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Witness Transformers: Fall Of Cybertron's Metroplex
on July 29, 2013 at 01:00 PM
Transformers: Fall of Cybertron released last year, and the game was filled with fantastic depictions of the Autobots and Decepticons. In fact, those versions of the characters looked so cool that Hasbro has continued to release new Transformers figures inspired by the game. The upcoming Metroplex figure...
on February 04, 2013 at 03:10 PM
Growing up in the 1980s, Transformers was one of those foundational science-fiction universes that made me fall in love with the genre. Newer sci-fi enthusiasts now enter the fold through a fantastic array of fictional backdrops to embrace in cartoons, games, comics, and movies. The pickings were slimmer...
Hasbro Reveals Fall Of Cybertron Toys
on February 11, 2012 at 05:00 PM
Today, Hasbro is formally announcing the first toys that will be tied to the upcoming release of High Moon Studios' Transformers: Fall of Cybertron. Not only will these new figures be directly inspired by the video game, but in a move sure to excite toy collectors, five of the announced figures all...
Transformers: Fall of Cybertron Gameplay Roundtable
on November 02, 2011 at 01:00 PM
We've been highlighting key areas of the new game during our month of coverage on Transformers: Fall of Cybertron, but in this video discussion we hope to address some of your remaining questions. Game Informer editors Matt Miller and Ben Reeves sat down in the conference room at High Moon Studios...
Larger Than Life: Designing Fall of Cybertron's Set Piece Moments
on October 31, 2011 at 06:21 PM
Two competing storytelling philosophies exist in video games. One states that a game should be filled with a series of scripted cutscenes that narrate an overarching plot. The other believes a game should never take control away from a player, thereby creating a kind of simulated fiction where the player...
Creating The Soundscape Of Transformers
on October 28, 2011 at 01:00 PM
When we decided upon Transformers as a cover story, I started asking around the office looking for ideas for our video coverage. Without a second of hesitation, Game Informer's own Jeff Cork demanded to learn how the team at High Moon Studios recreates the iconic sounds of the transformations. We...
True To Form: Safeguarding The Transformers License
on October 27, 2011 at 03:00 PM
How High Moon and Hasbro transformed a classic brand into gaming gold. It may seem strange for a toy brand to have its own encyclopedia of chronicled narrative. Properties like Barbie, Hot Wheels, or LEGO aren’t known for their large wealth of fiction, for example. One of the first toy properties...
Transformers: Resurrecting The Dinobots
on October 21, 2011 at 01:00 PM
Two things unite every sane person in the world: pumpkin pie and the unrivaled awesomeness of dinosaurs. In the '80s, Hasbro capitalized on the popularity of these beasts by creating the memorable team of elite Transformers called the Dinobots. Once a pillar of Transformers fiction, the proud Dinobots...
The Enemies & AI Of Transformers: Fall Of Cybertron
on October 20, 2011 at 04:00 PM
While the AI systems in Transformers: War for Cybertron were completely functional, developer High Moon felt like it needed to rethink its enemy design for the follow-up Fall of Cybertron. The studio’s AI solution has affected every facet of the game, including the fundamental design of its enemies...
The Story And Direction Of Transformers: Fall Of Cybertron
on October 17, 2011 at 02:00 PM
Matt Tieger has to direct Optimus Prime. He has to direct the player's experience and he has to direct High Moon Studios as they work on Transformers: Fall of Cybertron. While technically a sequel to 2010's War for Cybertron, due to some radical changes in story structure and gameplay, Matt Tieger...
Behind The Crosshairs: The Weapons Of Transformers
on October 12, 2011 at 05:00 PM
When High Moon started developing Transformers: Fall of Cybertron, the designers put out an open call for anyone in the studio to submit ideas for new weapons. A flood of concepts soon rushed in, and the programming team spent weeks turning a list of offhand and oddball ideas into a prototyped arsenal...
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