, but when you start to really knuckle down with the geometry and the mechanics it is a unique problem with no real parallels. We took this as an opportunity to do something different, I am glad you feel that we succeeded.

opieman2010: From what I can understand, War and this game are considered the "revised" official canon for the Transformers, as well as the Prime cartoon. How involved was Hasbro, outside of just overseeing the story? Were any other writers brought in to work on this that have also contributed to the Transformers story?

Matt Tieger: Hasbro was very involved, but the story starts and ends here are HMS. We have some very talented writers, a studio full of G1 fans, and a design staff that is passionate about bringing the story out in the world.

Cabbagetroll: Any hints to what else you guys are working on? Maybe a little bit of news about Deadpool?

Matt Tieger: No can do.

frizzlestick: The first level of the demo had you playing as Bumblebee, but for some reason his voicebox was smashed. I really enjoyed Johnny Yong Bosch as Bumblebee in the first game, so will he still have a voice or is this a reflection of the Bay-era where he never speaks?

Also, Dinobots are awesome, but they did get messed up by Devastator in the 80's film.

Matt Tieger: BB does not have a voice in FOC. This is one element that is in fact a reflection of the Bay movies. Per a comic that was a 'movie prequel' he has his voice box crushed by Megatron, in the game there is a VO that allude to that fact.

Chris Zombiechild: Are there any other cartoon series from the same era that you would like to make a game for?

Matt Tieger: Thundercats, Dinoriders, He-Man. Not sure that anybody other than me would want to play them, but they could be awesome. Also Big Trouble in Little China would make an amazing video game.

djs2879: How soon do you expect the Dinobot DLC to come out after launch?

Matt Tieger: not soon enough by most peoples standards, but it will happen.

Anubis_Arcane: Will we be able to use our custom built transformers for escalation mode? A few of my friends and I were wondering if that might be a possibility down the road.

Matt Tieger: in Escalation you play as the named characters, we chose this for 2 reasons. 1 so that you could use the official iconic characters with your friends and 2 because that mode requires an extreme level of balance within the team, we needed to set the rules.

montymonster50: I love the WFC multiplayer, but I thought it died out (relatively) quickly. Are there any plans to expand the multiplayer to keep players involved for a longer period of time?

Matt Tieger: Tell your friends about it. Seriously, we are very hopeful that the community can reach a much larger self-sustaining size this time around. ATVI has gotten behind the product in a big way, so if you love it help us get the message out there.

Seibertron.com: Are there any Easter Eggs in the game that die-hard Transformers fans can look forward to? (other than Stan Bush's "The Touch")

Matt Tieger: tons of them, keep your eyes open

TheBigTsk: Will the MP skills that were so popular in the first game be back? Right now there doesn't seem to be much info and the info that is out there looks bleak.

Matt Tieger: This game stands on the shoulders of WFC, but it isn't WFC2. Things are slightly different, and in our opinion significantly better. What I suggest you do is try the demo, you initial reaction might be that you miss something specific, but i'd bet that after a few matches you will realize the clarity of the MP experience and see how much better this game is. WFC had really good MP, FOC has great MP.

mannoroth0913: My question has to be: Is Grimlock as amazing in game as the trailers make him out to be, because there's no way I can miss a chance to play as the King

Matt Tieger: Yep. Not only is the gameplay fun, it is very unique compared to every other playable character and the story is exceptional - you get to see how they are created in a brand new official cannon story.

Atomic3xplosion3564: Is it possible for you guys to make a movie?

Matt Tieger: LOL. I hear that alot. Thanks for the vote of confidence.

Liquid-X: Will we get some version of Starscream in a cape and crown?

Matt Tieger: smells like an easter egg to me.

opieman2010: What does an Easter egg smell like? Probably a lot like a regular, hard boiled egg.
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby Megatronsdemise666 » Fri Aug 03, 2012 3:42 pm

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dinosaurs!!!!!!! :D

i love looking for easter eggs :p
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby jgilkinson » Fri Aug 03, 2012 3:51 pm

"Glenn Beck: Pre-order G1 DLC has been shown played to "The Touch." Make us all happy and tell us you have some Stan Bush somewhere in the game.

