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Showing posts with label Transformers. Show all posts
Showing posts with label Transformers. Show all posts

Saturday, 19 October 2024

Film Review: Transformers One

 NO REAL SPOILERS

I was there, back in 1984, reading the comics featuring Optimus Prime and Megatron.  I started with Issue 4 of the UK run (the second half of US #2) and that was origin enough for me - the Autobots and Decepticons had arrived on Earth and had the ability to transform.  I could work the rest out backwards.

Origin stories generally have the disadvantage that you know how they turn out (we know the characters from stories we've read or seen previously).  In the case of Transformers, the history of Optimus Prime has been covered in the cartoon series, in the episode "War Dawn", where we meet Orion Pax and Elita One.

With such a depth and wealth of history, how is the latest Transformers film, simply titled, "Transformers One" going to manage to tell a new story?  Partly by rewriting canon, and partly by focusing on the characters - this is the origin story for Megatron (and by changing him from a gladiator to a miner) more than for Optimus Prime.

Orion Pax (precursor to Optimus Prime) is written with a youthful and naive optimism throughout.  D-16 (precursor to Megatron) has a similar personality, at least initially.  Bumblebee is annoying, but far better written that in any of the other Michael Bay films (I was amazed to discover that Mr Bay had got his name on this film, there's far more character development and fewer explosions than a typical Bay outing).

D-16's character arc is far more interesting than Orion's - the two characters start as friends, and in order to become enemies, one of them has to go in a different direction to the other: it's D-16 who changes course.  Orion's development to Optimus is simply due to his relentlessly pursuing 'the right thing'; D-16 is more interested in forging a different path and doing things differently.  This is partly ironic, because Orion is the one who 'breaks protocol' in order to save one of his fellow miners near the start of the film.  


There are some key plot developments around halfway through the story, and the two characters respond differently to them.  This sets D-16 on a tangential course to Orion, and the further the story develops, the further D-16 moves away from Orion.  The plot also takes over - D-16 is captured by the enemy at one point, and his experience while he's separated from Orion change him further.  As I said, this is a character story and keeping the focus on a smaller number of characters works well - because they have such distinct personalities.

This doesn't mean that the planet Cybertron is uninhabited, or populated only by faceless drones.  On the contrary, you could rewatch this film and keep finding well-known G1 characters in the backgrounds of all the well-populated scenes.  G1 fans will thoroughly enjoy tracking them all down (for the record, I spotted Jazz, Brawn, Red Alert, Sideswipe, Ratchet, Wheeljack and some of the Coneheads while watching for the first time in the cinema today).

And when you've counted all the characters, listen out for the references:  I picked up, "You don't have touch and you don't have the power!"; "Transform and Roll Out" and "You're on the surface with these idiot Gobots!".

And then there are the visual references - my favourite was close to the end, where Optimus leaps into the air to attack the 'baddies'.  The film goes into slow-mo to make sure it's not missed, but if you ever saw Transformers The Movie, you'll recognise this sequence:


This is the best Transformers film since Dark of the Moon (2011), and possibly since the Transformers (2007).  It's in a different league completely to Revenge of the Fallen. It's aimed towards children and teenagers (and benefits significantly from not having the hormone-addled Sam Witwicky and his thoroughly annoying parents), and still has plenty to offer long-time Transformers fans who are the parents of those children and teenagers.  I took my teenage son to watch it and we both thought it was amazing, for very different reasons (although the first appearance of Megatron's weapon had us both wide-eyed and amazed).

Some of my other film reviews:

Cloverfield Inception The Green Hornet Transformers: Bumblebee Transformers: One Tron Wing Commander Pixels Wreck it Ralph

Sunday, 27 December 2020

Review: Transformers - War for Cybertron Siege: Episode 6

Will the robots zombies defeat the Autobots?  Will Optimus be able to reach the Allspark?  Will Bumblebee, Arcee and Cog escape from Soundblaster with their stolen energon?  Will they even survive with their lives intact?

