Sunday, 18 September 2011

Transformers Revenge of the fallen

Transformers Revenge of the fallen

Main Issues:
Controls are Clunky
interface is overwhelming
missions have limited objectives
Too many distractions during missions
Too many load interruptions, loading screen is a mess
Game balance, too many enemies low health  (esp at mission 8 of autobots)
Too many stuff to collide with while in transformation.

Design worthy:
transforming from shooter to cars and air vechiles-
Design both meele and shooter from the 3rd perspective and car aircraft controls. Challenging to say the list.

Gameplay:

u have about 2 modes, vehicle, robot(meele and shoot). the main issue is with transforming from vehicle back to robot.
The same button which u transform to vechile form is also used for accelration of the vechile so if u leave the button u get back to being a robot. flying for example can get very clunkey ,slowing down and transforming to a robot.
Also the same button that used to transform also used to shot  in robot mod which makes the thing clunkier than it is.

Vehicle mod- veichle is moving on one axis, hard to make sudden moves or shoot enemies.

Robot mod- hard to aim at flying targets mainly, moving faster than u can aim, other enemies are stationery most time, which makes space invaders enemy more challenging.

enemies-
several types of enemies, big ones which make alot of damage and move slowly and faster ones which stand and shoot U ,fly away when u shoot them.
Sometime can be too many enemies to handle (mainly in boss fights and the deep 6 mission) and they don't miss which makes it even harder to survive.

Objectives:
the objectives are quite similar mostly autobots get the escort mission and defend stuff from decepticons , and decepctions get the destroy stuff missions.
Autobots mission are harder than decepctions ones because of all the escort objectives.

Autobots do have boss fights more than deceptioncs which makes them a bit more varied but still most missions are same. main issue is that each objective u do about 4 times in one mission, so say in a mission get to area and defend from enemies 4 times. it gets monotonos fast.
they try to make it less monotons by putting a timer to see how quick u finish each mission ( the quicker U do U get more "energons").

Design tip-
try not to do missions with objectives which u repeat several times in order to make the level take more, also making the level harder in order to make it longer is a bad idea. if u have a short objective add another one or make the level short dont easy fix it by making u do the same thing for X amount of times or making the level harder.
MMO using this cheap trick alot.

UI:
Overwhelming and full of distractions as u can see here:





Distractions


It uses the "4 corner" UI Design layout means each corner have a UI element.
The issue is that it have so many stuff in each corner it rly overwhelming, and some of it shouldnt be there. The Timer for example is useless if u can see the rank after u finish or atleast combine the timer with the lower left element (the health and player location).
Same for the energon thing on the other end, rly no matter its no space invaders.
And the most annyoing is the talking robots on the bottom, it adds nothing and they mumble incoherent stuff as it is.



Say what?


Loading screen is a mess too


total mess and distractions..



Game mechanics-
U have main gun and secondary gun coupled with a special shot.
Main gun will get heated after a few shots so u need to switch to secondary one,u have a cooldown for each weapon until u can use it again. u can improve it from the "energon" u get in each mission, a way of making some sort of customisation.

Special shot can be activate once in a while but its not rly clear when its charging and when u can use it (the interface problem). Special shot can vary from stun to placing a turret the worst is the sniper rifle (u zoom in with aiming button) which is a complete mess as the aiming is not very spot on as it is.

The use of cooldown in weapons is unclear is it supposed to encourge using both the weapons and not just one( the game is monotnous as it is).


Marketing Department have surely had a say in the matter and the game was rushed to co inside with the movie release, thus a very limited time to design a very complex game, should given the company more time to actually make the game. as it is the controls and game balance are still at Beta stage of sorts unpolished.