Transformers: Fall of Cybertron review

Transformers Fall of Cybertron review

High Moon Studios delivers a fun game with some killer fan service in Transformers: Fall of Cybertron.

There was a time when Transformers ruled toy chests everywhere. Little metal-and-plastic robots that, with a few deft twists and spins, could be turned into some other, less sci-fi like piece of technology. A car. A fighter jet. A boom box. It’s one of the more delightful products from the ’80s, and one that’s been sustained over the years with additional toy lines, TV shows, movies, and the like… with varying degrees of success (we’re all still looking at you, Michael Bay. Please. Just stop it).

High Moon Studios came along a few years ago, fresh off the middling success of its uneven, but well-conceived, The Bourne Conspiracy, with Transformers: War for Cybertron. The transforming robots game was imperfect as well, but much like the classic cartoon show’s memorable theme song, it offered “more than meets the eye.” A surprisingly pitch perfect treatment of the story and characters was weighed down by repetitive and overly simple gameplay.

High Moon took the criticisms gracefully and hunkered down to develop a follow-up to War. The key focus, as the PR script has stated since the new game was first revealed, was to turn those shortfalls into the new game’s greatest strengths. That sort of thing is often just talk, but High Moon delivered. And then some. Not only is Transformers: Fall of Cybertron a better game, it also delivers an “Ah ha!” narrative that speaks directly to fans of the series’ G1 (Generation one) era.

G1 Is Reborn

Fall of Cybertron picks up immediately after the events of War for Cybertron. The Autobots are still duking it out with the Decepticons on their home planet of Cybertron, a world that is slowly dying as its life-giving Energon reserves near total depletion. Amidst the ongoing struggle, Autobot leader Optimus Prime sets out to save his followers by finding a way off the planet and carving out a new home elsewhere in the galaxy.

Transformers Fall of CybertronThe game actually opens as the final stage of Prime’s plan are coming together. The Autobots are aboard their massive escape ship, The Ark, as pursuing Decepticons try to prevent them from reaching a giant space portal that will take them to points unknown. The Ark almost makes it, but the enemy forces, led by Megatron, catch up and board the fleeing ship. A pitched, desperate battle breaks out as both ships hurdle toward the portal. The tutorial then concludes and multi-chapter flashbacks to the events that led up to this climactic moment begin.

If some of these story points sound vaguely familiar, they should. The overarching narrative pushing Fall of Cybertron forward mirrors the earliest moments of Transformers‘ G1 era, and the events that led the two warring factions to the planet Earth. High Moon’s story delivery is a more mature one, a story that honors the past while injecting some added complexity in an acknowledgement of the now-older fanbase. 

The result is fan service at its finest. Fall of Cybertron amounts to the best Transformers story that we’ve seen since the earliest days of the franchise. It’s entirely a G1 reboot, right down to the cackle-inducing music that plays over the game’s end credits. If you have fond memories of running home from school to catch afternoon episodes of Transformers, this is a walk down memory lane that you shouldn’t ignore.

Robots In Disguise

Players will jump into different Autobot and Decepticon personas over the course of Fall of Cybertron‘s 12 chapters, every single one of them a name you know, and probably know well. The controls are generally the same across the board, though each robot possesses a special ability — anything from a grappling hook to ordering around the city-sized Autobot, Metroplex — that injects every new chapter with a different, and unique, feel.

The result is a potpourri of gameplay that jumps between run-and-gun action, stealth, story development, vehicular mayhem, and more. The variety can be a bit too much at times, with a change occurring just as your settling into a groove. This becomes even more pronounced in the latter half of the game, with shorter chapters and a finale that carries a strong “best of everything you’ve played so far” sort of vibe.

The character shifts ultimately serve the story, but they sometimes come at the expense of enjoyable play. The earliest chapters start to drag after awhile, lasting more than an hour apiece and summoning up memories of the previous game’s many corridor runs. The environments are much richer this time around, with more detail and variety bringing Cybertron to life. The pacing is simply uneven, making some parts feel too long and others, too short.

Transformers Fall of Cybertron -GrimlockThe corridor run sensation is also diminished by the addition of some cool unlockables and collectibles. Scattered throughout the game are audio logs that serve to fill in the larger story and blueprints for new, more powerful weapons. You’ll also earn credits to spend in the game’s store on those new weapons and their associated upgrades as well as passive perks. It’s all relatively simple and light on choice, but it gives you something to reach for in addition to the unfolding story.

