Many critics found themselves complaining that the Cybertron Transformers games were "basically Gears of War, but with a licensed property", and even argued that the Transformers license was all that made the game special. Later I'll have a full review of Fall of Cybertron to fully debate these points, but let's get in a quick slap to the face of critics now.
War for Cybertron immediately and throughout reminded me of an evolved version of a sixth-gen game I loved: Metal Arms: Glitch in the System. This was a generally comic robot war third-person shooter, focusing on run-and-gun and light platforming rather than sluggish cover-turtling. The game starred some creative and unique weaponry (like a dismembering buzzsaw gun long before Half-Life 2 or Dead Space would feature the same), multiple playable characters, stealth missions, and a puzzle here and there. For having gone so under the radar, it certainly played like your biggest budget games.


Matt Krystek, the lead level designer for War for Cybertron, also designed the levels in Metal Arms.
So you can see why I so rarely doubt my own opinion.
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