Thursday 12 November 2015

The Transformers: Devastation Review (PS3)

The Transformers brand has a somewhat chequered history in video games. We've had a lot of shovelware over the years, but with also had some honestly good ones, ones which tend to be well-regarded, rather than merely “okay for a license”. The High Moon Studios games were notably fine, as was the PS2 vintage Armada game by Melbourne House. The rest? Especially games based on then contemporary films or cartoons? Not so much. Then this game came along. It was published by Activision, whom don't have an especially good reputation with most “serious” gamers, ask Tony Hawk's fans about the last game, and developed by the usually awesome Platinum Games, but their last licensed title was poorly-received. Still, I was optimistic, and only became more so as time went on. I mean, a Transformers game made by the guys who did Bayonetta and Metal Gear Rising: Revengance? Even if they phoned it in, it was probably going to be worth a look. But is it any good? Well, its very good in places, but there's probably a better sequel on the way.




First an apology: while I played this on PS3, I don't have the technical set-up to capture images from the game, so I've been forced to use promotional images sourced from the related facebook page. Take the images with a pinch of salt, but I don't think there's a vast difference between versions.






So, the obvious first. Presentation is very nice although I did note the occasional clipping error and some energon cubes changing colour in a cut scene. Superficially, its the Generation 1 cartoon, although running at a much higher framerate and with lots of 80's style rock music(1). Obviously getting a bunch of the original voice talent helped, but they didn't rely on that, and there's a startling attention to detail. The weapon models for example are drawn from not only the original cartoon, but also the Prime cartoon, the movies, the 1986 movie, the actual 1984 toys, and there's a class of missile launchers seemingly based off G2 Dreadwind's distinctive rotary launcher. I was also impressed by the generic baddies invented for the game, which fit so well its almost as if they were always there. I would buy a ground soldier in voyager class. I expect to see a Conehead in game colours immediately. Its not pure G1 though. Its something you'll realise almost immediately if you are paying attention, Megatron is a tank, but there's an aspect of the plot that owes a lot to IDW, not to mention the sequel hook. I'm not bothered by this, but one criticism I would make however is the depiction of the Stunticons, of which only Motormaster displays a robot mode and personality. Given that the modern toys feature bladed weapons, this is a missed opportunity in a game about close combat.





But is all this gloss actually meaningful? Has Platinum actually made a Transformers game? Or is it a Baynonetta with a different form of fan service? Well, its true that fans of this games developer will notice many similarities to their other games, and the library of moves is comparatively light. Past a certain point, playable characters are interchangeable, although Grimlock clearly isn't(2). That said, Platinum have succeed in working transformation in some visually wonderful and mechanically nuanced ways. Combat is exactly as awesome as the trailers make it out to be, with enough behind it to make mastery rewarding. Combos involve punches, kicks, sudden transformation, vehicular homicide, more punches, dramatic bullet time, drifting truck trailers, stabbings, an angry T-Rex, bludgeoning, chopping, more kicks and pointblank fire all with millisecond precision. And your foes demonstrate exactly the same level of visual flair and combat prowess. Jetformers happily stay of out reach, making bombing runs before charging you, while tanks try to knock you down with their gun barrels, and bosses being even more creative. And there's even a rough and ready third person shooter in here too, Wheeljack specialising in ranged combat. All this is enhanced by a surprisingly comprehensive loot system(3), like something out of Diablo and Torchlight. Weapons, of which there are many, can be levelled up and merged, and given various status effects, which routinely effect bosses. There's also a mini-game driven set of passive upgrades called T.E.C.H. Mechanically speaking, there's plenty to this.





Speaking of boss battles, these are obviously a highlight. The 80's rock soundtrack goes into overdrive, and the cut scenes make it an event. There's none of that “learn my pattern to beat me” stuff, its more “find the weaknesses in my technique”. The boss battles do however demonstrate a key flaw with game though, as they get reused, making things repetitive. Which is a fair word to use in reference to this game, to be blunt. You do a lot of backtracking, and there's really only two locations. You face the Constructicons in some form 7 times. Its not a long game either and there's two reasons for that. The first is that it is, with a story mode that you can complete in an evening. The second is that you will want to complete it very quickly. In an experience I can only recall having with other Platinum Games, where I was overcome with bloodlust and frustration at more than one boss, to the effect of "You going down! Tonight! No matter how many tries this takes! I will feed you your own sword WHILE YOUR CHILDREN WATCH!"

Ahem.

TF:D is a hard and demanding game at first(4), but one that is harsh but fair. If you loose, its because you made mistakes, not because the game did something cheap, at least in my experience. And with each fight you get better, both personally and via its loot system. Fighting is its own reward, but chasing that double S rank is an even greater thrill. Once that clicks in your brain, you can find yourself with the game for a while. I write this review having it completed twice, so it seems to hold my attention. I just started getting A and S ranked weapons, and I'm playing the game with Bumblebee, who just makes things super fast. And there's a decent chunk of challenge rooms and side missions. Replay value is definitely present.





Conclusion
Transformers: Devastation is a good game, one that treats its licence well, and benefits from an extremely talented studio. Fans of both Transformers and Platinum Games will find much to recommend, although in terms of sheer content and variety there's criticisms to be made. The story mode is short, and it relies very heavily on its combat, with only a few undeveloped diversions. Granted, the combat is excellent, but its not exceptional, and there's a general feeling that maybe development time was short. This is partially excused by the fact this game is comparatively cheap for a Triple A release, my example being £20 new, which is fair. I do hope they do another. If spectacle fighters aren't your thing, I don't think this game will convert you to the genre, and I'd still say Fall of Cybertron was the best Transformers game, but this is still very enjoyable. Shop around, or rent it first.





Foot notes
  1. TFNation will use this game's soundtrack as background music. I'm calling it now.
  2. He kind of alternates between being a mechanically different brawler and comic relief due to his animation and dialogue.
  3. If you get the additional character skins, you get some bonus weapons too, which was definitely a boon on my first play-through. However, their characteristics seem based on your own performance rating in missions, so its not game breaking, and I found them obsolete in later plays.
  4. Assuming you didn't put it on easy.

Images copyright Hasbro and Activision.

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