Call of Duty: Black Ops’ Escalation Map Pack Review

15 06 2011

Treyarch has set an industry standard for downloadable content (DLC) in the past with Call of Duty: World at War. They have continued that tradition for their hugely successful follow-up Call of Duty: Black Ops initially with First Strike and now their newest map pack titled Escalation, which released on June 10th 2011 for the PlayStation 3.

Like their previous iterations Escalation features four new multiplayer maps – Stockpile, Convoy, Hotel, and Zoo – along with yet another zombie map/mode called Call of The Dead.

Similar to First Strike Escalation features a wide array of interesting locales which are meant to cater to the varying styles of multiplayer gamers. However it seems Treyarch had decided to focus more on medium to long range skirmishes this time around as all of the maps are large. For instance there is no map like First Strike’s Stadium or even Nuketown where the action is much more focused and hectic.

But what Escalation does provide over First Strike is the level of detail present in the game and their environments. I previously felt the team was getting lethargic with their map design and ideas but it is noticeably better in Escalation in my opinion. This wave of maps have much more detail and the level design is more complex not to mention the interactivity that is present such as the working elevators in Hotel or the storage doors in Stockpile. These elements allow additional tactics to be used in the various game modes resulting in much more variety prolonging your map fatigue.

Of the four Hotel and Zoo will probably take precedence as the fan favorites because of the variety in both design and visuals as well as tons of opportunities for a mixture of long to short range combat. Zoo has striking visual similarities to Modern Warfare 2 Resurgence pack’s Carnival but yet again the overall flow and level layout is superior. If Zoo is comparable to Carnival then Hotel probably closely resembles another Modern Warfare 2 map, Highrise. This is not to say that either Convoy or Stockpile are less interesting, they just feel like the many maps that we have seen before.

All of the different maps provide their own challenges and strengths. However once a player gets use to these maps they can develop their own tactics and easily learn how to play to the maps strengths while overcoming the challenges. Even though these maps may be focused on larger range combat each map presents a multitude of opportunities for every type of player from the sniper to the run and gunner. These new maps also visually look better than previous maps and besides Stockpile are not just the dingy gray and browns we are use to but actually have a lot of bright visuals that again add to the appeal.

But that’s not all Treyarch also released a map for the ever popular zombie mode yet this time with a unique twist. The player controls one of four actors – Sarah Michelle Gellar, Robert Englund, Danny Trejo, or Michael Rooker – who are on the set of George Romero’s latest movie that is being filmed near an ominous shipwreck in the snowy wastelands of Siberia. Of course a real undead outbreak occurs infesting George Romero forcing the all-star cast to band together and drive back wave upon wave of zombies while an angry undead Romero follows them around.

Call of The Dead uses this unique twist in the same vain as the bonus presidential map that is unlocked in the main game. Besides this Call of The Dead introduces new perks and guns as well as loads of extras and unlocks that the Call of Duty zombie faithful crave. But at it’s base it is the same core gameplay we all have come to enjoy.

Let’s be frank, these maps don’t bring with them any new mechanics only interesting changes of scenery meant to prolong an already enjoyable experience. Not to sell these maps short, they are visually pleasing and well constructed with a variety of terrain that offers the player multiple options during a firefight. Much less the zombie map is one of if not the best the series has to offer and capable of stealing countless hours. But if you have already moved past Black Ops then this most likely will not rekindle your dwindling flame.

However if you are one of the millions upon millions of fans who helped contribute to Black Ops extraordinary sales numbers and still crave more then Escalation; including the time sink that is Call of The Dead, is well worth the experience.

Are you going to pick up the Escalation map pack? Maybe you already have, if so what are your thoughts?





inFamous 2 Beast Trailer Revealed

2 06 2011

One of my most anticipated titles for this year, inFamous 2, is just around the corner. I adored the original especially the ending which set the stage for a stellar sequel and so far from the trailers I have seen it does not seem to disappoint. These trailers revealed Cole’s new powers and locations among other things but what about the Beast and which Cole was destined to fight since the original inFamous? While we have seen glimpses of what appears to be the Beast we don’t truly know what we are up against, until now. In the newest trailer, which you can see below, we are given an indication of what Cole is up against and the type of destruction this Beast can cause.

