Publisher: Activision
Developer: WayForward
ESRB Rating: Everyone 10+
Release Date: June 24, 2014
Although it has the same
title and overall storyline as the "main console"
version of Rise of the Dark Spark, contrary to expectations the 3DS
version of the game plays in a completely different manner than the version
of it that got more press (a LOT more press-- heck, it's hard to find ANY
pictures of this game in action on the net). Whereas the "main console"
version is a third-person shooter using an adapted version of High Moon
Studios' Fall of Cybertron engine, this is (mostly)
an entirely new experience, as it's a turn-based strategy game with some
light "action" elements when the Transformers actually do battle.
First, one major element
that is the same between this and the other Rise of the Dark Spark game--
they both feature the same vanilla, predictable story about a mysterious
dark MacGuffin that is the equivalent to a dark Matrix of Leadership that
passes in between the movieverse and High Moon's WfC/FoC universe. Right
down to the overall objectives and how the story progresses, this is equivalent--
if you're played the "main console" version, there won't be any story surprises
for you here. So the story is definitely the weak point of the game, and
not why you should you play it.
The turn-based strategy/action
that makes up the meat of the game has a fair amount of details to keep
you thinking about what to use with your Transformers, while avoiding getting
TOO overly deep into minutae that it'll overwhelm kids or those new to
strategy games. First off, every stage takes place in a 2D battlefield
that shows its square "tiles" when showing relevant targets or range of
movement, with little 2D sprites of the relevant Transformers moving around
as you direct them to do so. First things first-- here are the Transformers
characters you can play as at some point in this game (in addition to the
occasional Autobot/Decepticon generic trooper):
Movie Autobots:
-Optimus Prime
-Bumblebee
-Crosshairs
-Drift
-Ratchet
Movie Decepticons/"Mercenaries":
-Lockdown
-Stinger
WfC/FoC Autobots:
-Optimus Prime
-Arcee
-Bumblebee
-Cliffjumper
-Hound
-Jazz
-Jetfire
WfC/FoC Decepticons:
-Megatron
-Kickback
-Sharpshot
-Shockwave
-Slipstream
-Soundwave
-Starscream
-Swindle
As you can see, it's
a fairly beefy list (except for the movieverse "Mercenaries"), with some
characters like Arcee, Hound, and Crosshairs making it into this game that
aren't in the "main console" version. The basic premise is that you move
your characters around the battlefield, taking out bad guys (soldiers and
named characters) and accomplishing objectives that range from simply killing
everyone to protecting a certain target or opening up gates to get through
to somewhere else. New bad guys spawn often, so you don't always know the
entire situation right off the bat. That said, despite how many characters
there are in this game, the diversity of the "regular" enemies could definitely
use a boost-- there's only three different kinds of regular soldiers for
each universe (movie and WfC/FoC), and Insecticons in the WfC/FoC universe.
In some missions, you only deal with one type of enemy, period! This can
get a bit repetitive, and I would've liked to have needed to adapt my strategy
to a wider range of enemies.
That said, the core
gameplay here is quite solid. Each Transformer has their own statistics--
some, like Bumblebee, favor speed, while others, like Megatron, are much
slower but also much tougher. Normally, once a Transformer is selected,
they can move within a specified range and attack, OR they can move within
a larger range (also specified by colors on the grid when you select them)
by transforming and driving/flying to the point. HOWEVER, doing this means
that the Transformer cannot do anything else this turn-- the "time spent"
transforming to do this prohibits this. (Oddly, those who transform into
flying vehicles can't go from one elevation to another, like over a wall
or such-- thus flyers aren't inherent any better than ground vehicles when
it comes to transporation.) Once you have moved everyone on your team that
you desire, your turn ends and the enemy takes their turn. When they're
done, the next round begins, and the cycle repeats until one side wins.
Each Transformer has a basic health bar that depletes when they're attacked--
if a TF "dies", they are not available for the rest of the mission, and
you cannot replace them with another 'bot.
