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Transformers: Crossover Climax

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Transformers: Crossover Climax
Developer(s) McDonalds Interactive
People Can Fly
Publisher(s) Activision
Director(s) Adrian Chmielarz
Producer(s) Piotr Krzywonosiuk
Alan Van Slyke
Chris Wynn
Writer(s) Tom Bissell
Platform(s) Microsoft Windows
PlayStation 3
Xbox 360
Krusty Krab
Wii U
Genre(s) Third-person shooter, Action-adventure
Release Date(s)
WW: 28 May 2013
Single-player, multiplayer
Age Rating(s)
PEGI: 12

Transformers: Croosover Climax is a third-person shooter video game developed by McDonalds Interactive and People Can Fly and published by Activision. The game was released worldwide on 28 May 2013 for Microsoft Windows, PlayStation 3, Xbox 360, Wii U, and Krusty Krab. It is a multi-crossover with SpongeBob SquarePants, The Fairly OddParents, Pokémon, Sonic the Hedgehog, Super Mario, Star FoxThe Legend of ZeldaMetal Gear, and Tomb Raider.

The game tells the story of the Transformers, fictional robotic life forms, and their arrival on Earth. Some of the voice cast from the 1984 series The Transformers return to reprise their roles, including Peter Cullen as Autobot leader Optimus Prime, Frank Welker as Decepticon leader Megatron, Judd Nelson as Hot Rod, and Gregg Berger as Grimlock. Other actors return to reprise their roles from Transformers: Fall of Cybertron.

Development on the game began in 2009. The developers conducted field research around Washington D.C., Los Angeles, and Honolulu throughout development and captured footage for the design team.

Following its announcement in June 2012, Transformers: Crossover Climax was widely anticipated. At release, it received a polarized reception; praise was particularly directed at the game's gameplay, cooperative campaign, graphics, audio, and mission variety. The game received criticism concerning the plot, and some technical issues. Transformers: Crossover Climax was a commercial success, breaking the record for the biggest first day sales of a Activision game, and becoming the biggest launch of a new IP ever in the United Kingdom at the time.


Like Transformers: War for Cybertron and it's sequel Transformers: Fall of Cybertron, Transformers: Crossover Climax is a third-person shooter. The game has a single-player campaign.[1] Escalation, the online multiplayer mode where four players fend off waves of increasingly tough enemies, returned with the addition of upgradable defenses. The mode features over forty playable characters, and has levels based on both Cybertron and Earth.[2] Escalation mode is absent in the Wii U and 3DS versions of the game.[3] In addition, experience points collected by players in both single and multiplayer will be shared.[1]





^a Not a playable character
^b Downloadable content, playable only in multiplayer
^c Alternate skin available (preorder/downloadable content)
^d Slag was renamed Slug in the game due to Slag being a derogatory term in some cultures
^e Playable in escalation



McDonalds Interactive began development on Transformers: Crossover Climax in 2009.[4] McDonalds Interactive's creative director Jonathan Morin noted that Transformers: Crossover Climax is designed to "go beyond the limits of today's open world games", referencing both its use of information as a plot point, and allowing players to control the entire city through its hacking mechanics. In order to achieve realism in the game's hacking mechanic, the game production team worked with Russian anti-virus firm Kaspersky Lab. The developers sent some of the game designs to Kaspersky, who then gave feedback. "Sometimes they say, 'Yeah, that's possible, but change that word,' or, 'That's not the way it works'", said senior producer Dominic Guay.[5] When developing the hacking mechanic, the team focused on reducing it to one button; "You want to have one button, so that people don't have to swallow 'how' on top of 'when' and 'why' to use those things", said Morin.[6] The team travelled to Chicago during development to record non-player character (NPC) dialogue, to achieve the distinct accent. To record the dialogue, two studios ran simultaneously in Washington D.C. for about six weeks. "You will never see exactly the same profile on any NPC anywhere in the game", said lead story designer Kevin Shortt.[7]

Transformers: Crossover Climax was officially unveiled by Activision during their press conference at E3 2012. They released the debut trailer on the same day.


Some characters who previously appeared in War for Cybertron feature updated appearances and transformation schemes, or moving parts that animate regardless of player action, similar to breathing.[8] The character Optimus Prime was redesigned for a "more warrior-type feel",[9] with more bulk added to his body mass.[8] The weaponry in Fall of Cybertron was also modified and enhanced; the designers of the game put out a call to everyone in the studio for new weapon ideas.[10] Matt Tieger of High Moon explained that in addition to new designs, each weapon could be upgraded, continuing, "We really made a conscious choice to make every upgrade a significant improvement, so one upgrade might increase your firing speed by 75%. We could have made the system so that there were a lot of upgrades that each improved your guns a little bit, but we wanted to make each upgrade feel like this giant thing. That way when players buy it they’re really going to feel the difference."[10]


The official score for the game was primarily composed and produced by Brian Reitzell, with additional compositions by Peter Connelly, David Kristian, and Pavel Maximytchev. The official soundtrack, featuring Reitzell's tracks only, was released on 22 November 2013.[11]


Critical response

Review scores
Publication Score

Transformers: Crossover Climax received positive reviews from critics.




  1. Cite error: Invalid <ref> tag; no text was provided for refs named Game
  2. Sheridan, Connor (June 18, 2014). Transformers: Rise of the Dark Spark trailer escalates co-op. Computer and Video Games. Retrieved on June 21, 2014.
  3. Stainrook, Wayne (June 18, 2014). Transformers: Rise of the Dark Spark. Game Informer. Retrieved on June 21, 2014.
  4. Kaye, Darryl (29 June 2013). Development On Watch Dogs Began In 2009. Gaming Union. Retrieved on 29 June 2013.
  5. Kietzmann, Ludwig (10 May 2013). Watch Dogs getting hacking feedback from security firm Kaspersky Lab. Joystiq. Retrieved on 17 May 2014.
  6. Nutt, Christian (23 April 2014). Hack-Man: An Interview with Watch Dogs' creative director. Gamasutra. Retrieved on 8 June 2014.
  7. Good Game Stories - Watch_Dogs. Good Game. Australian Broadcasting Corporation (3 June 2014). Retrieved on 4 June 2014.
  8. 8.0 8.1 Hanson, Ben (October 10, 2011). Fall Of Cybertron: The New Optimus Prime. Game Informer. Retrieved on October 14, 2011.
  9. Cite error: Invalid <ref> tag; no text was provided for refs named warrior
  10. Cite error: Invalid <ref> tag; no text was provided for refs named weapons
  11. Minsker, Evan (27 May 2014). Brian Reitzell's Watch Dogs Video Game Soundtrack to Be Released by Portishead's Geoff Barrow's Invada Records: Listen to Three Tracks. Pitchfork Media. Retrieved on 28 May 2014.

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