See for yourselves …

Look for inFamous 2 on shelves June 7th 2011 exclusively for the PlayStation 3. Also stay tuned for a review of inFamous 2 right here at Beyond The D-Pad as I suspect I will be playing quite a lot.

Are you excited to play inFamous 2 or is there another title you are highly anticipating? Let us know in the comments section below.





MLB 11 The Show Review

22 03 2011

Introduction

For the past few years the MLB The Show franchise has been regarded by most sports fans as the diamond performer of the baseball simulation games. Despite battling repetition, like all sports games, the developer over at Sony San Diego have consistently put out a stellar product each and every year. They hope to duplicate that success this year with numerous upgrades and revisions. the most notable being the addition of analog stick controls to the series.

With that said can MLB 11 The Show continue its current dynasty run at baseball supremacy or will this years installment simply strike out? Continue reading to find.

Single Player

Although I haven’t played a baseball game since Bases Loaded on the NES I am a huge fan of sports in general. The fact that my T.V. is almost exclusively tuned to ESPN and that my SMS tone is the SportsCenter theme should be proof of that. I mention those facts to reiterate that despite being a sports fan I have found that most sports games have become unplayable to the casual fan due to the level of detail and control the player must posses.

While MLB 11 The Show has that minute level of detail and management sports fans enjoy it does not over complicate how it is carried out. For example the new analog pitching gives you much more precision which is vital for success but is also more fluid and immersive than the traditional face button controls. These new analog controls are challenging and realistic but can be mastered with some experience. The pitching controls aren’t the only thing being converted, all of the controls now have an emphasis on analog controls.

While it did personally have a steeper learning curve than pitching I have similar praise for the analog hitting as well. Simply pressing back on the analog stick to transfer your weight back then pressing the stick forward to time your swing with the pitch again just feels more natural than simply pressing a face button. These motions let you feel the pace of the game more intimately resulting in a greater engagement of the game. I did not however enjoy the analog controls for fielding as I found it much easier to keep jumping and diving mapped to the right stick and use the face buttons to control which base to throw to.

That said because each player will have different preferences and strengths you can easily mix and match your analog and button control scheme to fit your play style which is a huge plus. Better yet this customized control scheme will carry over to all game modes including online.

Speaking of game modes The Show is packed full of options and all of the traditional sports game modes are present including exhibition, franchise and season modes. These modes are fairly self explanatory for instance in exhibition you choose your team and play against another player or the CPU whereas in franchise mode you pick an organization and control everything from ticket prices to concession prices. Then obviously in season mode you again choose a team and play through the grueling 162 game season with hopes of playing into October.

The mode this series is best know for however is The Road to the Show which is basically a create a player mode. As you start up you create a player to man any position on the diamond. Once you manually adjust some sliders regarding the type of player you want its off to double A. Here is where you will develop your player through training modes and in-game performance in hopes of making the transition through the minor leagues to one day playing in the big show under the bright lights. The way The Show has chosen to develop a pro seems more sensible and accurate than previous games. As an example instead of just rewarding specific milestones in-game like RBI’s or homeruns you instead get training points based on each at bat. Let’s say you strike out but it took 10 pitches to do so instead of not getting any points like you would before you know will be granted a small amount under the new system since you made the pitcher work. The training modes also seem more purposeful in developing a useful talent. All of this adds up to a much more realistic and enjoyable way to have your player progress than I have previously seen.

A problem I’ve had with other sports titles was establishing a sense of place and time. The stadium or sports complex never felt lively or changed with the flow of the game. The Show was able to fulfill this illusion in multiple ways. First off graphically the game looks amazing but the small details like all 30 stadiums having their real life jumbotrons realistically placed and represented and the stadium specific chants adds an authenticity while also allowing each individual stadium to have a personality all their own. This attention to detail really adds to the level of engagement and realism and is what further sets this game apart from its competition.