It was cliffhanger city at the end of the last episode, so let's jump straight in.

The Autobots do indeed take some damage from the robot zombies, the so-called "Sparkless" and their seemingly unmotivated attack; while Optimus focuses on the Allspark, which is tantalisingly out of reach. No, wait, it's actually within reach, and just considerably smaller than it appears.  Moonracer (AKA Sergeant RedShirt) makes the ultimate sacrifice for the cause.  Optimus reaches the Allspark, and his contact with it causes all the Sparkless to disintegrate to dust.  Too easy, much too easy.

Impactor, Sideswipe and team have to protect the spacebridge from the Decepticon seekers.  Will they make it?

And will Bumblebee's heist succeed, or will Soundblaster's army of mercenaries get them?  Well, Cog is fast enough and accurate enough to take out Soundblaster's troops, while they suffer from Stormtrooper Syndrome and collectively fail to hit the heroes once.  Bumblebee gets another vision from the Alpha Trion protocols and is inconveniently incapacitated while they try to make their getaway.  No problem, Arcee pulls him out of the driving seat of the escape vehicle (because they can't transform into vehicles of their own, obviously) and sets off at speed.

This massively convoluted plan may just work.  The Ark, fully charged up with the energon that Bumblebee stole, flies to the Spacebridge.  I've given up trying to understand what's going on here, except that maybe they're going to rescue the team that was fixing it?  The spacebridge activates just in time, while Elita-1 continues to complain, even if there's nothing to complain about.  

Optimus delays the inevitable Decepticon attack, while he and Megatron have a philosophical debate.  Optimus is going to destroy Cybertron; Megatron is going to enslave it.  Megatron steals the Allspark from Optimus; Bumblebee immediately steals it back.  The Decepticons mount their attack (they have a recurring problem with their shooting accuracy which is laughable, when they even remember to fire their weapons) and it takes the arrival of Omega Supreme to help the Autobots launch the Allspark into the Spacebridge, and get the Ark off the planet.  Elita-1 (still complaining) says she must stay behind to protect the launch of the Ark, while Omega Supreme seems to be doing a perfectly good job of that himself, towering over the Decepticons.  The Ark also has a wide range of weapons which have been sitting idle all through the series, and which are also fully capable of keeping the Decepticons at bay.

So:  Optimus throws the Allspark into the Spacebridge, and then the Autobots (including Optimus) fly the Ark into the Spacebridge, abandoning Cybertron to the Decepticons, and a fraction of the Autobots (including Elita 1, Chromia, Red Alert and Jetfire).

This was a chaotic and strange episode:  it did draw all the previous storylines together and make them work together, but it had some very strange gaps in it:

- Why didn't the Autobots take the Allspark with them in the Ark?  Why launch it separately?  Flinging it into the spacebridge and then flying after it in the Ark makes as much sense as firing a bullet up (or throwing a ball) into the air, and then trying to run and catch it, instead of just carrying it with you and running.  It made no sense.

- The Decepticon virus incapacitated all Autobot systems but didn't damage the Autobots themselves?  And didn't affect the Ark?

- The Sparkless robot zombies?  Why, oh why?

Overall, I have to say that I did enjoy this series.  The visuals were as good, or even better, than any other visualisation of the Transformers that we've seen - with the exception of the Bumblebee movie.  The characterisations were good, although I'd have given Elita-1 slightly more personality other than cynical pessimistic moaner.  Megatron was very well written, and actually derives sympathy for his cause (compared to Ultra Magnus who was such an optimist that he thought he could go and speak with Megatron and expect to leave Decepticon HQ alive, and instead ended up helping Megatron's plans).

The new series starts on 30 December, which is a few days away from now (hence I'm writing this in readiness for the new episodes).  The final episode here ends with Teletraan 1 detecting an alien space vessel.  Opinions are divided in our household, between either Earth space vessels, or the Decepticon Nemesis.  Hopefully it'll be more than meets the eye.

