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Toonzone was recently invited by Activision and High Moon Studios to sit with Sean Miller, Game Director on Transformers: Dark of the Moon and Designer, Terry Spier to participate in a demonstration of the upcoming game for the Xbox 360 and Playstation 3. An Activision representative was also able to give us a demo of the 3DS version of the game. We’ll discuss the 360 and PS3 games and then jump back to the Wii and 3DS games.

The events that take place in the 360/PS3 game lead directly up to the beginning of the upcoming film, which hit theaters on July 1, 2011.  We were shown missions for Bumblebee, Ironhide, Soundwave, Starscream and Megatron. The controls are based around standard third-person controls. According to High Moon, each of the levels was crafted around the capabilities of each Transformer, from what enemies were encountered to the size of the robot versus its environment to where the camera was placed. The idea of scale is communicated effectively. Also, because the characters you’ll play as are parts of a team, they’ll often be heard interacting with other Transformers, both friend and foe.

Bumblebee’s mission takes place three years after the last film. In the second movie, Soundwave hacked into a satellite. The Autobots have discovered this and sent Bumblebee to a remote facility to do recon and counter-hack the system. He’s no longer Sam’s guardian and has grown into the “agile scout-warrior”. He’s more of a melee character. He hits and moves quickly. His transformation was quick, but not so fast that you missed it. He was also able to strafe in his vehicle form. Bumblebee’s level is the first appearance of the “Stealth Force” mechanic, which is a hybrid, weaponized version of your character’s vehicle form.

 

Ironhide’s level is built around him being a destructive force. It sets up some of the tensions between the humans and robots that will be found in the upcoming film. Decepticons have been terrorizing American cities in order to destabilize relations with the humans. This level featured a buddy-picture element in that it is Ironhide’s mission to root out the Decepticon threat while Ratchet tries to rescue the humans. They interact throughout the mission. In this level, High Moon wanted to capture the feel of a Transformer running through a human city under siege. Ironhide moves slower than Bumblebee, but compensates by having more (and more destructive) firepower. His special move is called, “Heavy Ironwork” and it involves a super heavy machine gun and rocket launcher. 

Soundwave’s level finds him back on Earth, in the jungles of Central America. The game director said that they wanted to communicate how epic our world is by including more organic settings, like this level. Here you get to see Soundwave in his new form, with tons of subwoofers on his arms. Megatron sends Soundwave to retrieve the information from what was supposed to be a defunct Sector 7 base. He arrives to find that the base is overrun with Autobots who have been working to develop this special technology called, "Mech Tech". The technology is being developed specifically allow humans and Autobots to work more effectively together to kill Decepticons. His mission is to retrieve this information and destroy the base/factory.

One of Soundwave's minions makes an appearance as a playable character. Laserbeak's role involves more espionage. When there are areas Soundwave cannot get to, he uses Laserbeak to do recon. In this level, the player uses Laserbeak to set up objectives that Soundwave will have to complete. The level is experienced from both of their perspectives.

Starscream’s level is a flying level. He has tracked down a shipment of the Mech Tech that’s on its way to the soldiers. His job is to destroy the shipment. The equipment is being transported by a Transformer that’s been in the background during the movies, a C-130 carrier jet named Stratosphere. Starscream must engage both Aerialbots and Stratosphere. There are parts where you're flying as a jet and some where you're fighting other robots on the surface of Stratosphere. The environment had a sunset look about it; clouds all the way into the distance. The camera moved smoothly and the quickness of the level reminded me of Afterburner. There was a seamless transition between his air fights and those on the surface of the Stratosphere. Aerialbots Silverbolt, Air Raid, Breakaway make an appearance.

The final level previewed was Megatron's level, which sets up the circumstances leading up to the new film. Megatron was almost completely destroyed in the last movie. This level is based around his return to power. You’ll start the level in your weakened state and by the end you build to your maximum strength.