Multiplayer

Due to the amount of skill and dedication to play sports games I was never a huge fan of playing competitively online. Unfortunately MLB 11 The Show provides no incentive to change that. While it technically works besides a few occasions were I ran into lag issues I would have just rather played against a computer or buddy sitting on the couch next to me.

The one bright spot in my eyes for multiplayer was the addition of the unique Challenge of the Week. It’s an interesting incentive to not only perfecting your skills but to compete with friends in a controlled arcade style fashion via online leaderboards. In this mode you are given one free try a week to score as many points as possible in a scenario based event such as Joe Mauer hitting against CC Sabathia. Each week winners are awarded real-life prizes like authentic signed jerseys. If your not happy with your first score you can play an unlimited amount of times at a cost of $0.25 per attempt. Hopefully this mode can breathe some life in an otherwise stale online mode.

Overall

The baseball game genre has taken some big strides since Bases Loaded and MLB 11 The Show appears to be the pinnacle so far in that aspect. The new analog controls provide precision and depth but are not impossible to use for the newcomer. The Show also provides an abundance of different modes that can please each type of fan with a compelling, engrossing and custom fit baseball fantasy that is unmatched in any sports game to date.

The MLB season doesn’t officially start until March 31st but don’t tell Sony San Diego that as MLB 11 The Show is the closest replication to Americas favorite past time as you can buy. If your a fan of baseball or sports games altogether then I believe The Show is a game you should definitely pick up even if you have been away from the genre for awhile like myself. Play Ball!

MLB 11 The Show for the PlayStation 3 was provided to me for reviewing purposes by Sony Computer Entertainment. I played through an entire 162 game season as the Texas Rangers and ended up making the playoffs. I also subsequently played a handful of games online and competed in the Challenge of the Week while obtaining 8 of the available 36 trophies. MLB 11 The Show was developed by SCE San Diego and published by Sony Computer Entertainment and was released on March 8th 2011 exclusively for the PlayStation 3, PlayStation Portable and PlayStation 2 systems.

To read about our stance on the review process click here for more answers. Find all of other reviews here; better yet bookmark that section so you won’t miss any of our future reviews as well. If you would like other information to be included in the reviews give us some feedback and let us know, or if you would like us to review a specific title drop us a line we welcome and encourage your feedback. Enjoy!





Why The Move Will Succeed and Kinect Will Not

5 10 2010

The PlayStation Move has officially been released and with that the next step in motion controlled gaming has been unleashed. It’s a new war between two giant hardware manufactures that may have already been won by a third manufacturer many years ago.

Whether or not a victory has already been won with the release of the PlayStation Move and the upcoming release of Kinect Microsoft and Sony are directly competing with each other for a slice of that Nintendo success. Here is why I believe the PlayStation Move will succeed and Kinect will not.

In order to declare a winner we must first define what success is. Is it units sold? Is it attachment percent? Or maybe its related software sales? In the context of this article my definition of success is none of the above but instead will be which device I think will provide a superior gaming experience.

Personally as a gamer when I play I need that tactile feedback an actual controller provides. This will not be possible with Kinect and because of that I believe the interactive function which is a cornerstone in all games will suffer. PlayStation Move on the other hand can provide that feedback while tracking your movements on a more precise level granting an even more interactive experience.

Speaking of games PlayStation appears to be more serious about supporting games with this motion technology take Killzone 3 and Heavy Rain for instance where as Microsoft is taking compatibility out of major franchises like Fable 3. Also despite being announced after Kinect PlayStation Move has announced many more titles including first party titles. While on the other hand Kinect has fewer titles and the one exciting title is a third party developed game.

Not to mention the games that are scheduled to release for the PlayStation Move appear to be more of the games I want to play. One great example of this is Dead Space: Extraction, granted it was previously released on the Wii but it will now be introduced to a whole new audience and will provide value to PlayStation 3 owners who plan on purchasing the game. Kinect on the other hand is having a difficult time being implemented into games or the way it is being implemented is just not something I see myself playing. The PlayStation Move also provides a good variety of games, from the Wii like clones of Sports Championship to a more in-depth title like the aforementioned Dead Space: Extraction. At this point I just don’t see that diversity with Kinect.