Transformers War For Cyberton Siege: Episode Reviews

Episode 1
Setting the scene, as Megatron starts executing his plan on Cybertron

Episode 2
Optimus Prime and Ultra Magnus make some questionable decisions, as Shockwave searches for the Allspark

Episode 3
Megatron twists history to suit his own ends, while Impactor and Skyfire question their loyalties.

Episode 4
Megatron makes progress with his plan, while the Alpha Trion Protocols choose a new host.

Episode 5
Optimus Prime searches for the Allspark, Wheeljack needs more energon, and Megatron prepares to commit genocide.

Episode 6
Will the Autobots be able to secure the Space bridge, and the energon they need, and the Allspark?



Wednesday, 9 December 2020

Review: Transformers War For Cyberton: Siege: Episode 5

At the end of the last episode, we saw Bumblebee receive the Alpha Trion protocols, meaning that he'll be a prominent character in this series (although I truly wish he wasn't).  However, things improve for the storyline overall with Soundwave making a valuable contribution; I wish they'd kept his voice closer to the original 1980s cartoon series, but the new version will suffice.  Soundwave tracks the Alpha Trion protocols and the network they used to move around the planet.  Shockwave has a 'secret experiment' which can use this network and bring it down.  The virus will destroy all processors and mainframes that use the Autobot code; this would deny the Autobots one of their key advantages (although the collateral damage will be significant).

Will the Decepticons go ahead with a plan to destroy an Autobot advantage, even if it causes widespread damage to Cybertron's infrastructure?  Did they wreck Sherman Dam??  You may not enjoy the story, but the visuals remain outstanding.

Say, "Cheese!"

Meanwhile, Jetfire is trying to defect to the Autobots, having realised that Megatron is bent on genocide, and that's too strong for his taste.  Jetfire's ideals conflict with Megatron's, and Megatron has gone too far by murdering Ultra Magnus.  We all know Jetfire ends up as an Autobot, and we can see how this should work out, although it's not going to be a smooth ride.

Wheeljack and Bumblebee partner up to try and get the Alpha Trion protocols out of Bumblebee's brain, in an attempt to write him out of the storyline.  Nobody was in a rush to get them out of Ultra Magnus's head, so I like this idea (although I know it won't work).  The Allspark, according to the map, is in the Sea of Rust (so why didn't Ultra Magnus point this out?  Just saying).  Elita-1 continues to needle Optimus Prime at every opportunity, "We're as low on hope as we are on energon."  Honestly, she's just becoming too much of an irritation to be helpful.  They might be able to traverse the Sea of Rust with Jetfire's help - what a coincidence that he's just decided to join the Autobots in their fight.  Elita 1 says of course that this is tactically unwise, but then says they need to carry on anyway.  She really isn't bringing much to the party, except some unwanted negativity.

Elita-1, Chief Autobot Naysayer

We left Impactor, Ratchet and their uneasy group repairing the Space Bridge.  The repairs are a success, and Mirage generates a large-scale hologram to hide it.  

Wheeljack, meanwhile, needs raw energon to get The Ark up and flying - so Bumblebee again takes the lead.

It's not all wins though, as Megatron and his cronies are able to infiltrate Ultra Magnus's brain and start destroying the Autobot network.  I am becoming increasingly unimpressed with Ultra Magnus's decision to try to negotiate with the Decepticons, way back in Episode 2.  He was storing the Alpha Trion protocols; he's got access to this Autobot network; he knows Megatron can't be trusted... his decision was naive at best, and utterly misguided.  He's done more damage to the Autobot cause than Elita 1, and that's saying something.

On the Autobot side, the plots are getting complicated.  There's the Space Bridge, which has been reactivated because... it's there.  There's the Ark, which is the Autobot's main base, which Optimus wants to use to possibly flee the planet, although I'm not sure.  Whatever ity is, it all has to happen at the same time, because Optimus says so.  I really  miss the decisive, confident Optimus Prime of the 1980s cartoon; this version is a wet lettuce by comparison.

