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Poster signed by the movie and game voice talent |
Teh gam3z
After breakfast, I checked out and hung out in the lobby with some of the guys
until noon when we went down to one of the conference rooms for the event. The
first room can be seen in the pictures with one of our groups sitting at a table
facing the (then empty) panel table and television. The room we started off in
did have the signed movie poster seen in the pictures as well as an almost floor
to ceiling graphic of the same art, but without the signatures. We were supposed
to be eating lunch, but I think most of us were pretty anxious about getting things
started. This anxiety was only heightened by the sounds in the conference room
beside us. The sounds of bass and explosions had some of us *cough*Jack*cough*
chomping at the bit.
When we were brought to the second conference room, we were given an introduction
to the games by Dan Suarez, a look at the intro to the game, and a developer run
demo before they let us loose on the hands-on demos. The video was really slick,
which was not surprising if you’ve played Marvel: Ultimate Alliance, because
it was done by the same company that did that game’s opening sequence. We
should have a version of it hosted soon, but a sixty second version of the video
can be seen on June 17th when Transformers: The Game sponsors the Star Wars Robot
Chicken special on Cartoon Network. There will also be a short making of feature
during a commercial break that will feature Dan Suarez.
Mr. Suarez’ talk filled us in on some new (or clarified) info. on the console
(Xbox 360, PS3, Wii, PS2) and PC versions of the game. They were in development
for about eighteen months, and their first impressions on the robot designs were
similar to ours. It sounded like they weren’t too hot on the designs at
the start, but warmed up once they saw them in motion more and became more accustomed
to the models. There was a lot of collaboration between the game team and the
studio (which is not very typical for a movie licensed game), but here is where
a misperception I had was corrected. The Industrial Light & Magic resources were used as the basis for the in-game models, but those character
models were far too detailed to be used in the game, so Traveler’s Tales
did still have to create the game’s models.
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Left to right: Joe, Ian, Daniel, Adam, Ryan, and Jack |
Hasbro collaborated with the game developers as well. You know the Swindle action
figure in the movie toyline? That character is one of the drones in the game.
Hasbro worked with Traveler’s Tales to create characters that would work
as drone enemies in the game as well as action figures. I think that’s some
awesome creative synergy, and it was just another one of the things that made
me realize just how much some of these guys had personally invested in the game.
When Activision brought the G1 character models that will be in the game to Hasbro,
the person at Hasbro reportedly said something along the lines of, “Hey,
that’s a lot of G1 stuff.” Hasbro also made sure to emphasize that
the fanbase supports both factions, with 50% of Transformers sales being Autobot
and the other being Decepticon, so that was one of the factors behind allowing
the player to play characters from either faction. Somehow, I don’t really
think the development team even needed to be told this, because several of them
were already true believers.
Yeah, the Target website had a code recently that let people get the cheat codes
to unlock G1 Prime, Starscream, and Jazz as playable characters. What most people
have assumed is that these will be G1 style skins for the movie character models.
Wrong. I saw G1 Prime running around the suburbs at night. We were also told that
G1 Megatron be a playable character. Going with the topic of G1, the mission that
Prime had was to fight a certain purple triple-changer based on a G1 character.
Can you guess who it was? If you guessed Astrotrain, Octane, or Blitzwing, you’re
wrong. It was actually Shockwave in his new artillery turret/helicopter/robot
triple-changer incarnation. I think that may have been even cooler to see than
the G1 Prime.
The basic design for the games was explained to us as an open world game with
different hubs* that have missions and opportunities to unlock side missions or
bonus material. The games aren’t open worlds in the style of the Grand Theft
Auto games, but more like Need for Speed. You have all these different areas filled
with missions, but they’re not physically connected. There are nine playable
characters in the game (both Autobot and Decepticon), and new characters are opened
by progressing through the game via completing story missions. I mentioned unlockable
bonus material earlier, and this would refer to the playable G1 characters, Transformer
comic covers, and G1 TV promos. To unlock stuff, you could collect energon cubes
to unlock side missions or do certain tasks like drifting, speeding without crashing,
or jumping while driving to unlock bonus material. [*My word, not theirs.]
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Same crew, but Jack's taking my picture |
I can’t finish this broad summary of the console games without mentioning
a few nice touches and what makes these games next-gen (even the one on the “new-gen”
Wii). That thing is that
everything in the game is destructible. At least, that’s
what they said and that’s what most of my time playing was spent testing.
The only things I could not tear up to my satisfaction were the overpasses on
the highways and the humans. However, I doubt a T rating from the ESRB would have
been received if I could go around smacking or stomping humans into goo as Barricade
or an irate Bumblebee. There was a system in place similar to the GTA wanted levels
that did a pretty darn good job rewarding the morality of the character you use.
If you start tearing up Earth, the authorities do start coming after you, but
that’s not the clever design part. If you’re a Decepticon, and you
start destroying stuff like helicopters that are coming after you, energon health
cubes drop. However, there is no such bonus for an Autobot who does the same thing,
just a higher destruction level and more pursuers. Suarez also pointed out one
of the G1 references with a painted billboard on the side of a building for “Seaspray’s
Fish and Chips.”
I thought it was cute.
One last bit, everything you have read above applies to the non-handheld versions
of the games, and the Nintendo DS version is extremely different. I will talk
about it, but I’m saving that for when I talk about my hands-on experience
with the DS Decepticons game.
Hands On
After the speech and video, we were split into groups and put on twenty minute
rotations for each game. Through some fluke, I ended up being unable to check
out the PSP version except for over Adam’s shoulder. The silver lining was
that I got to go back to my favorite version on the 360 and get in some quality
explosion time. As a disclaimer here, I would like to point out that we were restricted
to certain characters in specific hubs, and were playing (as far as I know) an
incomplete build of the game. Also, while the graphics on the developer’s
demo looked great, I think there may have been some issues with some of the setups
we played on.
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