In my eyes PlayStation Move seems to be more of a game platform obviously due to its similarities with the Wii where Kinect while it has incredible tech and possibility appears in its current form to just be a concept. This is why I believe the PlayStation Move will be successful and Kinect will not.

Which motion controlled device do you think will succeed?  Do you plan on purchasing either of them?





Dante’s Inferno Trophy Guide

26 08 2010

Its currently 110 degrees outside as I write this which means it is summertime and in the gaming world that is synonymous with a halt in games being released. What do most gamers do? They either power through that long back log that has built up or try to finish up and complete a few games. Which is exactly what I did while enjoying the comfort of the A/C with Dante’s Inferno. Here is a road map along with some of my tips on how I obtained that elusive platinum trophy. Now get out there and start hunting for yourself.

CONTINUE READING





Kane & Lynch 2: Dog Days Review

23 08 2010

Introduction

Kane & Lynch 2: Dog Days is a gory and violent sequel to the 3rd person shooter Kane & Lynch. Like its predecessor Kane & Lynch 2 is developed by Square Enix owned Danish developer IO Interactive who is also known for their popular Hitman series. In Kane & Lynch 2 which was released on August 17th 2010 for the PlayStation 3, Xbox 360 and PC you control Lynch a psychopathic war criminal who along with Kane have the entire Shanghai underworld looking to kill them after a simple deal goes wrong. Your only bet is to escape China but not before you stop for a few revenge visits along the way.

Most gamers will agree that Kane & Lynch had many fundamental problems that plagued the title, can Kane & Lynch 2 diagnose and solve those problems or is the series still in critical condition? Continue reading to find out.

Single Player

It’s apparent from the moment you start the game the goal of Kane & Lynch 2 is to showcase its raw visual style instead of providing a magnitude of content. The entire game from the loading screens to the cut scenes and even the gameplay look and function as if it were shot from a hand held camera and you were watching online. Its intent is to provide an added layer of intensity and realism and fundamentally it works but is inconsistent. At times the graphics look superb yet other times it appears as if all of the visual effects like lens flare, frame rate dips, shaky cam and wild camera angles are present only to hide the real unfinished product.

This visual theme adds grit to an already violent, explicit and gory visual. While this didn’t necessary bother me I did find the language and content to be excessive since it was thrown in my face however that is reminisce of the Hitman series. I also would have bought into the effect a lot more if there were a reason story related or not to explain the visual style.

Now speaking of content and depth of content Kane & Lynch 2 severely lacks in multiple areas as well. For instance game length, I don’t want to debate the price versus game length argument here but I think most can agree that 4 hours for a full retail game is not enough despite the inclusion of multiplayer. Not to mention the lack of depth doesn’t stop there the story also lacks any considerable immersion or encouragement to progress. Take Kane & Lynch as an example, the two main characters of the game had little to no interaction despite their history.

Even though the story was only 4 hours long I constantly repeated the same monotonous tasks to the point where it felt the game carried on way too long only to abruptly end. Not to mention the bland environments that existed to simply funnel the player to the next room of enemies didn’t help that feeling.

As far as gameplay goes Kane & Lynch 2 is a traditional 3rd person cover based shooter with a heavy emphasis on cover. Your actions throughout the entire game is simple, press a button to take cover, lean out to kill enemies who are also in cover then rinse and repeat for 4 hours. Wait, the occasional propane tank or fire extinguisher can be thrown and exploded by you which is actually done quite well. But move out of cover at your own peril as you will be quickly gunned down by enemies with militia trained aim. If you choose to fire back you will struggle due to the inaccurate controls and on the rare occasion you do strike your opponent they simply soak up bullets before dying. Thus making what could be a mindless and visually distinctive shooter into a laborious task.