On the Decepticon side, the aim is simple:  defeat the Autobots through propaganda; destroying their assets, and direct physical confrontation whenever politically possible.

Who's going to win?

The Autobots go off with two aims:  get the raw energon from the Mercenary Soundblaster, and retrieve the Allspark from its safe location in the Sea of Rust.  This involves driving through lightning storms, dust storms and a multitude of other natural obstacles (if this was Earth; I don't recall Cybertron ever being dusty); and eventually reaching the site of the Allspark.  Optimus has, "A feeling, as if the Matrix itself sends a warning," and the next thing you know, they're engaging - sigh - in hand-to-hand combat with robot zombies.  We had similar zombies in the early episodes of Transformers Prime, and they are just as out-of-place here as they were there.  What's the point?  Can't we have some imaginative jeopardy between our heroes and the Allspark?  No, it's recycled robot zombies.   Will the heroes survive?

Here come the robot zombies... again...

The plan to obtain raw energon from Soundblaster also seems to be going off the rails: Soundblaster's guards scan Bumblebee, Arcee and Cog for weapons.  Cog transforms into a huge arsenal of weapons... but no, he's clean.  But wait, Soundblaster knew that all along... this isn't looking good for our heroes.

All-in-all:  a convoluted plot starts to take shape.  The Autobots want the Space Bridge, and the Ark (and the energon to power it), and the Allspark, in order to get the Allspark off Cybertron, and presumably flee themselves (in a chase to retrieve it from deep space).  It seems unnecessarily complicated, but it is what it is.  The Decepticons, on the other hand, are out to destroy the Autobots no matter the cost, and to seize the Allspark for themselves, in order to turn all the remaining Autobots into Decepticons.

It's not clear how all this will turn out in the end, but it's clear that the temporary jeopardy of Bumblee and the Energon Gang, and Optimus and the Allspark Gang is entirely temporary, and should be resolved very quickly in the next - and final - episode!

Transformers War For Cyberton Siege: Episode Reviews

Episode 1
Setting the scene, as Megatron starts executing his plan on Cybertron

Episode 2
Optimus Prime and Ultra Magnus make some questionable decisions, as Shockwave searches for the Allspark

Episode 3
Megatron twists history to suit his own ends, while Impactor and Skyfire question their loyalties.

Episode 4
Megatron makes progress with his plan, while the Alpha Trion Protocols choose a new host.

Episode 5
Optimus Prime searches for the Allspark, Wheeljack needs more energon, and Megatron prepares to commit genocide.

Episode 6
Will the Autobots be able to secure the Space bridge, and the energon they need, and the Allspark?





Sunday, 2 August 2020

Review: Transformers War For Cybertron: Siege: Episode 3

CONTAINS SPOILERS 

"It is my unfortunate duty to inform you that the Autobots, led by Optimus Prime, have callously murdered one of our finest soldiers, the patriot Impactor." - Megatron, opening episode 3.

"Amazing. Every word of what you just said was wrong." - Luke Skywalker. 

While Megatron spins the events of Episode 2 to his own ends, the very-much-alive-but-injured Impactor is found by none other than Ratchet.  Except this is War For Cybertron, not G1, and Ratchet is not an optimistic medic, he's a cynical engineer-turned-healer who regrets designing weapons to end the war more quickly and now fixes and mends warriors from both sides (or neither) to atone for his actions.

So, naturally Ratchet takes Impactor to his makeshift field hospital. The Decepticons don't take care of their wounded, and the Autobots don't have the Energon.

There is the usual level of uncertainty, debate and hesitation at Autobot Command.  What if we find the Allspark? What if we take it off Cybertron?  

This contrasts sharply with discussions at Decepticon HQ. Starscream is in full flow, undermining Megatron's plan to use the Allspark to reformat the Autobots into Decepticons. These new 'Cons would not be "true, pure Decepticons" but would "dilute" their warrior heritage.  It appears Starscream is a Dalek or a war criminal who advocates ethnic cleansing - genocide - instead.  


