At the start of each level, you're given a choice to play as one of three different Transformers. The selection changes with each level and those levels are crafted specifically to fit those Autobots or Decepticons' skill sets. In terms of the gameplay, War for Cybertron has been compared to Gears of War. In fact, the trailer clearly shows some moments where Transformers take cover. According to Tieger, "It's a much more linear, story-driven, Gears of War-type experience. It's not an open world type of experience. It's about getting on that rollercoaster ride, which is a really cool story, and blasting your way through it. We feel it's a real benefit, because we're trying to tell a solid story." There is a mixture of ground and air levels. Characters that turn into jets aren't playable in ground levels for a simple reason. Games that go from ground to air (a la Superman) almost always fail. So why not take a different approach? The jet levels offer the freedom of the air (with the ability to still transform) and the ground levels are designed specifically for characters that can transform into vehicles at any time. Oh, and there are jet levels for both Decepticons and Autobots. Could that mean Autobot fan fave Jetfire will be playable? Though Tieger and crew want to maintain the integrity of our childhood memories, some of the characters had to undergo some changes to fit the structure of a videogame. Though Soundwave is a favorite, it hardly seems exciting to have him transform into a boombox. In War for Cybertron he turns into a vehicle. He's not the only one to get a makeover. "I will break your heart and tell you that Megatron does not turn into a little tiny gun. We made choices based on transformation gameplay." Not in the game? Impossible! To make the experience more accessible, Transformers uses "standard third-person action shooter controls." Tieger adds, "We found a great way to fit transformation in that so that it feels very seamless and intuitive and so that you don't have to rethink about your controls." Of course, an action-heavy shooter means that players will be taking a lot of damage. Transformers uses a segmented health system similar to The Chronicles of Riddick. Your health bar is made of several boxes and as you take damage, the health in a box drains. Get to safety and it recharges. If you lose all the heath in a box, it stops regenerating and health starts draining from the next box. There are two ways to restore lost health from a depleted segment: find Energon cubes or get healed by Ratchet (if you're playing as an Autobot). There's certain to be debate about which characters were chosen. Everyone has a favorite and certainly some won't make an appearance. My personal favorite, Shockwave, "is not really well-incorporated in the story." However, he might show up in the multiplayer. Combiners like the Constructicons don't show and neither do any of the Triple Changers (alas, poor Blitzkrieg, I knew him well); Tieger knows that you can't satisfy every fan. High Moon's strategy was to "pick the best, most popular guys -- and fans will ultimately decide if they feel Wheeljack is a more popular Transformer than Ratchet -- and then fill in the cracks with characters who are necessary for gameplay reasons." Tieger is pretty tight-lipped on additional Transformers making appearances, but he promises there will be plenty for fans to enjoy. Trypticon and Omega Supreme show up as two of the big bosses in the game. "They bring the sense of scale to fights." Tieger warns not to be fooled by the size of these characters in the newly released trailer. "I think we make [them] bigger in the game than they are in the trailer. They are just colossal in size."
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