It should also be mentioned that, while the pacing is uneven, the different transformers offer some exceedingly enjoyable gameplay opportunities. An early level starring Optimus Prime follows players through a war-torn city, eventually introducing the Metroplex character and delivering some epic-scale “HOLY CRAP” moments. Later on you’ll play as Grimlock and witness the birth of the Dinobots while you take on swarms of Insecticons.

The only real shame here is that there’s not much in the way of surprises for anyone who closely followed Fall of Cybertron‘s preview cycle. High Moon tipped its hand with nearly every cool feature in the months leading up to the game’s release. It’s still a fun game and you’ll still have a blast discovering those great moments of fan service, but the “wow” factor of these reveals is definitely diminished. There’s something to be said for High Moon having something to prove after War for Cybertron, but it would have been nice to see some of the cooler elements kept under wraps.

The Continuing War For Cybertron

Multiplayer was the big win in War for Cybertron that turned it into a more popular item than might be expected based on the single player campaign, and High Moon went even bigger this time around. On the adversarial multiplayer side you’ve got an expanded class-based progression system that now allows players to build and customize the look of their own robot within four different general classes. You earn credits as you advance and then spend those credits on customization items as well as weapons, weapon upgrades, and the like.

Once you’ve got your transformers set up, you can immediately roll out into one of several competitive modes that pit Autobots against Decepticons. It’s always tough to properly assess a multiplayer from pre-release online sessions, but the maps offer up some varied terrain and feel like they’re laid out well. The new Headhunter mode involves collecting the “spark” of downed transformers and returning them to designated collection areas, but overall this is all familiar stuff, only better now than it was before.

Transformers Fall of Cybertron multiplayer screen

Then there’s the Escalation co-op survival mode, which plays out over a series of maps that each offer a fixed quartet of either Autobots or Decepticons to choose from. While the previous game’s take on Escalation was compared with the Horde mode in Gears of War, this revised effort takes a page from the Zombies mode in Treyarch’s Call of Duty games.

You’ll spend credits you earn in-match at a variety of different stations, unlocking new weapons, opening doors to other parts of the map, and pooling your resources for team-wide weapon upgrades. Each of the four characters offers a different buff to the team, things like health and ammo restoration, with the goal of ensuring that a full team works together to topple each map’s 15 waves.

Conclusion

High Moon really delivers in its encore turn with the Transformers franchise. The mistakes of the past have been corrected, and while these might make way for some new problems, the overall execution here is exceptional. Transformers: Fall of Cybertron is a fun game first, but it’s also a return to glory for a fallen franchise. It’s light on surprises and treads an uneven road from beginning to end, but there’s definitely — to paraphrase certain beloved theme song — more here than meets the eye.

Score 8.5 out of 10


Source : digitaltrends[dot]com

Skype adds photo sharing, improved battery life to iOS apps

Skype adds photo sharing, improved battery life to iOS apps

iPhone, iPad and iPod touch users can now share photos on the go with less worry about battery life

iPhone, iPad and iPod touch owners who use Skype while on the go will want to head to the App Store and grab the latest version 4.1 updates released on Tuesday.

As noted on Skype's The Big Blog, this version adds a frequently requested feature to the iOS apps in the form of Photo Sharing.

Skype users can now share photos with friends, family and loved ones from wherever they happen to be, without file size limits or having to incur costly MMS charges from their carrier.

Less battery hungry

Skype for iPhone/iPod touch and iPad version 4.1 also feature improved performance, reducing how much battery life they gobble up while the app is in the background.

That means iOS users can keep the app running all day long and never miss an important call or message - without worrying about having to charge their device.

"In addition, this latest release improves the app start and the contact list loads even faster, so you can do all the things you love to do with Skype more quickly," the blog post notes.

Skype for iPhone supports the iPhone 3GS or third-generation iPod touch and higher, while Skype for iPad supports all models; iOS 4.3 or later is required for all devices, and the version 4.1 updates are now available free of charge in the App Store.


Source : techradar[dot]com

Samsung Relay 4G – Delayed, Name Changed, What Else Can Go Wrong?

The Samsung Galaxy S Blaze Q was once believed to be on its way to T-Mobile on August 15th. If you don’t pay attention to the calender, it’s now the 21st and still no Blaze Q. Shortly after the delay, new rumors popped up that the Blaze Q was getting a name change all of a sudden, this time to the equally ridiculously long “Samsung Galaxy S Relaxy 4G”.

