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Goto Page: <<  1, 2, 3 ... 47, 48, 49 ... 69, 70, 71  >>
702 total news articles in this section, 10 per page.

Transformers: Fall of Cybertron Gameplay Roundtable Video

Transformers News: Transformers: Fall of Cybertron Gameplay Roundtable Video
Date: Wednesday, November 2nd 2011 5:47pm CDT
Category: Game News
Posted by: El Duque | Credit(s): gameinformer

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Views: 39,128

gameinformer editors Matt Miller and Ben Reeves recently sat down for a roundtable discussion with High Moon Studios game director Matt Tieger and lead programmer Andrew Zaferakis regarding the highly anticipated Transformers: Fall of Cybertron. Click here to view the nearly 35 minute video.


We've been highlighting key areas of the new game during our month of coverage on Transformers: Fall of Cybertron, but in this video discussion we hope to address some of your remaining questions. Game Informer editors Matt Miller and Ben Reeves sat down in the conference room at High Moon Studios with game director Matt Tieger and lead programmer Andrew Zaferakis for a casual conversation about the most interesting gameplay additions to Transformers: Fall of Cybertron. If you have any remaining questions, feel free to submit them for the upcoming Transformers podcast with Matt Tieger. We hope you enjoy the video, and we apologize on behalf of Ben Reeves for the bad jokes.

Transformers: Fall of Cybertron "Larger Than Life: Designing Fall of Cybertron's Set Piece Moments"

Transformers News: Transformers: Fall of Cybertron "Larger Than Life: Designing Fall of Cybertron's Set Piece Moments"
Date: Monday, October 31st 2011 11:52pm CDT
Category: Game News
Posted by: El Duque | Credit(s): gameinformer

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Views: 40,755

gameinformer's latest Transformers: Fall of Cybertron article, "Larger Than Life: Designing Fall of Cybertron's Set Piece Moments", takes a look at interactive storytelling within the highly anticipated sequel. Click here to read the full article and view a short video on the subject.

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.”

Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger

Transformers News: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger
Date: Saturday, October 29th 2011 1:47pm CDT
Category: Game News
Posted by: El Duque | Credit(s): Sabrblade, gameinformer

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Views: 41,389

gameinformer has posted their latest Transformers: Fall of Cybertron article, "Creating The Soundscape Of Transformers". As the name implies this article focuses on the audio work that has went into the game. The article includes three videos, one of which features the legendary voice of Optimus Prime, Peter Cullen, recording some of his lines. Click here to view the article and watch the videos.

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.


Additionally, gameinformer will be doing a Q&A session with Transformers: Fall of Cybertron game director Matt Tieger on their next podcast. If you have a question you would like to submit you can do so by clicking here.

Transformers: The Fall of Cybertron "True To Form: Safeguarding The Transformers License"

Transformers News: Transformers: The Fall of Cybertron "True To Form: Safeguarding The Transformers License"
Date: Thursday, October 27th 2011 4:30pm CDT
Categories: Game News, People News
Posted by: El Duque | Credit(s): gameinformer

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Views: 55,486

gameinformer has posted the latest article in their month long Transformers: Fall of Cybertron coverage. This article titled "True To Form: Safeguarding The Transformers License" focuses on intellectual property development and licensing. High Moon game director Matt Tieger and Hasbro vice president of intellectual property development Aaron Archer cover the following:

  • On the creation of the first game
  • On game narrative
  • On managing Transformers lore
  • On scripting a game
  • On creative limits
  • On designing characters
  • On the War for Cybertron toys
  • On Dinobots

Click here to read the full article on gameinfromer.

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It may seem strange for a toy brand to have its own encyclopedia of chronicled narrative. Properties like Barbie, Hot Wheels, or LEGO aren’t known for their large wealth of fiction, for example. One of the first toy properties to pioneer the concept of branching off into additional media was Hasbro’s Transformers. Since the franchise was first introduced into the world in 1984, the brand has constantly been reinvented for different markets and audiences.

