Transformers Devastation (Platinum Games) boss videos on Facebook

YNbv9ZV.gif


(pls don't be like 3 hours long)

This is so incredible
 
Still going to wait for reviews on this one. I will get it eventually either way but it's £31.99 on steam and right now it's still unclear if this is a rushed, low budget Legend of Korra (a game that is still good with good mechanics and systems but bogged down by lack of dev time and low budget) or a Metal Gear Rising unexpected amazing thing.
 
Man, this looks soooo good. How I wish there were some sort of multiplayer or something. But let's hope this is just the beginning. I love G1....pre ordered!
 
I don't even like Transformers, but this looks dope. They did a great job of recreating the lighting of '80s cartoons animated in Japan. Loving the metal soundtrack too; hope it's not just marketing material.
 
Debating how many "hours" a beatemup action game is without playing it has always seemed silly. It's a metric people like to throw around but ultimately means nothing for the people who actually play the game. If there are a few hours of cutscenes in a game, that would inflate how "long" the game is the first time through automatically, but given the quality of cutscenes and stories in beatemups, that's not really actual value. There's also a question of how challenging a game is. If you have to retry a lot, a 10-15 minute stage could turn into an hour or 90 minutes. A lot of it is really arbitrary.

The only important question is how fun a game is and how satisfying it feels by the time you are completely done with it. Is the content tight and are the levels unique and the bosses varied and fun to fight? Or is there too much filler to attempt to pad the game? How replayable are the difficulty levels, and are they just the same thing with more damage and enemy HP, or are they different encounter designs which make things harder in a meaningful way? Are the optional content fun to interact with? Are the collectibles and Challenge stages worthwhile and do they add value to the game or are they fluff? These are the questions people should really be asking themselves rather than "how long" the game is. With the right design and polish, a "3 hour" long game can be a 50 hour long game in terms of value. With the wrong design and lack of polish, a "10 hour" long game could be something people don't even want to bother completing.
 
Debating how many "hours" a beatemup action game is without playing it has always seemed silly. It's a metric people like to throw around but ultimately means nothing for the people who actually play the game. If there are a few hours of cutscenes in a game, that would inflate how "long" the game is the first time through automatically, but given the quality of cutscenes and stories in beatemups, that's not really actual value. There's also a question of how challenging a game is. If you have to retry a lot, a 10-15 minute stage could turn into an hour or 90 minutes. A lot of it is really arbitrary.

The only important question is how fun a game is and how satisfying it feels by the time you are completely done with it. Is the content tight and are the levels unique and the bosses varied and fun to fight? Or is there too much filler to attempt to pad the game? How replayable are the difficulty levels, and are they just the same thing with more damage and enemy HP, or are they different encounter designs which make things harder in a meaningful way? Are the optional content fun to interact with? Are the collectibles and Challenge stages worthwhile and do they add value to the game or are they fluff? These are the questions people should really be asking themselves rather than "how long" the game is. With the right design and polish, a "3 hour" long game can be a 50 hour long game in terms of value. With the wrong design and lack of polish, a "10 hour" long game could be something people don't even want to bother completing.

True. Rising took me like 30 hours to platinum, though my first run on Hard was only something like six hours. Though the VR missions were malarkey.
 
no, definitely not. why does it hurt your feelings?

Maybe me questioning your post hurt your feelings.

Since when does platinum or these action games have multiplayer ever? Why in the world would you ever think it'd continue where the other game from a different company left off?
 
Tbf, Bayonetta 2 did have multi, even if it wasn't local. Anarchy Reigns did as well, though that hilariously flawed game was built with it at its core.
 
what also hurts it for me is no multiplayer and more focus on melee than shooting. plus not being a continuation of the FOC storyline
It's ridiculous multiplayer in a character action beat em up. A one made by platinum no less. They've made what? One game that was multiplayer?

Basically what you wanted were the last two Transformers game and not this one.
 
Maybe me questioning your post hurt your feelings.

Since when does platinum or these action games have multiplayer ever? Why in the world would you ever think it'd continue where the other game from a different company left off?

This has got to be a joke post. A real bad one

ninja gaiden 3, god of war ascension, bayonetta 2

the foc games are also action games

either way its disappointing PG didnt make an attempt at MP
 
Debating how many "hours" a beatemup action game is without playing it has always seemed silly. It's a metric people like to throw around but ultimately means nothing for the people who actually play the game. If there are a few hours of cutscenes in a game, that would inflate how "long" the game is the first time through automatically, but given the quality of cutscenes and stories in beatemups, that's not really actual value. There's also a question of how challenging a game is. If you have to retry a lot, a 10-15 minute stage could turn into an hour or 90 minutes. A lot of it is really arbitrary.