Not all can be considered negative the entire single player campaign can be played cooperatively which is the much better way to play considering the lack of intelligent AI. Also despite the lack of depth I did feel a connection with Lynch and his actions throughout the game. The story was so basic that it felt more believable than other more grandiose stories. Ultimately Kane & Lynch were attempting to escape instead of standing and fighting against the odds which a lot more people can relate to.

Due to the realism IO Interactive wanted to portray there are no collectibles in the game, nor is there any reason to attempt a higher difficulty setting since IO Interactive’s solution is to just throw more enemies at you. Therefore the campaign doesn’t offer any sort of replayability which is unfortunate.  In addition the trophies for Kane & Lynch 2 are just as lackluster and generic as the overall game again leaving you under whelmed.

Multiplayer

The multiplayer has four different game modes; arcade which is basically a practice mode for Fragile Alliance with computer AI, Fragile Alliance which is like the mode in the original Kane & Lynch where you attempt a heist with others online against computer AI however if you die you respawn as a cop and attempt to stop the traitor. The other two modes are a variation of Fragile Alliance, Undercover Cop is set up like Fragile Alliance except at the beginning of the match one person is notified they are the undercover cop and must stop the others from completing the heist. Lastly there is Cop and Robbers, again it is like traditional Fragile Alliance yet everyone is player controlled and is the closest to the conventional team deathmatch. Based on your performance in these modes you can level up and buy new guns as well as earn a label based on your actions if you are a traitor, faithful, travel with the pack, or like to be a lone dog.

In general I had a lot of fun with the multiplayer yet again the depth of content was just not present as it only had these 4 similar modes and cycled through just six maps. In addition there was no variation within those limited maps, for instance the AI placement was static making some of the modes tedious. But multiplayer was definitely a step above the single player campaign however my only concern is that the multiplayer is contingent on others not only purchasing this title but also sticking with what is ultimately a team based online feature when there are others who do that much better. My general consensus is that the multiplayer feature has refreshing game modes mixed with interesting concepts but is constrained by the same awful shooting mechanics as the single player.

Overall

Kane & Lynch 2: Dog Days is a traditional generic third person cover based shooter with bad shooting mechanics and no other interesting component to pull you through or engage you with an otherwise lackluster story. While it does have a unique visual style that adds some realism to the title along with a multiplayer feature that can be fun as well as introduces some interesting concepts despite being slightly team dependent the simple lack of content both in the amount of gameplay and depth of gameplay severely hinders this title. IO Interactive establishes some great building blocks that if refined may eventually develop into a successful title, but so did the original Kane & Lynch.

Due to these issues I can not recommend purchasing Kane & Lynch 2: Dog Days at full retail price. However due to the summer let-up in releases and since you can easily complete this game in one sitting or more casually over a weekend I suggest renting this title to experience the distinctive visuals, raw story and innovative multiplayer for your self.

Kane & Lynch 2: Dog Days for the PlayStation 3 was provided to me for reviewing purposes by IO Interactive. The games single player campaign was completed on the medium setting in 4.25 hours. I subsequently spent another 5 hours playing the multiplayer while obtaining 19 of the available 52 trophies. Kane & Lynch 2: Dog Days was developed by IO Interactive and published by Eidos Interactive and is available for the PlayStation 3, Xbox 360 and PC systems.

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To read about our stance on the review process click here for more answers. Find all of other reviews here; better yet bookmark that section so you won’t miss any of our future reviews as well. If you would like other information to be included in the reviews give us some feedback and let us know, or if you would like us to review a specific title drop us a line we welcome and encourage your feedback. Enjoy!





Transformers: War for Cybertron Review

28 07 2010

Introduction

Transformers: War for Cybertron is a third person action adventure game that was recently released on June 22, 2010 for PC, PS3 and Xbox 360 and developed by High Moon Studios; who previously developed The Bourne Conspiracy and Darkwatch. In this title you can control a multitude of Transformers from either the Autobot or Decepticon factions through out ten chapters which are broken up in two distinct but related campaigns. In the single player campaign which is set years before the actions of the animated cartoon, these factions are waging war on one another over the control of their home planet Cybertron.

