Wot I Think: Fall of Cybertron Multiplayer

famous Decepticon Ultra Magnus there

Last week I told you all about Transformers: Fall of Cybertron’s barrage of fanservice that is its singleplayer mode, and now here are some thoughts on its team-based multiplayer.

No posturing Megatron-Optimus stand-offs or piloting of walking cities here: multiplayer is a completely different game, as is so often the case for shooters. While the campaign involves running and blasting easily-dispatched drones as an improbably self-regarding soundtrack booms and familiar faces jabber gags and exposition, FoC’s multiplayer is actually about transforming.

While I Tapped F To Transform probably only a couple of dozen times throughout the entire singleplayer, here I’ve been spending the majority of my time in vehicle mode. The game does its best to frustrate this with boundary-filled maps, especially evident if you favour the jet-based Scientist class, which entails at least as much bouncing off an invisible ceiling and trying to squeeze your wings through small holes as it does soaring through the open grey skies. Nevertheless, the ability to instantly change form to either reach or evade trouble certainly gets its moment in the sun.

The main use of being a vehicle, perhaps inevitably, is speeding towards the heart of the action upon (re)spawning. It’s also a means of ensuring snipers don’t dominate the playing field. Camping spots aren’t much use when an opponent can simply turn into a plane and fly straight to your high-up hiding spot. Same goes for anyone whose strategy involves running away – you can tail them all too easily. Unless you’re playing as a Titan, the hulking tank class, which is a high damage/low speed trundler. It’s a team game in all its modes, so Titans will rely on the fast Scientists (planes/healing) and Infiltrators (cars /invisibility) to trail fleeing foes. Destroyers, the standard assault class, tend to be playing more familiar deathmatch. Unfortunately, this being a port rather than a true PC version, so there’s no team chat whatsoever, so good luck with communication if you play public matches.

As a result, the public game is largely about massed, fairly close-up scraps rather than the hide and seek and headshotting which characterises so many other multiplayer shooters. It’s a good way to feel involved, even if a preponderance of one-shot-kill heavy weapons means there’s still a good chance the less experienced will feel a bit persecuted. Vehicle weapons are by and large a bit weaker than bot-mode weapons, so tend to be more about harassment than the pursuit of victory – and again, that ensures transformation is regular and vital, rather than an incidental gimmick.

The maps are a bland let-down, however. While some have fairly dramatic ruined-planet backdrops, by and large they’re simply dully metallic, obstacle-filled arenas that could be from any sci-fi shooter. As I mentioned, they’ve been artificially restricted to prevent aircraft from having the time of their lives. There’s one, featuring segments of demolished roads on high platforms accessed by jump-pads, which has a hint of ambition to it, but nothing that’s at all playful with the concept or fiction of Transformers.

That stuff’s held in the create-a-character mode, which builds upon the very simplistic (pretty much recolouring only) version from War For Cybertron. This time around, you get to construct bots from an assortment of parts belonging to characters from the singleplayer game, with a few new ones thrown in as over-priced DLC. While there’s enough to satisfy you through a couple of construction sessions, FoC’s oddly homogenous character art style – those washed-out colours, those instantly forgettable, randomly-shaped vehicle modes, those oversized limbs – makes it near impossible to create a character that will feel truly your own. As soon as you stick a Shockwave head or an Optimus head on there, it’s just Shockwave or Optimus with slightly different shoulders or legs.

Vehicle mode, meanwhile is unaffected by your parts choices other than chest, so each of the four classes has only a few variations in that regard. Then there are the colours, which are cruelly bifurcated into what the game decides are Autobot and Decepticon hues. Entire, major colours are denied to what’s deemed the wrong faction for them, even to the point that Autobot city commander Ultra Magnus – a character model available only in a $10 DLC pack, and files for which are apparently already in the base game – can only be recreated in his official colours if you make him a Decepticon. There’s just not enough flexibility, and with the majority of new part unlocks saved for DLC (such as the upcoming Dinobot pack, character models for which are again already in the base game) rather than via levelling up, it’s tricky to see the long-term appeal.

