I guess that means he's too big to face Trypticon this time around.SoulReaverprime wrote:I just read part of the Game Informer article about FOC where they mention that in one level of the game, Optimus Prime awakens Metroplex to help fight the Decepticons, and that he is suposed to be at least 3 to 4 times the size of Omega Supreme from the last game. can't wait to see!!
Shadowman wrote:This is Sabrblade we're talking about. His ability to store trivial information about TV shows is downright superhuman.
Caelus wrote:My wife pointed out something interesting about the prehistoric Predacons. I said that everyone was complaining because transforming for them mostly consisted of them just standing up-right. She essentially said, 'So? That's what our ancestors did.'
SoulReaverprime wrote:I just read part of the Game Informer article about FOC where they mention that in one level of the game, Optimus Prime awakens Metroplex to help fight the Decepticons, and that he is suposed to be at least 3 to 4 times the size of Omega Supreme from the last game. can't wait to see!!
Yeah, Vortex is mentioned somewhere in this thread.Starscream GaGa wrote:Has anyone read the Gameinformer magazine yet? I havn't seen anyone mention the fact it confirms Vortex as a playable character, has a description of his level and pictures of both his robot and alt modes.
Shadowman wrote:This is Sabrblade we're talking about. His ability to store trivial information about TV shows is downright superhuman.
Caelus wrote:My wife pointed out something interesting about the prehistoric Predacons. I said that everyone was complaining because transforming for them mostly consisted of them just standing up-right. She essentially said, 'So? That's what our ancestors did.'
Starscream GaGa wrote:Has anyone read the Gameinformer magazine yet? I havn't seen anyone mention the fact it confirms Vortex as a playable character, has a description of his level and pictures of both his robot and alt modes.
Shadowman wrote:This is Sabrblade we're talking about. His ability to store trivial information about TV shows is downright superhuman.
Caelus wrote:My wife pointed out something interesting about the prehistoric Predacons. I said that everyone was complaining because transforming for them mostly consisted of them just standing up-right. She essentially said, 'So? That's what our ancestors did.'
When we decided upon Transformers as a cover story, I started asking around the office looking for ideas for our video coverage. Without a second of hesitation, Game Informer's own Jeff Cork demanded to learn how the team at High Moon Studios recreates the iconic sounds of the transformations. We are happy to say that we captured the process on video along with many other glimpses inside the creation of audio for Transformers: Fall of Cybertron. Three separate videos each capture an element of the audio work being done for the game, from the fun of foley sound capturing, to working with the inimitable voice of Optimus Prime, Peter Cullen.
Two competing storytelling philosophies exist in video games. One states that a game should be filled with a series of scripted cutscenes that narrate an overarching plot. The other believes a game should never take control away from a player, thereby creating a kind of simulated fiction where the player is mobile actor. In Transformers: Fall of Cybertron, developer High Moon is aiming for this second approach. It hopes to offer players some measure of control even during scripted sequences. But telling a story this way is no simple task.
Using interactive sequences and allowing players to discover the plot on their own is a lot more work than the traditional approach. “I feel like if you can tell a story in-game then that’s how you should do it,” says High Moon cinematics designer Neil Carter. “One of my favorite games is Out of This World. I loved how they seamlessly integrated cutscenes with gameplay. We’re trying to do more stuff like that in Fall of Cybertron.”
Wigglez wrote:Just remember. The sword is an extension of your arm. Use it as if you're going to karate chop someone with your really long sharp ass hand.
Shadowman wrote:So they're just taking the Half-Life approach. Always in control, even in what amounts to cutscenes. A ton of FPS games are doing this nowadays.
Wigglez wrote:Just remember. The sword is an extension of your arm. Use it as if you're going to karate chop someone with your really long sharp ass hand.
Shadowman wrote:This is Sabrblade we're talking about. His ability to store trivial information about TV shows is downright superhuman.
Caelus wrote:My wife pointed out something interesting about the prehistoric Predacons. I said that everyone was complaining because transforming for them mostly consisted of them just standing up-right. She essentially said, 'So? That's what our ancestors did.'
Sabrblade wrote:Three counting the N64 version.
Wigglez wrote:Just remember. The sword is an extension of your arm. Use it as if you're going to karate chop someone with your really long sharp ass hand.
Not when the N64 version has different features and characters. Plus a a richer story mode and a different set of endings. The two may be similar, but they have several notable differences that make make them nowhere near as identical to each other as the 360 and PS3 version WFC are.Shadowman wrote:Sabrblade wrote:Three counting the N64 version.
You shouldn't. That's like counting the 360 and PS3 versions of War for Cybertron as separate games.
Shadowman wrote:This is Sabrblade we're talking about. His ability to store trivial information about TV shows is downright superhuman.
Caelus wrote:My wife pointed out something interesting about the prehistoric Predacons. I said that everyone was complaining because transforming for them mostly consisted of them just standing up-right. She essentially said, 'So? That's what our ancestors did.'
Sabrblade wrote:Not when the N64 version has different features and characters. Plus a a richer story mode and a different set of endings. The two may be similar, but they have several notable differences that make make them nowhere near as identical to each other as the 360 and PS3 version WFC are.Shadowman wrote:Sabrblade wrote:Three counting the N64 version.
You shouldn't. That's like counting the 360 and PS3 versions of War for Cybertron as separate games.
Wigglez wrote:Just remember. The sword is an extension of your arm. Use it as if you're going to karate chop someone with your really long sharp ass hand.
Shadowman wrote:Sabrblade wrote:Not when the N64 version has different features and characters. Plus a a richer story mode and a different set of endings. The two may be similar, but they have several notable differences that make make them nowhere near as identical to each other as the 360 and PS3 version WFC are.Shadowman wrote:Sabrblade wrote:Three counting the N64 version.
You shouldn't. That's like counting the 360 and PS3 versions of War for Cybertron as separate games.
I only ever played one of the two (PS1, I think) but how did the gameplay differ? A slightly different playable cast and different special features does not a new game make. They're just two versions of the same game. Like the console and DS versions of WfC.
The PS1 game is an over-the-head fighter, wile the N64 game is a sideview formatted fighter. The PS1 game assigns characters per match, while the N64 game lets the players choose whoever they want to be. The N64 game includes Megatron X in its story mode, where he is absent in the PS1 game. The PS1 game has a vague ending for story mode, while the N64 game has many diverse and very detailed textual endings for each playable character in story mode.Shadowman wrote:Sabrblade wrote:Not when the N64 version has different features and characters. Plus a a richer story mode and a different set of endings. The two may be similar, but they have several notable differences that make make them nowhere near as identical to each other as the 360 and PS3 version WFC are.Shadowman wrote:Sabrblade wrote:Three counting the N64 version.
You shouldn't. That's like counting the 360 and PS3 versions of War for Cybertron as separate games.
I only ever played one of the two (PS1, I think) but how did the gameplay differ? A slightly different playable cast and different special features does not a new game make. They're just two versions of the same game. Like the console and DS versions of WfC.
Shadowman wrote:This is Sabrblade we're talking about. His ability to store trivial information about TV shows is downright superhuman.
Caelus wrote:My wife pointed out something interesting about the prehistoric Predacons. I said that everyone was complaining because transforming for them mostly consisted of them just standing up-right. She essentially said, 'So? That's what our ancestors did.'
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