Can this title be a success and live up to the standards put forth by fans of the animated cartoon or will it simply fall under the radar to never be seen again? Continue reading to find out.

Single Player

High Moon Studios had a lot going against them when making this title, for instance not much success has been established by developers using a licensed property. Not to mention the nostalgia most feel in my age demographic regarding the animated cartoon. Put all of that together with their relatively lack of experience and most would say High Moon Studios was destined to fail. Transformers: War for Cybertron just goes to show that a developer without huge previous success can take a licensed product that is revered so highly and make a high quality game while still staying true to the old fans and simultaneously introducing new ones.

This quality wasn’t apparent from the beginning however, upon inserting the disk I was tasked with a very lengthy mandatory install and the first chapter was one of if not the worst chapter in the game. Not much was explained and I found myself fumbling around the terrain while I familiarized myself with the controls. Luckily I didn’t have to familiarize myself with the terrain too much considering much of the first half of the campaign was repetitive and reused. However the interesting story and the fulfilling combat was enough to carry me through and good thing since the rest of the Decepticon campaign and the entire Autobot campaign was fresh and fun.

Speaking of the two campaigns I enjoyed how the two were functional when they stood alone but connected to each other. In other words you were able to play as the “bad guys” during the Decepticon campaign along with the “good guys” in the Autobot campaign but successfully win during both opportunities. The entire 10 chapter campaign didn’t feel rushed as it took me roughly 12 hours to complete on medium difficulty. Each campaign had interesting yet challenging boss battles along with nods to hardcore fans but not too much that would make a newcomer feel out of the loop. The campaigns story was interesting and intriguing but ultimately boiled down to Megatron’s quest for the energy source Dark Energon and the resulting destruction and eventual rise to power of Optimus Prime that caused these two factions to fight over the fate of Cybertron.

Transformers: War for Cybertron is fundamentally a good as well, the graphics while they won’t make you gasp are detailed enough to enable you to vividly see all the detailed moving parts of each Transformer. The audio while also not a stand out does play well within the game. Also I found the voice acting to be authentic as the characters banter between each other during the missions further assured you of their character and the attention to detail put forth. The combat appears to be specifically tailored as you can transform at will allowing for almost limitless possibilities during combat which the game certainly expects and encourages you to do. The later levels promote these possibilities of combat that is unique for each Transformer making for fantastic and fun gameplay.

While it’s a solid title it’s certainly not perfect. Even though the 25 minute mandatory install at the beginning is becoming more normal in today’s game it is still a major inconvenience. Not to mention even with this install the game still had a significant amount of loading during the game. Other issues were the occasional dip in frame rate, mainly while loading, along with the inconsistent play of both the enemy and friendly AI. At times the friendly AI was helpful and actually shot at the enemy while you posed as a distraction while other times they proved to be completely inept. This same inconsistency seemed to be apparent in the enemy AI as well — again at times enemies would tactfully try to attack you while other times they ONLY focused their shots at you no matter how hard you tried to hide, since there is no cover mechanic, or where your allies where. This caused certain difficulty spikes throughout the game that again were frustrating.

In most games there is not much reason to replay the single player campaign as most of the replayability comes from the presence of or the lack there of a multiplayer, Transformers: War for Cybertron is different. The entire campaign can be played cooperatively with up to three people online and with different characters to choose from each with a different fighting style I found the campaign can be satisfying to replay multiple times. During these multiple play throughs you can try out the challenging difficulty settings or try to obtain all of the trophies which help promote the game by challenging you to play using different strategies. Overall I was surprised at the amount of replayability that existed just in the single player campaign before I even delved into the multiplayer.