High Moon’s Transformers: War for Cybertron was significant in that it translated the core Transformer’s concepts into an entertaining game. Few licenses are able to safely make this transition. We sat down to talk with High Moon game director Matt Tieger and Hasbro vice president of intellectual property development Aaron Archer about how they avoided traditional licensing pitfalls and what they learned that will make the upcoming Transformer: Fall of Cybertron even better.

Transformers: War for Cybertron "The Transformers Timeline"

Transformers News: Transformers: War for Cybertron "The Transformers Timeline"
Date: Wednesday, October 26th 2011 3:45pm CDT
Category: Game News
Posted by: El Duque | Credit(s): gameinformer

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Views: 44,767

Want to explore the history of the Cybertronian civil war? gameinformer has posted the timeline mirrored below in their latest Transformers: Fall of Cybertron article, "The Transformers Timeline". Click here to view the full article and see the image in greater detail.

In the interest of offering an official history, we asked High Moon Studios, in cooperation with Hasbro, to prepare a timeline that explains the emerging fiction. If you've been paying attention to the Transformers for many years, you'll notice elements of the story drawn from the original generation of stories, not the least of which is the tracing of a history that takes the Transformers from Cybertron to Earth. Careful readers will also notice some new hints about the direction of the Fall of Cybertron storyline.


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Twincast / Podcast Episode #31 "United Again"

Transformers News: Twincast / Podcast Episode #31 "United Again"
Date: Wednesday, October 26th 2011 2:14pm CDT
Categories: Media, Podcast, Site News
Posted by: Razorclaw0000

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Views: 109,463

The Seibertron.com Twincast/Podcast is stuffed to the brim this week with new news from both sides of the world. As always, you can listen to the podcast crew, Counterpunch, Jon3.0, Tigertracks, and Razorclaw, with special guest Seibertron by visiting the podcast download area or directly from iTunes.

Without further ado, the big news of the podcast is the reveal of new United figures. Hear what the crew has to say and which repaints we think you should pay attention to.

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We also jump on (and beat up) the newly announced MP-11 Coronation Starscream.

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Next, we discuss "Fall of Cybertron", give you some background on "War for Cybertron", and try to figure out where the upcoming Transformers MMO from Jagex fits.

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Following that, we discuss the oddity that is CM Corp's Minerva, giving you some background on the character, as well.

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We also go deep with the news out of last week's New York Comic Con, discussing Prime and the Movie toyline.

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Finally, we discuss Blurrz's comprehensive coverage of the Third Party Scene at the Victoria's Ultimate Hobby and Toy Fair 2011.

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Seibertron.com is your ultimate Transformers resource!

Transformers: Fall Of Cybertron Deep Character Dive: Jazz

Transformers News: Transformers: Fall Of Cybertron Deep Character Dive: Jazz
Date: Monday, October 24th 2011 5:57pm CDT
Category: Game News
Posted by: El Duque | Credit(s): gameinformer

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Views: 48,124

gameinformer continues with their month long Transformers: Fall of Cybertron coverage with a new article that focuses on fan favorite, Jazz. The article discusses his character, transformation, gameplay, and some aspects that didn't make it into the game. Click here to read the full article, "Fall Of Cybertron Deep Character Dive: Jazz", over on gameinformer. Be sure to check out the screenshots mirrored below.

Today, we go deep on one small area of gameplay and character – a close-up look at the character Jazz. This Autobot should be familiar to anyone who watched the old 1980s cartoon, but he hasn’t had a central role in the Transformers storyline in recent years. That equation changes with Fall of Cybertron, as Jazz steps up as one of the main playable characters.

Like all of the characters in Fall of Cybertron, Jazz and the levels he plays are built to complement one another. The challenges and battles you’ll face match Jazz’s particular skill set and strengths. Along the way, you’ll get to know more about this redesigned character, including a unique gameplay mechanic that only Jazz can implement.


