Re: War for Cybertron 2: The Fall of Cybertron Revealed
Posted: Fri Nov 04, 2011 7:30 pm
Time for me to touch and go on my absence... >: )
For Q21, I'm certain the sixth component Tieg couldn't remember was "wheels," which he mentioned in the roundtable.
I'm quite happy that in the roundtable Tieg brought up there is no autobot/decepticon in multiplayer, chassis wise. Colors differentiate, which is much better IMO. I remember Varia brought up that the optics and energon lines etc. could be the differentiating components, but I think I can live with the color restrictions.
One thing I am disappointed with is that the chosen parts for mp affect stats. I do not like that because I'm going to be fighting with myself for aesthetics versus stats. Uncharted 3 does fine without stats for character/parts choices, but again, my opinion. I'm sure it will help open up more differences between everyone in MP, and for that, I may be grateful.
Also very happy to hear the number of characters so far for chassis, and that aforementioned parts are unlockable versus all immediately available. Hope the level cap is higher as well. It gives some people reason to keep playing, as long as there's another level to reach. I wouldn't mind if they kept Prime mode as well. I thought that was a great idea on their part.
On AI: happy to hear all they said about that. Sounds like they're going in the right direction; hope they pull it off. Also very happy with what we saw for cutscenes, and level/character transitions. Very, very, exciting to me, and helps justify the lack of SP co-op. B: ALSO, VERY happy to hear more gameplay types integrated in more. I'm one of those people who prefer combining gameplay types versus sticking to one for sake of simplicity, and/or learning curve. Now let's wait and see if/how it affects MP. Likely not, but excited if it does.
And I totally can't remember whatever my last thing was going to be. Guess I'll edit if I remember it.
edit: ah, maybe this was it?:
It sound like vehicle modes do not change regardless of body parts chosen. A little disappointing if true, but I don't think they said this outright. The easiest way to make body parts affect vehicle mode is to actually make the transformations to some degree, so that parts can be reflected in alt mode - like fenders, spoiler, etc. same as was done with wheels. Very similar concept to the wheels. Hardest part, as always (it's not like they don't already need to deal with this in robot mode), is making it look good regardless of parts combination chosen. Lines don't have to exactly match up, strategic gaps can be made, and parts don't always have to correlate to the same part for a chassis. For instance, say we put some sort of fun curved, spikey shoulders on our character (ala deluxe DoTM Crankcase, sort of). Say this normally correlates to the front fenders of the vehicle, but these particular shoulders jut out from under the front of the vehicle instead. In transformation, the default front fenders ensure there's no weird lack of parts there, but you also get a cool spear sort of deal coming out of the front.
What if multiple parts have similar arrangements? Create a hierarchy of which part takes precedence in the transformation. It's not any more complicated than what it sounds like is already being done. It will only take more time/effort that we can only hope they have set aside before hand. Otherwise, we can always hope for a third installment. :S
A simpler way to appease me might just be some way to alter vehicle mode somewhat, like adding a spoiler or antenna (don't ask), spikes, etc. Just something to keep the costumization going outside of robot mode.
Oh yes, and I like that it sounds like you can switch shoulders (firing arm camera is hovering over) now!
For Q21, I'm certain the sixth component Tieg couldn't remember was "wheels," which he mentioned in the roundtable.
I'm quite happy that in the roundtable Tieg brought up there is no autobot/decepticon in multiplayer, chassis wise. Colors differentiate, which is much better IMO. I remember Varia brought up that the optics and energon lines etc. could be the differentiating components, but I think I can live with the color restrictions.
One thing I am disappointed with is that the chosen parts for mp affect stats. I do not like that because I'm going to be fighting with myself for aesthetics versus stats. Uncharted 3 does fine without stats for character/parts choices, but again, my opinion. I'm sure it will help open up more differences between everyone in MP, and for that, I may be grateful.
Also very happy to hear the number of characters so far for chassis, and that aforementioned parts are unlockable versus all immediately available. Hope the level cap is higher as well. It gives some people reason to keep playing, as long as there's another level to reach. I wouldn't mind if they kept Prime mode as well. I thought that was a great idea on their part.
On AI: happy to hear all they said about that. Sounds like they're going in the right direction; hope they pull it off. Also very happy with what we saw for cutscenes, and level/character transitions. Very, very, exciting to me, and helps justify the lack of SP co-op. B: ALSO, VERY happy to hear more gameplay types integrated in more. I'm one of those people who prefer combining gameplay types versus sticking to one for sake of simplicity, and/or learning curve. Now let's wait and see if/how it affects MP. Likely not, but excited if it does.
And I totally can't remember whatever my last thing was going to be. Guess I'll edit if I remember it.
edit: ah, maybe this was it?:
It sound like vehicle modes do not change regardless of body parts chosen. A little disappointing if true, but I don't think they said this outright. The easiest way to make body parts affect vehicle mode is to actually make the transformations to some degree, so that parts can be reflected in alt mode - like fenders, spoiler, etc. same as was done with wheels. Very similar concept to the wheels. Hardest part, as always (it's not like they don't already need to deal with this in robot mode), is making it look good regardless of parts combination chosen. Lines don't have to exactly match up, strategic gaps can be made, and parts don't always have to correlate to the same part for a chassis. For instance, say we put some sort of fun curved, spikey shoulders on our character (ala deluxe DoTM Crankcase, sort of). Say this normally correlates to the front fenders of the vehicle, but these particular shoulders jut out from under the front of the vehicle instead. In transformation, the default front fenders ensure there's no weird lack of parts there, but you also get a cool spear sort of deal coming out of the front.
What if multiple parts have similar arrangements? Create a hierarchy of which part takes precedence in the transformation. It's not any more complicated than what it sounds like is already being done. It will only take more time/effort that we can only hope they have set aside before hand. Otherwise, we can always hope for a third installment. :S
A simpler way to appease me might just be some way to alter vehicle mode somewhat, like adding a spoiler or antenna (don't ask), spikes, etc. Just something to keep the costumization going outside of robot mode.
Oh yes, and I like that it sounds like you can switch shoulders (firing arm camera is hovering over) now!