Multiplayer

After completion of the single player I was excited to jump into the multiplayer which is rich with features, plus who of us hasn’t dreamed of a multiplayer shooter with Transformers and thought it would be rad. The first mode I tried out was High Moons Nazi-zombie mode called Escalation; it’s a four person co-operative mode where you select a specific Transformer and try to survive waves of other Transformers while simultaneously purchasing health, ammo, weapons and unlocking new areas of the level by using the points you earned from kills. This mode was both hectic and rewarding – I found I easily grasped the concept considering the gross amount of time I have spent playing the Nazi-zombie mode in Call of Duty: World at War. The fundamentals are similar, you frantically run around while continuously fighting progressively more difficult masses of Transformers. Team work is mandatory if you expect to get to a higher wave but if you die you only have to wait until the next wave, if your team survives, to respawn.

The other aspect of the multiplayer was the traditional 10 person online customizable class based shooter with all of the conventional game types including team deathmatch, free for all, capture the flag and headquarters. I was eager to try out this mode but whether or not I over sold myself I was under whelmed with the overall experience. First off even when I tried playing during prime hours the multiplayer was barren this is not the games fault but it took several minutes to even find a game. Upon finding a game I had hopes of picking one of the several iconic characters from either the Autobot or Decepticon faction only to find out I had to choose from a bunch of nameless Transformers under four different classes, Soldier, Leader, Scientist and Scout. These certain classes can be customized with certain weapons and abilities that unlock based on your level however each class is leveled up individually.

Upon entering the match I found the combat was no fun at all. The combat was chaotic, frustrating and unbalanced with no real direction or tactics involved but relied more on luck. The player is never rewarded for being tactical but more importantly all that appears to matter is having the better class setup which requires a higher level. The shooting felt inaccurate and took way too many bullets to kill an enemy leaving me frustrated when I would tactfully move around the symmetrical map to a better position to only unload an entire clip and die.

Granted I may just be bad at this particular type of multiplayer option but these are not my only complaints. I was often times disconnected from the online games or the host would leave either way I would have to restart from the lobby in an attempt to locate other players in a desolate online mode. Lastly more of a personal opinion I was let down by the amount of customization that was available, while there was some High Moon could have taken it a lot deeper than they did. For the most part the multiplayer feature had all of the pieces to be a successful component but in my eyes these pieces just didn’t fit together properly. This doesn’t make it a bad option but rather an option that’s not for me.

Overall

Overall I think Transformers: War for Cybertron does a fantastic job at creating an origins story that old fans can applaud and newcomers can enjoy. But when contrasted against other 3rd person shooters in its genre it’s rather generic and has quite a few growing pains despite the historic rivalry that is presents. While certainly not a bad title I do believe its thought of more highly, by me included, because the Transformer named is so revered by fans and the names of these Transformers are so nostalgic not to mention the complete lack of even a competent Transformers game in the past. Don’t get me wrong there is truly some shinning moments in this title and I believe High Moon Studio has built a solid foundation and should be applauded for their effort and respect of the subject matter when developing this ultimately enjoyable game.I just think when it’s all said and done Transformers: War for Cybertron is just a good short term diversion and nothing more.

During the summer lull of releases its difficult to find any game to play let along a quality game therefore if you’re a Transformers fan or just looking for a quality game to play during this down time then no doubt I think Transformers: War for Cybertron presents enough of a value to purchase and play through. However if on the other hand you don’t have the same fond memories of Transformers or have a healthy backlog to play then I suggest you don’t purchase this title but feel its at least worth a rental at some point in time.

Transformers: War for Cybertron for the PlayStation 3 was provided to me for reviewing purposes by Activision. The games single player campaign was completed on the medium setting in 11.5 hours. I subsequently spent another 8 hours playing the multiplayer and co-operative features while obtaining 24 of the available 51 trophies. Transformers: War for Cybertron was developed by High Moon Studios and published by Activision and is available for the PlayStation 3, Xbox 360 and PC systems.

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To read about our stance on the review process click here for more answers. Find all of other reviews here; better yet bookmark that section so you won’t miss any of our future reviews as well. If you would like other information to be included in the reviews give us some feedback and let us know, or if you would like us to review a specific title drop us a line we welcome and encourage your feedback. Enjoy!