Transformers: The Fall of Cybertron "True To Form: Safeguarding The Transformers License"
Thursday, October 27th, 2011 4:30pm CDT
Categories: Game News, People NewsPosted by: El Duque Views: 65,703
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- 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.
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.
Credit(s): gameinformer
This article was last modified on Thursday, October 27th, 2011 4:32pm CDT
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Posted by Sabrblade on October 27th, 2011 @ 4:47pm CDT

Posted by Baneblade on October 27th, 2011 @ 6:31pm CDT
Posted by Wigglez on October 27th, 2011 @ 7:05pm CDT
Posted by SoulReaverprime on October 27th, 2011 @ 7:31pm CDT
Posted by Sabrblade on October 27th, 2011 @ 7:44pm CDT
I guess that means he's too big to face Trypticon this time around.SoulReaverprime wrote:I just read part of the Game Informer article about FOC where they mention that in one level of the game, Optimus Prime awakens Metroplex to help fight the Decepticons, and that he is suposed to be at least 3 to 4 times the size of Omega Supreme from the last game. can't wait to see!!

Posted by Wigglez on October 27th, 2011 @ 8:28pm CDT
SoulReaverprime wrote:I just read part of the Game Informer article about FOC where they mention that in one level of the game, Optimus Prime awakens Metroplex to help fight the Decepticons, and that he is suposed to be at least 3 to 4 times the size of Omega Supreme from the last game. can't wait to see!!
Well, based on how we had to fight Tryps and OS, that might be who we have to fight as Bruticus. Because Tryps and OS we like 5 or 6 times our size in the first game.
Posted by Starscream GaGa on October 27th, 2011 @ 11:10pm CDT
Posted by Sabrblade on October 27th, 2011 @ 11:16pm CDT
Yeah, Vortex is mentioned somewhere in this thread.Starscream GaGa wrote:Has anyone read the Gameinformer magazine yet? I havn't seen anyone mention the fact it confirms Vortex as a playable character, has a description of his level and pictures of both his robot and alt modes.
Posted by Wigglez on October 27th, 2011 @ 11:27pm CDT
Starscream GaGa wrote:Has anyone read the Gameinformer magazine yet? I havn't seen anyone mention the fact it confirms Vortex as a playable character, has a description of his level and pictures of both his robot and alt modes.
Like 20 or so pages back.
Posted by LazyAza on October 28th, 2011 @ 3:06am CDT
I wrote the previous games wiki page here: http://www.giantbomb.com/transformers-war-for-cybertron/61-29405/ as well and am yet again collecting all the information I can for the new one along with all the art and screenshots.
The art and screens for Fall of Cyb will all be posted here: http://www.giantbomb.com/transformers-fall-of-cybertron/61-36634/images/ Game is looking freaking bad ass already, can not wait to play it.
Posted by FflawSuperior on October 28th, 2011 @ 5:45am CDT
Obviously I want it to be a bit improved, but DOTM was NOT an improvement over WFC when it came to movement, guns, or anything gameplay-wise (disregarding the story and characters completely, just the nuts and bolts of the game).
It was a large, staggering stumble backwards that made you feel like everybody walked around at the speed of Omega Supreme and had the aim of Waspinator :v WFC was smooth, fluid, and almost effortless, despite little finicky things here and there.
Posted by Baneblade on October 28th, 2011 @ 4:06pm CDT
Posted by Sabrblade on October 29th, 2011 @ 12:05pm CDT
Posted by El Duque on October 29th, 2011 @ 1:40pm CDT
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.
Posted by Prime's Trailer on October 30th, 2011 @ 11:44am CDT

Posted by El Duque on October 31st, 2011 @ 11:51pm CDT
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.”
Posted by Shadowman on November 1st, 2011 @ 1:14am CDT
Posted by Zequem on November 1st, 2011 @ 4:57am CDT
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.

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.
Posted by metatron_da_don on November 1st, 2011 @ 2:00pm CDT

........
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.

Maximal Physiology
http://www.bwint.net/forum/viewtopic.php?f=7&t=2284