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Transformers revenge of the fallen autobot
Transformers revenge of the fallen autobot













transformers revenge of the fallen autobot

And the game has an artificially inflated gameplay time thanks to a few extended multitier missions that have no checkpoints: die and you have to do the gruntwork all over again. Boss battles are entirely predictable and exploitable with basic "circle strafing" techniques. Gunfire you swear blew past you at a safe distance will still damage you unfairly. But even with the tighter action, the sequel's mechanics are still a little wishy-washy. There are also hidden objects to scan, which will unlock higher power weapons and enhancements that will build up your core character's abilities.

#Transformers revenge of the fallen autobot upgrade#

With each enemy you destroy you'll collect Energon, which can (and should) be used to upgrade your character's attributes. The developers try to put a little more balance between robot form and vehicle form to really push the idea of what makes the Transformers "cool," but for the most part you'll be doing far less driving and far more shooting in Transformers: Revenge of the Fallen. The action in this sequel is comparable to the first Transformers game, but things just feel a little tighter this time around. It feels a little silly to be in the middle of a war, but yet Optimus Prime thinks it's a good idea to have a little race to see who's faster, but whatever. The game still follows the story of a new "protoform" recruited to the side of your choosing (the choice being the version you purchased), but each mission has a secondary Challenge mode that puts you in control of other, more familiar characters.

transformers revenge of the fallen autobot

Also worth mentioning: you'll be playing as different Transformers in Revenge of the Fallen.

transformers revenge of the fallen autobot

While "open world" sounds like a better option, the Nintendo DS just doesn't have it in it to give that style of gameplay in an over-the-shoulder perspective without the inherent problems like object pop-in and drop-out. Energy walls corral the action to specific places, and when a set quota is met the walls will drop to give players access to the next portion of the leve. The missions keep things a bit more confined but the areas can still be quite massive. You won't be playing as any flying Transformers unless the mission calls for it, and even then these occasional flying missions are specific to the airborne robot. But with a few exceptions all the missions are ground-based. You can still explore the given area as freely as your robot's capable: if the rooftops are low enough you can still get up on top of buildings and hop across the skyline. The game's far from perfect, but there are far fewer exploits and glitches to get in the way of the action. Though you can't go anywhere and do anything like you could in VV's first Transformers game, the enforced restrictions actually make the experience better. It appears that Transformers: Revenge of the Fallen uses the same tech that Vicarious Visions built for the first title, but the team definitely wrangled back the production a bit. Where the designers tried to give gamers the "open world" style of gameplay on the Nintendo DS with the first Transformers, the system's hardware restrictions got in the way of the developers' intentions.















Transformers revenge of the fallen autobot