Matt Tieger: you will be happy. "


:DANCE: :APPLAUSE: :DANCE:
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby Megatron Wolf » Fri Aug 03, 2012 3:52 pm

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So bumblebee not talking is a nod to the bay movies............ why not just tell us the truth hasbro told you to do it. Whats the point of doing Q&A if your not going to tell us anything useful. But on another note I hope once they're done with FoC they release some info on Deadpool, right now i care more about that game than i do about Tranformers.
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby Seibertron » Fri Aug 03, 2012 4:34 pm

Motto: "Tell my tale to those who ask. Tell it truly; the ill deeds along with the good, and let me be judged accordingly. The rest ... is silence."
Weapon: Twin Shock-Concussion Missiles
Megatron Wolf wrote:So bumblebee not talking is a nod to the bay movies............ why not just tell us the truth hasbro told you to do it. Whats the point of doing Q&A if your not going to tell us anything useful. But on another note I hope once they're done with FoC they release some info on Deadpool, right now i care more about that game than i do about Tranformers.


This is part of the Transformers Prime continuity. It's already been established that Bumblebee doesn't have his voice. They're just following suit and keeping with the overall continuity.
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby Powermaster Jazz » Fri Aug 03, 2012 4:44 pm

I had no idea Glenn Beck was a Transformers fan. I guess he ain't all that bad a guy after all.
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby Trikeboy » Fri Aug 03, 2012 6:39 pm

Chris Zombiechild: Are there any other cartoon series from the same era that you would like to make a game for?

Matt Tieger: Thundercats, Dinoriders, He-Man. Not sure that anybody other than me would want to play them, but they could be awesome. Also Big Trouble in Little China would make an amazing video game.


OMG, if HMS released a Dino Riders game I would be so damn happy. He already saved the Dinobots, bring back that franchise. Also, classic Thundercats, not the stupid remake please Matt.
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby wewyllenium » Fri Aug 03, 2012 7:51 pm

The game is really fun. This guy seems really passionate about their product. I really hope more people would give their game a chance.
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby orangeitis » Fri Aug 03, 2012 11:48 pm

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Matt Tieger: G1 is our primary touchstone, meaning that we look to G1 for visual ques, abilities, VO quotes, etc. We look to not violate the Movie universe, but aren't beholden to it (and we do in-fact stay in the distant past to help with that). Prime has the most relevance with our game, there are many things introduced in WFC that are not part of the Prime show, like Dark Energon. There are a few elements that have the same 'visual DNA' like the Nemesis for example.
Matt Tieger: Hasbro was very involved, but the story starts and ends here are HMS. We have some very talented writers, a studio full of G1 fans, and a design staff that is passionate about bringing the story out in the world.
Oh my...
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby Deathsanras » Sat Aug 04, 2012 3:57 am

orangeitis wrote:
Matt Tieger: G1 is our primary touchstone, meaning that we look to G1 for visual ques, abilities, VO quotes, etc. We look to not violate the Movie universe, but aren't beholden to it (and we do in-fact stay in the distant past to help with that). Prime has the most relevance with our game, there are many things introduced in WFC that are not part of the Prime show, like Dark Energon. There are a few elements that have the same 'visual DNA' like the Nemesis for example.
Matt Tieger: Hasbro was very involved, but the story starts and ends here are HMS. We have some very talented writers, a studio full of G1 fans, and a design staff that is passionate about bringing the story out in the world.
Oh my...


Sounds like Hasbro needs to sit him down for a chat.
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby MGrotusque » Sat Aug 04, 2012 8:38 am

The fact that he even mentioned "Big Trouble in Little China" makes him a good guy in my books. It's really one of the best movies ever made.......ever. [-(
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Re: Q&A with Game Director Matt Tieger from Transformers Fall of Cybertron

Postby zko » Sat Aug 04, 2012 5:57 pm

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monstergrotusque wrote:The fact that he even mentioned "Big Trouble in Little China" makes him a good guy in my books. It's really one of the best movies ever made.......ever. [-(


Seconded, I was shocked to see Kurt Russel catch a knife, because I hadn't yet seen "Escape From New York" at the time... also Kim Catrall or whatever her name is was majorly hot back then.

EDIT: Evidence from unicron.com forum (notice the date of the post in 2010, also when speaking of cheesy effects I was talking about 007, not the others!):
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Twincast / Podcast #91:
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