Jetfire calls out Starscream's insubordination, and Megatron (doing his dramatic 'overhearing while entering thing) states it plainly: "Anyone who has a problem with my vision for Cybertron will not have a place in it."  There are no ifs and buts here, and if the Autobots don't get their collective alt modes in gear, they are going to get completely wiped out, and soon.

Elita, Optimus's advisor (or critic) directly challenges his what ifs, which are replaced by a crazy scheme with the episode 1 space bridge.  Prowl: "This is madness." Elita: "It's worse - desperation."

The Decepticons' interrogation of Ultra Magnus is not working, so Megatron gives Shockwave free rein to get results.  There are no compromises here; Megatron's ends justify any means necessary.

Mirage and the Autobots, meanwhile, prove Starscream's point that reformatted Autobots wouldn't be true Decepticons: Mirage can't hold a Decepticon holographic disguise for more than five seconds at a time.  Having said that: Mirage producing disguises and holograms!! Yes!! Somebody read his tech specs! He barely manages to hold his disguise together for long enough to exchange greetings with Skytread and Spinister, and the rest of the Autobot patrol has to wade in. Optimus remains a shadow of his later self, and can barely hold his own against Skytread.  He really needs to hit the gym or something.  The Autobots manage to chase the outnumbered Decepticons off, so that they can meet Ratchet at his field hospital. Wheeljack needs Ratchet to repair the space bridge so that Optimus can send the Allspark off-planet.

Ratchet's hospital is like all military hospitals: filled with walking wounded, under-resourced and failing.  Pretty much everything Optimus says in this scene ("This is admirable, Ratchet," and so on) just sounds patronising and pathetic. Optimus is weak. He's indecisive; useless in combat (except to help is troops retreat); lacking any kind of strategy... I really hope he gets the Creation Matrix/of Leadership soon, otherwise he might just as well pack his bags and give up.

The Bots present their plan to Ratchet. His reply: "What, just so you can take this war to another planet?"  Like Earth?

There's a touch of history between the elitist,  upper-class Mirage and the born-to-slave Impactor (and Megatron).  So they did read Mirage's tech specs and his biography!  

The interrogation of Magnus continues with red electricity instead of white, and with a staged escape by Magnus.  You don't really think the Decepticons let him 'escape' by accident?  Megatron knows Magnus has too much honour to shoot Megatron in the back - he said the same of Optimus in episode 1.  As he says to Magnus: always take the shot.  The Autobots really are going to get slaughtered if they don't start pulling the trigger more often.  I know Megatron = bad and Autobots = heroic, but I'm struggling to support this current batch of heroes and their lack of decisive action.

Ratchet agrees to help the Bots fix the Spacebridge, but he's not doing it for the Autobots, and I don't blame him. Impactor (Decepticon, complete with all-in-one homing device and comm unit) demands to accompany them, and despite Autobot reservations is allowed to join the trip.  He's supposed to become the leader of the Wreckers, but he's not off to a good start giving away the location of Autobot command. Maybe it was accidental, but I'm not buying it.

In a tragic coincidence, Magnus concedes to Shockwave's torture at the same time as Jetfire and Skywarp pick up Impactor's signal.  This forces Jetfire's hand, as he will not slaughter the Autobots in their base, while Skywarp will not hesitate. Jetfire shoots Skywarp in the back (where Magnus would not) and allows Skywarp to flee.


Megatron closes the episode as he started it, the Autobots "defiling Cybertron's holiest relic" and "destroying the Allspark". He seems unstoppable, especially as he concludes with his own chilling interpretation of the Autobot maxim: "till all are one".

Transformers War For Cyberton Siege: Episode Reviews

Episode 1
Setting the scene, as Megatron starts executing his plan on Cybertron

Episode 2
Optimus Prime and Ultra Magnus make some questionable decisions, as Shockwave searches for the Allspark

Episode 3
Megatron twists history to suit his own ends, while Impactor and Skyfire question their loyalties.