Each Transformer has
a certain kind of attack they're weak on, a type of attack they're resilient
against, and a type of attack that they can defend averagely against (there
are three different kinds of attacks total, though each Transformer has
up to eight different attacks that are slowly unlocked during the course
of play). Leader characters (both Optimuses, Megatron, and Lockdown) are
the sole exception to this rule, having no type of attack they're particularly
weak or resilient against. Every character does eventually unlock at least
one of each type of attack, though, so this isn't what really makes the
characters different. What DOES make each character different are their
abilities. Each has an ability that requires a pretty decent amount of
Energon to use-- these abilities are quite tough, and vary from giving
every ally nearby a temporary stats boost to even an extra turn. You collect
Energon from "taking over" (i.e., hacking) factories, as well as getting
some when you kill enemies. Rarely will you be able to use these "tough
abilities" more than two-to-four times each mission (for your whole group),
and using them doesn't take away any "action" from the character-- besides
the Energon cost, there's basically no cost for using these. A character
also has a more "regular" ability that is uniquely theirs and that they
can use as often as they want, though when they do use it counts as their
one "attack" for that turn, meaning that they can do nothing else except
move if they use that ability. Some Transformers can use a ranged attack
(most attacks are NOT ranged, you have to be next to a TF to attack them),
some Transformers can repair others whose health is running low, and others
can "hack" certain structures like factories to give your team Energon
every turn, turrets to engage the enemy, or garages that slowly repair
every allied Transformer close to them every turn. This already makes most
Transformers quite different in terms of how you want to use them, but
there's also two additional, "custom" modifications you can make to each
Transformer before a mission begins. The first is by equipping up to one
certain "pickup" for each Transformer per mission, which usually gives
them moderate defense/attack bonuses and the like. You pick these up by
going over and ending your turn on top of pickups in a mission, thus prodding
players to take a less conservative approach in terms of movement and also
letting you think ahead in terms of who you'll use your pickups on in the
future. (Before you acquire it, you do NOT know what each pickup is, adding
a bit of random-ness to this aspect of the game.) Occasionally pickups
will "break" during fighting, encouraging the player to keep picking up
more. Finally, as you go forward in the game, you will unlock "support
characters" at the end of many missions, with a different group of support
characters for each univere's side (FoC Autobots, FoC Decepticons, movieverse
Autobots, and movieverse "Mercenaries"/Decepticons). This is a nice little
nod to the fans, seeing characters you can't directly play as in the game
like Ravage, Steeljaw, movie Dropkick, movie Landmine, and the like-- however,
outside of an icon, they never actually appear in the game while they're
fighting. (Also, one oddity-- the icons for the "WfC/FoC" support characters
are actually of the regular G1 versions of those characters). Instead,
you can assign up to two support characters to a Transformer (support characters
can be equipped on as many different TFs as you want in a mission as long
as they're on the same side, so you can assign, say, movie Salvage to every
movie Autobot if you like his ability enough). These support characters
modify each Transformers' abilities and/or statistics a bit, such as upping
their Endurance by 1, allowing them to hack or heal faster, or always giving
them the initative in combat, even if the enemy's attacking. This adds
another level of customization to your TFs that I love, though there's
a bit of a balance issue with the "always take the initiative" support
characters-- that ability is so much better than the others, you'll likely
use one of your slots on every TF for the relevant support character with
that ability.