The only important question is how fun a game is and how satisfying it feels by the time you are completely done with it. Is the content tight and are the levels unique and the bosses varied and fun to fight? Or is there too much filler to attempt to pad the game? How replayable are the difficulty levels, and are they just the same thing with more damage and enemy HP, or are they different encounter designs which make things harder in a meaningful way? Are the optional content fun to interact with? Are the collectibles and Challenge stages worthwhile and do they add value to the game or are they fluff? These are the questions people should really be asking themselves rather than "how long" the game is. With the right design and polish, a "3 hour" long game can be a 50 hour long game in terms of value. With the wrong design and lack of polish, a "10 hour" long game could be something people don't even want to bother completing.

Fun is great, challenge mode helps. If it is short I may feel a little put off. I think one thing they could've done is add more characters to unlock to keep replay high and entertaining. I'm just not big on replaying levels over and over like I used to so giving me something fresh each time would help alot.
 
Tbf, Bayonetta 2 did have multi, even if it wasn't local. Anarchy Reigns did as well, though that hilariously flawed game was built with it at its core.

Madworld had one, as well.

Either way, I'm glad that P* focused on what they do best and build at TF game out of that. If this game is at all successful, then maybe they can think about MP for a possible sequel or some other type of follow-up.
 
I'm really curious to hear how this measures up between the XB1 and PS4 versions, performance wise. Having both systems, I'd like to get whichever has the smoothest experience. :)
 
Eh, I want to be excited because of the visuals and music but gameplay looks so-so. Yeah, the tranforming mid-battle combos look neat, but overall it looks kinda meh outside of the boss battles. I'll definitely be waiting for reviews. Is there gonna be a demo? I miss those.
 
I hope Shockwave shows up, and Insecticons too.

Playable Decepticons have gotta be dlc, even if it's just for challenge maps or something. Actually a Jetstream Sam style dlc with a Decepticon would be cool.
 
I have to admit, it's kinda disappointing that there's no multi, especially since we see other Autobots fighting alongside you in missions.
 
I have to admit, it's kinda disappointing that there's no multi, especially since we see other Autobots fighting alongside you in missions.

Yeah I think that having a bonus co-op mode where you fight waves of enemies in arenas with a friend could be nice, but it was probably out of the scope for the project. If it sells well, maybe as DLC?
 
what also hurts it for me is no multiplayer and more focus on melee than shooting. plus not being a continuation of the FOC storyline

They're saving that for the next High Moon sequel, of course. They need to have that to match the tone of the IDW stuff, while this exists to match the classic cartoon's tone, and they'll compliment each other.

I know in my heart that this happening, because High Moon is totally fine and not a shuttered out map pack factory.

I hope Shockwave shows up, and Insecticons too.

Playable Decepticons have gotta be dlc, even if it's just for challenge maps or something. Actually a Jetstream Sam style dlc with a Decepticon would be cool.

They've both been seen in various trailers and screenshots. Really hope they get Burton back to voice Shockwave; Steve Blum just isn't the same.
 
Still going to wait for reviews on this one. I will get it eventually either way but it's £31.99 on steam and right now it's still unclear if this is a rushed, low budget Legend of Korra (a game that is still good with good mechanics and systems but bogged down by lack of dev time and low budget) or a Metal Gear Rising unexpected amazing thing.
Eh? It's already fairly clear that this is at least a step or two above Korra, easily. It's not quite on the level of some 3-4 year projects like Wonderful 101 or Bayonetta 2 that are just balls-to-the-wall-insane throughout the game, clearly, but all in all you can see that they've had more money/time with pretty much every aspect of the game. More characters to play as, not only more content but seems to be at least a bit more varied, the combat system has more uumph, more impressive cutscenes, better graphics etc. From what we've seen, the city landscape seems a bit repetitive (though it's still far better looking than any of Korra's environments) and I'm not sure how varied the grunt enemies are in the game, but yeah, otherwise this is clearly not another Korra that was made on the absolute lowest-possible shoestring budget and cuts/sacrifices were made on every aspect of the game. It's not an AAA production like Bayonetta 2 either, but it's probably closer to(the slightly higher end of) mid-budget games, which should make it a much more worthwhile game than Korra's "good core but lacking everything else" experience.

Eh, I want to be excited because of the visuals and music but gameplay looks so-so. Yeah, the tranforming mid-battle combos look neat, but overall it looks kinda meh outside of the boss battles. I'll definitely be waiting for reviews. Is there gonna be a demo? I miss those.
The gameplay looks like a mid-bugdet-Bayonetta x Transformers. Even if it lacks the kind of variety Bayo games have thanks to their clearly higher budgets & longer dev times, that basically already means it's above "so-so", unless something has gone very wrong with something that Platinum has done well several times.
 
This game continues to look amazing

Really? Coming from an gamecube thread and seeing the first video I thought that this game could also be possible on the little gamecube...

Cellshading looks "okaish" but even in the gamecube days i was never a fan of it.
 
Top Bottom