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.
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.
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.
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
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
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
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
Promised video interview with Matt Tieger - Game Director - Transformers: Fall of Cybertron, responding to your questions. Tieg was not feeling great so we only got to 3 questions.
The team at High Moon is laser-focused on creating an authentic vision of the Transformer characters -- one that is true to the roots of the character concepts, while still moving the fiction and visual treatment forward in exciting new directions. That philosophy is on display in a big way through the animation work that is going into Fall of Cybertron. Each character's unique transformations is built to represent the nature of the character. Optimus Prime pounds the ground with the force of a gorilla. Jazz flips and twists like a break dancer. Grimlock morphs into a destructive monster like an uncontrollable hulk bursting forth from a smaller form.
Matt Tieger has to direct Optimus Prime. He has to direct the player's experience and he has to direct High Moon Studios as they work on Transformers: Fall of Cybertron. While technically a sequel to 2010's War for Cybertron, due to some radical changes in story structure and gameplay, Matt Tieger prefers to call Fall of Cybertron a spiritual successor. We had a chance to sit down the game's director to talk about his history in the gaming industry and what it is like to be a key player in one of the largest franchises in entertainment.
Activision wrote:Currently in development by the acclaimed team at High Moon Studios, Transformers: Fall of Cybertron takes fans through the final, darkest hours of the civil war between the AUTOBOTS and DECEPTICONS as they fight for control of their dying planet, ultimately leading to their storied exodus from home.
Fall of Cybertron boasts such a creative list of weapons that many of High Moon’s concepts feel like they would be at home in a Ratchet and Clank or Resistance title. Players can outfit themselves with one primary and secondary weapon – usually a damage-heavy explosive cannon. Both Autobots and Decepticons have access to every weapon in the game. Here are a few of Fall of Cybertron’s more impressive Saturday-morning specials. And be sure to check out these guns in action in the weapons gallery below.
The Upgrade System
Each weapon can be upgraded through universal munitions stations scattered around the planet. “We really made a conscious choice to make every upgrade a significant improvement, so one upgrade might increase your firing speed by 75 percent,” explains game director Matt Tieger. “We could have made the system so that there were a lot of upgrades that each improved your guns a little bit, but we wanted to make each upgrade feel like this giant thing. That way when players buy it they’re really going to feel the difference.” The great thing about this upgrade system? Players only have to buy each upgrade once, as every upgrade carries over to other characters whenever they use that weapon.
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