Since then, training document leaks and other information has confirmed the name change, alongside yet another piece of news that confirms the name change. Samsung’s own US support site now shows off several pictures of the device bearing the new name. So what do we know ‘for sure’ about the Relay 4G? We now know it is in fact the Relay 4G, we also know it has a 4-inch 720p display, a 1.5GHz dual-core processor, 1GB of RAM, NFC technology, a slider keyboard, and Android ICS powering it.

What we don’t know is probably the most important piece of the puzzle though, and that’s the pricing and release date of the Relay 4G. A question to all the T-Mobile readers out there, are you excited about this device or has all the delays left you caring less and less about the new 4G slider?



Source : mobilemag[dot]com

AMD plans new round of Radeon price cuts, Sleeping Dogs bundle

As expected, it didn’t take long for AMD’s response to Nvidia’s new GeForge GTX 660 Ti to arrive. According to Anandtech, the company will be enacting a new round of price cuts later this week, which will be affecting the 7900 and 7800 series. In particular, the 7950 should start showing up as low as $319, down from around $349, while the 7870 Ghz edition and 7850 will now cost $249 and $209, respectively.

The 2GB Radeon HD 7870 had been selling for around $280 - $300 after a price cut last month, but with the more powerful GTX 660 Ti arriving at $300 AMD decided to bring the price down a further $30 - $50 to stay competitive. The 2GB Radeon HD 7850 saw a similar drop of around $30 from the current $239 - $259. Meanwhile, the 1GB version of the card is now priced at $189, although they are extremely hard to find.

This is the latest in a string of price cuts AMD has announced in response to Nvidia launches.

GPU Launch price Spring MSRP Summer MSRP 2nd Summer MSRP
Radeon HD 7970GE $499 -- -- $499
Radeon HD 7970 $549 $479 $429 $429
Radeon HD 7950 $449 $399 $349 $319
Radeon HD 7870 $349 $349 $299 $249
Radeon HD 7850 $249 $249 ~$239 $209
Radeon HD 7770 $159 $139 ~$119 ~$119
Radeon HD 7750 $109 $109 ~$99 ~$99

It’s worth noting that since AMD can’t control final card pricing beyond what they charge partners for parts, unofficially some of these prices, or even lower ones, were already available at retailers like Newegg. Likewise, some models with custom cooling and tweaked settings might sell a bit higher.

In addition to the price cuts AMD will be announcing a new game bundle featuring the recently released Sleeping Dogs. The new promotion will replacing the outgoing DiRT Showdown bundle, which offered buyers of Radeon HD 7900 cards a free copy of the game at participating retailers.


Source : techspot[dot]com

Three buys part of Everything Everywhere's 4G ready spectrum

Three buys part of Everything Everywhere's 4G ready spectrum

Three expansion

Three has reached an agreement with Everything Everywhere over the purchase of 1800MHz spectrum, following Ofcom's controversial decision that it would allow EE to re-allocate the 1800 MHz spectrum to 4G.

The news means the UK's numerical network can now begin deploying its own 4G network ahead of the spectrum auction in 2013 subject to clearance.

"As part of the commitments given when the European Commission approved the merger of Orange and T-Mobile in the UK in March 2010, Everything Everywhere was required to divest 2x15MHz of its 1800MHz spectrum" said an Everything Everywhere spokesperson in a statement sent to TechRadar.

We do what we do

"In accordance with these commitments, Everything Everywhere has today announced an agreement with Three [to transfer the spectrum]. Ofcom and the European Commission will review whether the divestment satisfies the merger commitments and a response is expected within the next three months."

It's unclear how much the transaction was for, but it's likely to be far less than the £450m figure mooted earlier today, as the amount the spectrum sells for will have a bearing on how much other frequencies cost during the upcoming auction.

A section of spectrum in the auction was supposed to be reserved for a smaller company, which was previously set to be Three, but now the 1800MHz section has been sold off it's likely that position will change.

In it for the long haul

Three has yet to comment on when it will deploy its 4G network, but did say the move was designed to signal its strength in the mobile internet arena, according to CEO Dave Dyson:

"Acquiring this spectrum will more than double the capacity available to customers on our network. We have seen a huge growth in data consumption with average customer usage now more than 1.GB per month" said a statement to TechRadar.

"New spectrum, supported by further committed technology spend, is a clear signal that we are committed to maintain our lead as the network built for the internet."

The news comes on a busy day for network news, with Ofcom's judgement being met with anger by other networks and Everything Everywhere confirming it would be creating a new third brand by the end of the year and denying it was scrapping Orange and T-Mobile.


Source : techradar[dot]com

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