When a Transformer does
a direct (adjacent) battle with another, a different screen comes up, and
this is where the pseudo-"action" on your part takes place. The models
from the WfC/FoC/main console RotDS games have been imported directly into
the game for these match-ups, with a few unique detailed models for characters
like Crosshairs here as well. The graphics for the models are fairly well-done
considering the system, but the backgrounds are a bit relatively low-res
and not as detailed. (Sadly, when you attack the really big 'bots like
Bruticus or Grimlock, it doesn't switch to this mode-- there's just a little
sprite animation on the 2-D battlefield and a pre-determined amount of
damage is done to them.) You and the enemy take turns choosing an action
and then executing it, with one battle over after each side takes 3 attack
turns, regardless of whether one's joined the Allspark by the end of those
three turns or not. TF characters start out with only a few basic attacks
unlocked, like a regular weak attack, a block action, and one or two other
actions available as well. More attacks unlock as you progress through
the game, with each TF character eventually having a total of eight different
attacks. The most basic actions can be used every turn, but more complex
actions (which are more powerful) take a number of turns to "store up enough
energy" for the Transformer to use them-- a segmented bar between each
attack shows you how many more turns you have until you can use that attack,
and the progress towards each attack DOES "save" in between encounters
in the same mission, which is a must considering many of them take longer
than 3 turns to become available. Each Transformer does a bit of trash-talking
and some cool animations when they both enter on this miniature, 3-D arena,
though you can skip past such animations with a simple button press if
you get tired of them (and you likely will by the end of the game). When
you select an attack, your Transformer begins to animate as they "prepare"
to unleash the attack, and it's here where you have to pay attention--
a circular indicator will come on at the right time over the "A" button
image in the corner of the upper screen, and if you press the A button
at the right time, the attack will execute with more damage. The basic
attacks only need one button press at the right time, but the most complicated
can take several button presses chained together. Generally this part isn't
that difficult-- if you're paying attention, you should have no problem
pressing the button at the right time(s)-- but it is the only part of this
game that has a bit of precise timing needed, as opposed to the simple
turn-based strategy that allows you to take your time figuring out what
you want to do.
Unlike most "quick licensed
cash-in" games, this version of Rise of the Dark Spark can take you quite
a while to complete-- there are 32 different missions/battles in total,
each taking a minimum of 10 minutes to a max of around 45 minutes (assuming
you don't skip through all the animations), with most trending around the
30-minute mark. The longer battles tend to be stacked more towards the
end than the beginning, as it should be. Add it up; that's a pretty decent
amount of play time for a 3DS game. In addition, there's three optional
objectives you can complete in each mission, ranging from things like making
sure no one gets below 25% health to hacking everything hackable in the
level to killing 5 enemies with one character. Completing these optional
objectives doesn't really give you anything beyond contributing to your
completion percentage, but they do lend a bit more replay value to the
game. (You don't have to complete all three objectives for a mission on
one playthrough, which helps make this considerably less frustrating than
it otherwise would be.) In addition, once you complete a mission you can
bring in any unlocked character from the relevant side into the mission
during a replay, making those additional objectives a bit easier to obtain.
Also, once you finish the whole game, a "New Game Plus" mode is unlocked,
allowing you to go through the game again on "Hard" difficulty, adding
more replayability for those who want a bit more of a challenge. (That
said, both Easy and Medium aren't really challenging until perhaps the
last few missions, and my limited playthrough of Hard didn't seem to be
that much more difficult-- gamers who are masochists when it comes to difficulty
may be disappointed with this game in that respect.)
The Rise of the Dark Spark game for the Nintendo 3DS takes Transformers video games in an exciting new direction, what with being turn-based strategy as opposed to your typical shooter game. The core gameplay mechanics are quite well-done and the game's fun to play, even if a few minor things aren't completely balanced and it's definitely not the most complex or difficult game in the genre. It also gives you a good amount of play value for your money-- this is one of the few titles where I think the handheld version is actually BETTER than the "main console" version. A recommended purchase, particularly if you're looking for a different kind of Transformers game.
Graphics: 6/10
Music: 10/10
Gameplay: 18/20
Storyline: 5/10
Level Design: 9/10
Cutscenes: 7/10
Controls: 20/20
Replayability: 9/10
Overall Rating:84/100 Great
(Screencaps from Nintendolife.)