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Experience every gorgeous detail of the Fall of Cybertron. This limited-edition hardcover collects production art and notes for the smash videogame from Activision and High Moon Studios. Hand numbered to 250, this over-sized hardcover will conquer your coffee table.
• Limited to 250 hand-numbered copies
• Special handbuilt custom-designed slipcase
• Ten limited-edition lithographs housed in a hardcover portfolio
• Custom, exclusive to IDW Limited cover in metallic ink
• Vellum overlay of the title page
• Brand new endpages designed to mirror the style of the slipcase and portfolio
• Stamped with the IDW Limited Red Foil Imprint
• Red satin ribbon bookmark
The curtain is raised on the biggest and best Transformers game in history! See never-before-revealed art from the genre-smashing Transformers: Fall of Cybertron! Watch as Optimus Prime, Grimlock, Bumblebee, and Shockwave grow from conceptual sketches into finished, fully-realized characters; witness the development of Cybertron into the most detailed renderings of the planet that have ever existed; learn the behind-the-scenes secrets from the visionary artists at Activision and High Moon Studios! The Art of Transformers: Fall of Cybertron is a must-have for any fan of Transformers, gaming, or great art!






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Fall of Cybertron XP has now been set to DOUBLE, forever. Great opportunity for new players to level up.
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Rather than use a traditional MMOG-style tabbed-targeting control system, which involves the player manually selecting targets, Universe adopts a more action game approach, locking onto the nearest enemy in the middle third of the screen. The aim is to keep the game fluid, while affording control over what you’re hitting, with aiming reticles and subtle zoom-ins creating what Horton calls a “Top Gun-ny vibe”. Feedback on firing itself is satisfyingly meaty and powerful, while a weapon-specific power bar lends an active element to combat. Some ranged weapons require time to acquire a lock; some have cooldowns; others, like Vanquish’s hammer, charge up and only deal top damage when the bar’s maxed out.
We move on to a contested area, Cooper switching to a smaller bot, which transforms into a red sports car. Situated under a huge dam is an Energon field, ripe for the mining. The aim for both the Decepticons and Autobots is to drop Energon probes into the ground and then remain within 10 metres of them to absorb the Energon they extract. The closer you are to them, the faster they deal it out, so the game’s about keeping position as both teams race to collect 1,000 units first. Complicating matters is the fact that the process can wake Terrorcons, which attack both sides, and that greedy players can simply keep the Energon they earn for themselves.
It’s a fast-paced brawl with a clear objective, one that earns the winning team the opening of a new portal for a short period that leads to the next battleground, a broken, burning city. As such, as each faction wins battlegrounds, they get to move on to the next in a progression that’s managed by two storylines, one for the Decepticons and one for the Autobots. It’s another product of Horton’s background with GTA: “We can’t do this game without telling a story,” he says. But it’s not simply the result of a mandate from Hasbro’s legacy with expressing Transformers through narrative-driven cartoons and film, and nor is it Horton falling back to home comforts. “Obviously, all the stuff I did with Sam and Dan Houser was about that, but what we’re aspiring to make is a suite of different battlefields that we need to give context to. I’m not knocking a Quake level, but we don’t know why they’re there. I think story’s very important for that.”
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High Moon is very proud that we took home the gold for Best Sound Design with Transformers: Fall of Cybertron in the 2012 XPlay Best of 2012 Awards. Let's all give a Grimlock ROAR for that!
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HMS wrote:Loyal fans and gamers, the High Moon team is working hard with our new boss Deadpool, to bring his patented 4th wall breaking insanity to gamers in 2013. We are still of course keeping a close eye on Transformers multiplayer, checking kill stats and reading feedback emails. We know many of our most ardent followers have a number of questions and we'll do our best to respond to you when we can. We've kicked things off by responding to a few questions we've received:
Will you be doing further balance changes?
Yes! In fact we just launched a small balance patch today that addresses issues with the Gear-Shedder and Photon Burst Rifle guns. These changes are in direct response to your feedback.
Can you add more colors and characters?
Unfortunatly not. Each color, new character, or really anything that gets added puts demands on what the game can support technically. At this point with the largest roster of Tranformer characters ever and dozens of colors we have reached the limit. Sorry Sludge fans!
Will you be adding any DLC maps?
A number of our fans have expressed an interst in buying DLC maps, however we feel this will have a negative impact a player's ability to quickly find a full match. This is a major learning we made from War For Cybertron. The addition of paid DLC maps splits the player community between those with the maps and those without.
We are open to responding to more questions. Simply email us at feedback@transformersgame.com or comment on this post. We will respond in a later blog posting. Thank you as always for your support.
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Hey TRANSFORMERS fans,
TRANSFORMERS: Legends is coming this fall! The battle for Earth is about to begin on a mobile device near you!
Sign up now and be the first to know when the game is available: http://www.transformers-legends.com/

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High Moon's Game Director Matt Tieger holding your Christmas gift! The Official Transformers Fall of Cybertron Art Book from IDW. Packed with glorious art from both War for Cybertron and Fall of Cybertron. Get it Dec 11th: http://tinyurl.com/FoCbook
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