Transformers: Fall of Cybertron review
Knowing the premise of the G1 Transformers cartoon — that the giant robots crash-landed on prehistoric Earth, where they lay dormant ’til 1984 — there’s never much doubt how the in-canon Fall of Cybertron prequel will end. So it’s an even bigger testament to High Moon Studios that they’ve made this middle chapter in the overall story so compelling. Continuing a saga started with War for Cybertron (2010), they show how the robots-in-disguise got from their ruined world to our distant orb...a journey guaranteed to please franchise fans.
In one mission, Optimus marks foes for massive pal Metroplex to fire on. Bye guys!
The roughly 12-hour campaign throws you right into the action, with the good-guy Autobots already cruising to Earth in their colossal Ark when the evil Decepticons latch onto the ship and attack. As brave little Bumblebee — big on heart, small on firepower — you have to first defend the bridge against a ruthless boarding party, then race around the Ark to help with repairs. It’s a dramatic opener that almost makes you forget it’s doubling as a basic tutorial — and almost immediately, we were hooked.
After that, the game jumps back to six days earlier, with both sides hastily planning to leave Cybertron. What seems like background detail — the need for ship-fueling Energon, a missing Autobot named Grimlock — forms the basis for an overarching struggle that ropes in loads of fan-favorite heroes and villains. Better yet, you get to play as a different — and differently powered — character in almost all 13 missions: you’ll sneak around using Cliffjumper’s cloaking ability, swing between ledges using Jazz’s grapple hook, cut loose with Megatron’s riot cannon and tank cannon, and as Soundwave, even unleash smaller bots (bird-like Laserbeak and quake-generator Rumble) as needed.
Grimlock's sword cuts dudes in half...
...while in his dino form, he can burn enemies (like these pesky Insecticons) with flame breath or bite 'em to regain health.
These character shifts offer more than just fan service, though; they also set up some really entertaining scenarios, especially with the franchise’s powerhouses. Demolishing Autobots as the slow-but-gargantuan Bruticus is terrifically fun (his sonic pain wave sends foes flying), and tearing through Insecticons as Hulk-ish hero Grimlock is even better. The latter’s in only a few missions — less of the game than his box-cover presence might suggest — but he’s a definite highlight. His altered-against-his-will storyline gives the game some much-needed depth, and he’s an absolute ass-kicker in combat — slashing foes in two, scorching them with his dino form’s flame breath, and even ripping open doors.
We dug all this gameplay variety, a focus that goes beyond who you’re playing as. In War for Cybertron (OXM rating: 8.0), missions tended to drag in the middle, making you yearn for new objectives midway through; but this follow-up does a better job of keeping you on your toes, especially in its all-out final chapter, where the situation changes radically from moment to moment. Abundantly placed terminals giving access to new weapons, handy tech (attack drones, deployable barriers), and character perks (faster movement, a stronger vehicle form) also keep the campaign feeling fresh.
You'll wreak havoc in Starscream's jet form...and make mischief in his robot form, too.
Cooperation is key for surviving all 15 waves in Escalation mode. (Though you can play it solo if you like.)
The solo game’s strong enough that we didn’t miss the removal of War for Cybertron’s campaign co-op; in fact, we liked feeling alone and more outgunned in some places because we didn’t have mandatory squadmates. If multiplayer’s your thing, though, this sequel still offers plenty of options. Four-player Escalation mode — a co-op Horde-alike where you use in-game currency to access new areas as well as weapons — is back, and it’s still frantic fun. On the competitive side, Deathmatch and Conquest modes return, along with Capture the Flag and a Headhunter mode similar to that in Halo: Reach (kill enemies, bring their noggins to your base for points). Once again, you’re playing as one of four classes instead of known characters, except High Moon’s deepened the character-customization options this time, including the ability to choose specific weapon upgrades. All of these modes are solid, if never brilliant, time-killers that add value to the game.
It all makes for a very cool experience — and a gorgeous one, too, thanks to lovingly detailed Unreal Engine graphics that make even the obligatory sewer-like area come alive. Fall of Cybertron never quite transcends its franchise the way, say, Arkham City does — loving Transformers will definitely heighten your appreciation of it — but it’s every bit the game that series buffs hoped for, and an improvement on its forebear. Here’s hoping we get a third chapter from High Moon, showing our friends’ Earth-based adventures.
Get close enough using Cliffjumper's cloaking ability, and you can execute unwary Decepticons.
PUBLISHER: Activision • DEVELOPER: High Moon Studios • ESRB: Teen • MULTIPLAYER: 4 on Xbox Live (Escalation mode), 12 on Xbox Live (adversarial modes) • ACHIEVEMENTS: Modest • COST: $60 • RELEASE DATE: August 21, 2012
+ An epic Transformers story; playing as a bunch of familiar (and different-feeling) characters.
+ Beautiful visuals; avoids War for Cybertron’s mid-mission tedium.
– Solid multiplayer not on-par with the campaign; controlling Metroplex for only a minute is a tease.
? That late-game branching path — can we get more of that next time?
8.5