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

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

Saturday, October 29th, 2011 1:47pm CDT

Category: Game News
Posted by: El Duque   Views: 49,251

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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.

Credit(s): Sabrblade, gameinformer


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Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1306729)
Posted by Prime's Trailer on October 30th, 2011 @ 11:44am CDT
That Grimlock transformation sound is siiiiiiiiiick! Can't stop watching it. 8)
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307237)
Posted by El Duque on October 31st, 2011 @ 11:51pm CDT
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.”
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307244)
Posted by Shadowman on November 1st, 2011 @ 1:14am CDT
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.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307267)
Posted by Zequem on November 1st, 2011 @ 4:57am CDT
So far I'm liking what they're doing with this game. The cut-scenes didn't really bother me in WFC, but it's always nice touch to have the player in more control. And the story flows more nicely.

I just hope there will be some special moves to do. In WFC I was cursing because I couldn't do a barrel-roll while the enemies could. I recall them saying in one video something about "Bumblebee doing back-flips", but before I celebrate I want to see a proof.

Oh, and if all levels are like that, I'm not sure if my brother will get to play the game at all. :D
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307349)
Posted by SlyTF1 on November 1st, 2011 @ 11:49am CDT
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.


Assassin's Creed does that too.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307399)
Posted by metatron_da_don on November 1st, 2011 @ 2:00pm CDT
@Sabrblade thx! I found the video and got a screen cap of Perceptor
Image

........
As for the BW
I remember Beast Wars, I remember they were on the Ark and they were dwarfed by their G1 ancestors on the Ark. Maximals and Predacons are roughly human size according to Wiki they reformatted for energy consumption.

I like BW chars but wouldd not want a Beast Wars game where we abandon G1 for a convoluted storyline.

I'd like for the size guys to maybe be unlockable guest stars via time travel back.
- Optimal Optimus
- TM2 Megatron

If they would make a separate BW game on Earth it would be a smaller scale stealth game in the jungle which I dont think would sell as well.

or anyone that fits size wise but my problem is the majority of them don't.

Image

Maximal Physiology
http://www.bwint.net/forum/viewtopic.php?f=7&t=2284
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307725)
Posted by Wigglez on November 2nd, 2011 @ 11:11am CDT
I could dig a BW game. As long as it played like the TF Armada game. Because I don't really seeing it working like WFC or anything like that. Or maybe a BW RPG game where you create your character that starts from the stasis pods but weren't they all used up in the Gathering?
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307771)
Posted by Shadowman on November 2nd, 2011 @ 12:51pm CDT
wigglez323 wrote:I could dig a BW game.


They made two Beast Wars games.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307791)
Posted by Sabrblade on November 2nd, 2011 @ 1:36pm CDT
Shadowman wrote:
wigglez323 wrote:I could dig a BW game.


They made two Beast Wars games.
Three counting the N64 version.

four if you count the Japanese Game Boy Color game. ;)
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307801)
Posted by Shadowman on November 2nd, 2011 @ 2:02pm CDT
Sabrblade wrote:
Shadowman wrote:
wigglez323 wrote:I could dig a BW game.


They made two Beast Wars games.
Three counting the N64 version.


You shouldn't. That's like counting the 360 and PS3 versions of War for Cybertron as separate games.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307809)
Posted by Sabrblade on November 2nd, 2011 @ 2:24pm CDT
Shadowman wrote:
Sabrblade wrote:
Shadowman wrote:
wigglez323 wrote:I could dig a BW game.


They made two Beast Wars games.
Three counting the N64 version.


You shouldn't. That's like counting the 360 and PS3 versions of War for Cybertron as separate games.
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.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307860)
Posted by Shadowman on November 2nd, 2011 @ 4:05pm CDT
Sabrblade wrote:
Shadowman wrote:
Sabrblade wrote:
Shadowman wrote:
wigglez323 wrote:I could dig a BW game.


They made two Beast Wars games.
Three counting the N64 version.


You shouldn't. That's like counting the 360 and PS3 versions of War for Cybertron as separate games.
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.


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.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307871)
Posted by chuckdawg1999 on November 2nd, 2011 @ 4:23pm CDT
Shadowman wrote:
Sabrblade wrote:
Shadowman wrote:
Sabrblade wrote:
Shadowman wrote:
wigglez323 wrote:I could dig a BW game.


They made two Beast Wars games.
Three counting the N64 version.


You shouldn't. That's like counting the 360 and PS3 versions of War for Cybertron as separate games.
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.


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.


Optimus Prime comes back half way through the game looks around at the zoo animals unleashed says WTF! grabs Ironhide and wastes everyone.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307875)
Posted by Sabrblade on November 2nd, 2011 @ 4:35pm CDT
Shadowman wrote:
Sabrblade wrote:
Shadowman wrote:
Sabrblade wrote:
Shadowman wrote:
wigglez323 wrote:I could dig a BW game.


They made two Beast Wars games.
Three counting the N64 version.


You shouldn't. That's like counting the 360 and PS3 versions of War for Cybertron as separate games.
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.


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.

Though, the console and DS versions of WFC is a good comparison to this, as the DS WFC games are also very different from the console versions of WFC. ;)
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307884)
Posted by MINDVVIPE on November 2nd, 2011 @ 5:10pm CDT
I wish I could play that BW fighting game, that looked sweet with the Transmetals and such...
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307886)
Posted by Shadowman on November 2nd, 2011 @ 5:12pm CDT
MINDVVIPE wrote:I wish I could play that BW fighting game, that looked sweet with the Transmetals and such...


Transmetals was fine enough, not exactly Game of the Year materials but it's fine. The other game was, by all accounts, terrible. They didn't even get the cast of BW to reprise their roles in it, despite reusing clips from the show as FMVs.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307887)
Posted by Sabrblade on November 2nd, 2011 @ 5:12pm CDT
MINDVVIPE wrote:I wish I could play that BW fighting game, that looked sweet with the Transmetals and such...
Eh, it wasn't that great. Not overtly terrible, but still subpar at best. IGN gave both versions a 3.0 out of 10.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307890)
Posted by MINDVVIPE on November 2nd, 2011 @ 5:16pm CDT
Sabrblade wrote:
MINDVVIPE wrote:I wish I could play that BW fighting game, that looked sweet with the Transmetals and such...
Eh, it wasn't that great. Not overtly terrible, but still subpar at best. IGN gave both versions a 3.0 out of 10.


Thats too bad, I'd love to have a current fighting game with TF characters, the character list could be huge, haha. Kinda off topic, but does anyone remember this 2D fighting game with robots? The art style was like marvel/capcom (lots of bright colours), and the robots were not just bipedal. I used to play it in the arcade when I was little and it was just so awesome, haha.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307897)
Posted by El Duque on November 2nd, 2011 @ 5:47pm CDT
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.
Re: Transformers: Fall of Cybertron "Creating The Soundscape Of Transformers" and Q&A Session with Matt Tieger (1307910)
Posted by Sabrblade on November 2nd, 2011 @ 6:43pm CDT
Whoa. :shock: We knew Metroplex was big, but two and half times the size of Omega Supreme is just massive! :KREMZEEK:

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