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TFC Toys Dino-Combiner Prototype Images

Transformers News: TFC Toys Dino-Combiner Prototype Images
Date: Sunday, October 23rd 2011 12:50am CDT
Categories: 3rd Party News, Toy News
Posted by: El Duque | Credit(s): Scaleface, ACToys

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Views: 50,382

Dinobots have been the talk of the fandom since it was revealed that Grimlock and company would be featured in next year's Transformers: Fall of Cybertron. Now we have some Dinobot (or would it be Dino-nots?) news from the third-party front. Some new prototype images of TFC Toys' Dino-combiner have surfaced on ACToys. All five figures are revealed in dinosaur mode, as well as their combined form. Like TFC Toys' Hercules set, the Dino-combiner will also feature individual weapons that combine. Even if you're not a fan of the set's combining gimmick these figures look as though they could serve as good individual Dinobots. Of course that will depend heavily on their final colors.

Just in case you're wondering who the other combiner is in image three, it's another TFC Toys project based on Star Cats Rescue Team, a Chinese cartoon. While not a Transformers related project, it appears a Denfensor-ish repaint may be in the cards based on the last image mirrored below.

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Transformers: Fall of Cybertron "Transformers: Resurrecting The Dinobots"

Transformers News: Transformers: Fall of Cybertron "Transformers: Resurrecting The Dinobots"
Date: Friday, October 21st 2011 2:35pm CDT
Category: Game News
Posted by: El Duque | Credit(s): gameinformer

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Views: 86,041

gameinformer has published their latest exclusive Transformers: Fall of Cybertron article, "Transformers: Resurrecting The Dinobots". In addition to awesome art and screenshots mirrored below, the article also contains two videos, "The Story Behind the Dinobots" and "Designing the Dinobots", which can be viewed by clicking here.

Two things unite every sane person in the world: pumpkin pie and the unrivaled awesomeness of dinosaurs. In the '80s, Hasbro capitalized on the popularity of these beasts by creating the memorable team of elite Transformers called the Dinobots. Once a pillar of Transformers fiction, the proud Dinobots went the way of the dodo as the series chose to emphasize other characters. Thankfully, High Moon Studios couldn't let them go, as the Dinobots return to the fight in Transformers: Fall of Cybertron. Led by the robotic Tyrannosaurus Rex named Grimlock, these five transforming robots will be an intricate part of the story. Check out the first video below to learn how High Moon Studios built a new origin story that logically allowed for robotic dinosaurs on the alien planet of Cybertron.


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Transformers: Fall of Cybertron "The Enemies & AI Of Transformers: Fall Of Cybertron"

Transformers News: Transformers: Fall of Cybertron "The Enemies & AI Of Transformers: Fall Of Cybertron"
Date: Thursday, October 20th 2011 10:55pm CDT
Category: Game News
Posted by: El Duque | Credit(s): gameinformer

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Views: 36,164

gameinformer has posted their latest Transformers: Fall of Cybertron article, "The Enemies & AI Of Transformers: Fall Of Cybertron". Click here to learn more about the game's IA, meet some of new enemies, and check out more screenshots.

High Moon has improved the responsiveness of all of its enemies for Fall of Cybertron, but that’s only one of the key changes to the AI. In order to communicate how its enemies react to the world, High Moon has implemented some overt animation and sound effects that help distinguish each character. Whenever possible, enemies in Transformers: Fall of Cybertron undergo physical transformation changes that will cue players into enemy behavior and weaknesses.


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If a player hides from the Guardian’s battle mode, the Guardian will shift into investigate mode and begin scanning the environment for signs of their prey


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Leapers don’t go into a full transformation, but they do shift into a wedge shape as they jump into the air. This air attack is one of the Leapers’ more powerful moves. Players will have to dodge this move and attack from behind in order to defeat these monstrosities


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Crawlers will not attack while in flight, so their unique transformation sound signals players that it is time to crawl out of cover and find a better firing position. This is a good example of how High Moon’s visual and auditory cues aid players in combat


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Enemy AI often influences a character’s design. For example, the Guardian’s battle mode is big and bulky, which represents how tough a challenge the Guardian will be in combat

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702 total news articles in this section, 10 per page.

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