Server stuff is straight out of the console model, so it’s auto-matchmaking and all the problems that entails. Makes it quick enough to get in if enough people are online, but don’t hope you can fine-tune exactly what sort of session you want.

I’ve given FoC’s more time than it perhaps deserves, purely because transformation being part of the combat strategy was enormously welcome after the short thrift it was given in singleplayer. It feels cruelly curtailed and perfunctory though – it absolutely understands what an always-accessible vehicle mode can mean for multiplayer, but it hasn’t put that into a particularly compelling context. That I can’t ever find a game in any mode except straight-up team deathmatch perhaps speaks to this – people are there to blast and to grind levels rather than explore what’s possible.


  1. LegendaryTeeth says:

    Shame. Maybe the third one will get it right. Transformers multiplayer could be incredibly sweet.

  2. Moraven says:

    You know what we need?

    An updated Robotech: Battlecry. Gameplay requiring the use of transformation back and forth to succeed. Split screen deathmatch was good fun. And the glorious stream of missiles.

    • brau says:

      Robotech was a lot of fun. I like all 3 modes and how different each felt. I wish it was the case for this. Isn’t there a new Vita robotech?

    • YourMessageHere says:

      Why the weaksauce cut-and-shut Robotech and not the original innovator, Macross? Better, more coherent fiction, with the same core transforming mecha; better ones if you start looking at e.g Macross Plus. There’s a slew of console Macross games out there that only need porting, too.

      • Moraven says:

        Oh I am aware of the many Macross (and Gundam, lots of good mecha games that have been made) games that were only released in Japan. I have played a few in the past, but I do not recall them as well.

        Battlecry I do own and remember which is why I mentioned it. (along with knowing more about Robotech than Macross having read most of the books and owning most of the anime)

  3. Alexander Norris says:

    The first one’s MP was very much a case of “Call of Duty-ish, but it’s Transformers!” so I would have happily plaid it for literally hundred of hours if it had actually been a PC game and had had servers and text chat. :( It’s a damn shame, basically.

  4. YourMessageHere says:

    Shockwave’s a plane? Whut? I thought he was a giant flying pew-cannon.

    • mondomau says:

      I don’t think that’s actually Shockwave, but a MP character made up from the same parts maybe?

      • Hirmetrium says:

        I believe he was changed to a jet in the continuity because “transforming into a gun doesn’t make sense”.

  5. Lemming says:

    I mentioned this in the review thread but what this needs to be is Tribes: Transformers for multiplayer.

    Huge open maps, a base each side (floaty Decepticon shuttle one side, Autobot base the other), with loads of space to ‘roll out’ in. It would be a hit.

  6. Hirmetrium says:

    I really enjoy the game, and its just a goddamn shame to see 0 interest in the multiplayer.

    I do especially feel that the Fall of Cybertron maps are absolute crap compared to WFC ones. They would of done better to port those directly (they probably will to make DLC money) than to make new maps.

    The DLC strategy is also disgusting. £8 for multiplayer character parts? GTFO Activision.

    Also, just gonna leave this here for Alec. Explains the lackluster credit sequence.

  7. Tiller says:

    Agreed on all fronts really. Multiplayer would be a blast if not for some more vehicle abilities and maps designed around the use of them. None of them are particularly big or memorable. Character customization really isn’t all that, and the port job on the lobbies, communication, and connections are bare bones lackluster.

    And what makes it worse is that all the characters for the “DLC ” is in the files. The 5 for the multiplayer pack plus the future dinobot/insecticon/Hound packs. On top of two whole maps. I feel awful for buying the game.

    • Hmm-Hmm. says:

      I bought the game because I purchased WFC in the steam sale for 5 euros and I wanted, well, more of that and to support them. It’s a shame they couldn’t or didn’t want to do better.

      And the dlc not to mention the pricing thereof is a shame, too. Kinda makes me happy there was none for the pc version of WFC.

  8. The Hairy Bear says:

    I quite enjoyed the multiplayer (also didn’t have much of an issue with finding other modes) but I agree that there’s not a huge amount to keep people playing and the map design is pretty poor, am already bored with it sadly..

  9. Granzort says:

    Decent TF game. As a huge fan I always expect too much but this game i OK.

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