Episode 4
Megatron makes progress with his plan, while the Alpha Trion Protocols choose a new host.

Episode 5
Optimus Prime searches for the Allspark, Wheeljack needs more energon, and Megatron prepares to commit genocide.

Episode 6
Will the Autobots be able to secure the Space bridge, and the energon they need, and the Allspark?


Saturday, 1 August 2020

Review: Transformers: War For Cybertron: Siege: Episode 2

CONTAINS SPOILERS

Episode 2 of Transformers: Siege picks up all the threads of Episode 1 and moves them forwards significantly.  This story does not lack pace:  Ultra Magnus visits the Decepticon base, and as military commander of the Autobots, surrenders to Megatron.  Misguided?  Yes.  Foolish?  Completely.  But it's also consistent with his character, as we saw in Episode 1.  Ultra Magnus will do anything to preserve the Autobots, even if it means surrendering.  Optimus, on the other hand, will never surrender to Megatron's tyranny, even if it means the extinction of the Autobots.   It's an interesting development to the discussion Prime and Magnus had in Episode 1.

Megatron insists that Ultra Magnus should convince Optimus to end the war; Ultra Magnus disagrees, and since Ultra Magnus will not order the Autobots to stand down, Megatron puts him in a prison cell.  This is not going to end well (even if we know that Magnus will survive).

This episode suffers from what I call the "prequel problem".  If Optimus, Bumblebee and Another Autobot go off on a suicide mission against the Decepticons, guess who isn't coming back?  Since we know how things work out in the end, we know what's going to happen to get there.  Optimus and Bumblebee must survive, because they do survive.  But will Another Autobot survive this dangerous mission?  It's not looking good.

Shockwave and his team want to find the Allspark, which, in this incarnation of Transformers, is dodecahedral.  Shockwave believes he can reprogram and then activate it so that it will reformat all Autobots into Decepticons.  Megatron carefully considers this; Jetfire describes it as a victory without honour.  The prequel problem strikes again, if you recall what happens to Jetfire in the future.



Ultra Magnus transmits news of Megatron's plan to Optimus, and Optimus gathers 'everyone'.  It's a tragic reflection on the current situation that 'everyone' consists of little more than Chromia, Elita 1, Cog, Hound, Sideswipe and Wheeljack.  Soundwave (with his G1 voice firmly in place) intercepts Magnus's message and Megatron lays a trap for the Autobots.  This all makes sense, and things go from bad to worse for Magnus.  Just how is he going to get out of this one?  We know he will do - courtesty of the prequel problem - but things are looking bleak.  

It's fantastic to see so many of the characters in this episode using their specific abilities - Soundwave intercepting and then fabricating comms messages; Mirage using his holographic powers - as well as them exhibiting unique personalities.  Jetfire is the honourable warrior; Starscream is ambitious and conniving; Elita 1 is skeptical; Prime is heroic and optimistic.  There are no wasted scenes throughout the episode - the story is tight, and every character and every line is delivered with a purpose (whether immediate or long-term).

The Autobots fall straight into Megatron's trap:  Hound, Sideswipe, Six-Gun, Prime, Chromia and Cog take on the Decepticon ambush (guess who isn't coming back?).  Impactor, Skytread, Barricade and Spinister lead small groups of Decepticons from their vantage points.  I thoroughly enjoyed seeing so many Transformers from the G1 cartoon and previous comic series on the small screen - this series isn't afraid to introduce and showcase a wide range of characters (unlike Transformers Prime, for example, which focused tightly on a smaller cast).



The ambush fight scene features some great action sequences.  Optimus runs into the battle - armed, at last - and defeats Impactor (who is also suffering from the prequel problem).  There's a great sense of the chaos that follows as the Autobot squad struggle to retreat when it all kicks off.  Cog gets the force of the blast of the Decepticon ambush, and is very badly injured; the Autobots are able to make a getaway, with Prime transforming to vehicle mode and carrying Cog away.