Megatron has been under asylum in a Russian base. The Autobots have tracked him to this base and his goal is to fight his way through them. His abilities are based around technology that Starscream developed for him in order to rebuild his army and regain his power. He can drain health in the form of Energon and use it to replenish his own. He also has the ability to control creatures called the “Hatchlings” and can use them to augment his abilities. He’s able to use super-charged Energon to control them. They can be used to distract enemies or destroy things in the environment.

Overall, the game moved pretty smoothly. The transformations of all the characters previewed were seamless. They effectively communicated the scale of the different Transformers. There were no noticeable camera glitches caused by incorporating so many different perspectives. I found the constant interaction with other characters to be a little distracting, but it is a game that ultimately involves playing as members of teams. So, it goes with the territory.  I couldn’t find much to nitpick based on the demo. I’m a chick who digs giant robots and explosions. What can I say?

While we were there, the High Moon guys were more than willing to talk about the game and their love of Transformers. The director is a long-time fan and mentioned loving the whole spectrum of the Transformers universe. We were also able to ask a couple of questions before moving on to the 3DS demo.

Toonzone: What were the challenges of working with the franchise? Where were you able to interject more creativity? Where did you find the most freedom?

High Moon: One of the cool things about working with Hasbro and Paramount was that they've been really supportive in collaborating with us on a story that butts up to the film. By setting it as a prologue, it freed us up to explore some areas that they weren't going to explore in the film and bring some of our passion and knowledge of the characters and their universe to that. In working with them, they helped make sure they were staying within the cannon that had been established and adding to it without spoiling any of the special moments that are coming up.

I think that was actually one of the big benefits to being a prologue kind of a story. It did free us up. We were able to create that back story for how things happened and worked with Hasbro to make sure that it fit with all of the other elements that work within the Transformers universe. They have their toys. They have the comics. The movies. Working with them to bring something that matched up to all of those things was challenging, but they were great to work with.

Toonzone: So far design goes was there any character where you did get to contribute a design and which one was the most fun to do?

High Moon: There are some characters who are extra to the movie universe. We wanted to bring in things that -- being a prologue, again, allowed us to sort of dig into the characters you're going to see in the film, but also bring in some characters fans are going to be able to appreciate, who... fans of the older series are going to be able to appreciate. And Hasbro was actually, again, I can't say enough, how great they were to work with on it. Because getting to design Transformers is, is.. I mean it's like a fantasy come true. I used to play with these as a kid and now we're designing them or fleshing out the design or their personalities, getting to dig into the personalities of some the characters that you don't get to necessarily explore. The characters that we as a studio kind of embraced, and enjoyed. There's a moment where you get to play as Warpath. I just really liked his character. So we brought him and you get to experience his character. He was a character we got to design.

We also dug into a lot of the enemies and sort of took a look at the Michael Bay designs and tried to get stuff that really fit within the look and feel of the characters. But all of the iconic characters that you're playing are the ones from the film. They look like the ones from the movies and are designed around their vehicles and robot forms.

Next the representative from Activision previewed Transformers: Dark of the Moon: Stealth Force Edition for the 3DS and we did get some hands-on time with this game. The Wii and 3DS games, which were created by Behaviour Interactive are the same game. The studio took a different approach to the prologue angle than High Moon did with the PS3 and 360 game. They wanted to create a very vehicular combat focused game, in the vein of classic games like Twisted Metal. You're always in vehicle form, but you can switch in and out of Stealth Mode. I played a level as Ironhide. The graphics were tight. There was always action going on.

It’s not the fault of the game developers, but I did find the 3D effect to be distracting and had to turn it off. Unless you’re holding your 3DS at the right angle, you’ll get a double image and it’s difficult to hold the device still when you’re mashing buttons. Speaking of which, it took a little while to get used to the controls. You move forward and backwards using the little analog stick, but you turn left and right using the shoulder buttons.

Transformers: Dark of the Moon is set to be released on the Xbox 360, PS3, Wii, 3DS and DS on June 14, 2011.

 
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