Interview With Creative Director of "Transformers: Fall of Cybertron"
Tuesday, Aug. 21 brought the release of Transformers: Fall of Cybertron. Sequel to High Moon Studios’ War for Cybertron, the game explains how the Autobots lost their home planet to the Decepticons. It’s currently available for Microsoft
Windows, PlayStation 3 and Xbox 360. Recently, we had the opportunity to speak with Senior Creative Director Dave Cravens about the game.
STACK: What’s the difference between a game you write the storyline for and one based on a movie?
Cravens: [With] a movie-based game, there are more cooks in the approval kitchen… [The] process itself tends to be more dynamic in comparison. Large chunks of movies can literally be rewritten, reshot and edited as late as a month or so before release.
STACK: Can gamers start with Fall of Cybertron, or do they need to go back and play War for Cybertron first?
Cravens: You don’t need to play War for Cybertron to get Fall of Cybertron. We took a lot of care to create a story that could appeal to anyone, both Transformers fans and non-fans alike.
STACK: Walk us through some of your favorite characters and weapons in the game.
Cravens: Each character and his unique power scratch a different itch for me. When I’m Jazz, I love using my grappling hook to get out of trouble. When I’m Optimus Prime, I love the fact I can call in artillery strikes or command Metroplex to come in and take down skyscraper-sized artillery gun.
Don’t forget about the Decepticons either. When I get to play as Bruticus, I’m a combination of five Transformers in one—with all the power to boot! Weapons-wise, there are a lot more to choose from this time around, and everything is upgradeable through Teletraan store.
STACK: The game’s release date was moved up a week—something quite rare in the videogame industry. Why the change?”
Cravens: We felt we were in a good spot at the time; we saw how hungry the fans and the community are for this game.
STACK: Anything else you’d like to tell fans?
Cravens: Chances are very high you’re going to enjoy it… we made the kind of Transformers game that both fans and non-fans would enjoy. At the end of the day, we wanted Fall of Cybertron to be a great third-person shooting experience. It needed to feel great under our thumbs when we picked up a controller—and it does.
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Interview With Creative Director of "Transformers: Fall of Cybertron"
Tuesday, Aug. 21 brought the release of Transformers: Fall of Cybertron. Sequel to High Moon Studios’ War for Cybertron, the game explains how the Autobots lost their home planet to the Decepticons. It’s currently available for Microsoft
Windows, PlayStation 3 and Xbox 360. Recently, we had the opportunity to speak with Senior Creative Director Dave Cravens about the game.
STACK: What’s the difference between a game you write the storyline for and one based on a movie?
Cravens: [With] a movie-based game, there are more cooks in the approval kitchen… [The] process itself tends to be more dynamic in comparison. Large chunks of movies can literally be rewritten, reshot and edited as late as a month or so before release.
STACK: Can gamers start with Fall of Cybertron, or do they need to go back and play War for Cybertron first?
Cravens: You don’t need to play War for Cybertron to get Fall of Cybertron. We took a lot of care to create a story that could appeal to anyone, both Transformers fans and non-fans alike.
STACK: Walk us through some of your favorite characters and weapons in the game.
Cravens: Each character and his unique power scratch a different itch for me. When I’m Jazz, I love using my grappling hook to get out of trouble. When I’m Optimus Prime, I love the fact I can call in artillery strikes or command Metroplex to come in and take down skyscraper-sized artillery gun.
Don’t forget about the Decepticons either. When I get to play as Bruticus, I’m a combination of five Transformers in one—with all the power to boot! Weapons-wise, there are a lot more to choose from this time around, and everything is upgradeable through Teletraan store.
STACK: The game’s release date was moved up a week—something quite rare in the videogame industry. Why the change?”
Cravens: We felt we were in a good spot at the time; we saw how hungry the fans and the community are for this game.
STACK: Anything else you’d like to tell fans?
Cravens: Chances are very high you’re going to enjoy it… we made the kind of Transformers game that both fans and non-fans would enjoy. At the end of the day, we wanted Fall of Cybertron to be a great third-person shooting experience. It needed to feel great under our thumbs when we picked up a controller—and it does.