The recriminations begin at Autobot base; Elita 1 doesn't quite say, "I told you so," but it's in every word she says to Prime.  They didn't capture the energon, they suffered casualties, and all because Optimus trusted the message that had apparently come from Magnus.

The situation is worse at Decepticon HQ.  Megatron has lost Impactor, and also lost the energon he put up as bait for the Autobots.  Assuming that Optimus seized the energon, Megatron goes to Ultra Magnus and demands the location of the Autobot base.  The situation has gone from bad to worse for the naive Autobot prisoner; he's going to suffer for his idealism.

So where did the energon go?  The opportunistic Bumblebee stole it during the chaos of the battle between the Autobots and Decepticons.

This was an excellent episode, possibly even better than the first.  The plot moves along at a phenomenal rate; the individual characters start to shine - this isn't "Optimus and the carbon-copy Autobot heroes versus Megatron and his 2-D troops" - and the fight scenes are extremely well directed and orchestrated.  It does suffer in from places from knowing what happens to some of the characters (although this does raise the question - how do they get to their destinations from these starting points?) but this is minor compared to the scale of the storyline.  I am already looking forward to the next episode (I just need to find time to watch it!).

Transformers War For Cyberton Siege: Episode Reviews

Episode 1
Setting the scene, as Megatron starts executing his plan on Cybertron

Episode 2
Optimus Prime and Ultra Magnus make some questionable decisions, as Shockwave searches for the Allspark

Episode 3
Megatron twists history to suit his own ends, while Impactor and Skyfire question their loyalties.

Episode 4
Megatron makes progress with his plan, while the Alpha Trion Protocols choose a new host.

Episode 5
Optimus Prime searches for the Allspark, Wheeljack needs more energon, and Megatron prepares to commit genocide.

Episode 6
Will the Autobots be able to secure the Space bridge, and the energon they need, and the Allspark?

Thursday, 30 July 2020

Review: Transformers: War For Cyberton: Siege: Episode 1


CONTAINS SPOILERS

I have been a Transformers fan since my first comic in 1984 (Issue 4).  I own all the DVDs of the G1 cartoon series, and all the movies (including the original, which I once owned on VHS).  I have been an on-and-off fan, as I grew too mature for 'toys', then rediscovered them, then got too busy, and then realised that transforming robots are great for leisure time.

I have therefore been waiting for the new Netflix series War For Cybertron Trilogy for months (since it was first announced).



It opens with a series of Decepticon flyers ("Seekers") strafing their way around Cybertron, while on the ground below them, Bumblebee and Wheeljack are sneaking around trying to find energon.  I like this - right from the outset, this mirrors the start of the original series .  However, this is not the spritely and perky Bumblebee (thank goodness) from G1, this is a cynical mercenary.  This initial mission uncovers a cache of energon and a space bridge (think of the Transformers Prime version, not the G1 comic version), and, unfortunately, a group of Decepticons led by Jetfire and Starscream (who sounds so much like the G1 character it's uncanny). 

The characterisation is excellent:  Starscream is manipulative; Megatron is full of plans; Jetfire is loyal; Wheeljack is principled. And Optimus?  Heroic, as you would expect, but not a warrior.

And the visuals?  Outstanding.  These bots are not shiny and new, not even the Decepticons are fresh and clean; they're battle-scarred.  The bots have the perfect blend of tough metal and flexing steel to enable them to move without looking like disjointed steel boxes. 


Elita One:  "What exactly are you?" 
Bumblebee:  "What?  Don't you mean 'who'?"
Wheeljack: "He's a pain in the ass, that's who he is."

Jumping for joy at this clear statement of Bumblebee's annoying history.

The touches of history are fantastic - there are references to the original series (including Alpha Trion) throughout, and especially half-way through when we meet the Ark.  I wasn't expecting to see this ship so early in the series - after all, the flight on the Ark marks the end of the war for Cybertron as we move into the G1 era.  

This episode makes a great start:  the focus is on a limited number of characters, but only until we reach the interior of the Ark, at which point the cast list explodes into a crowd of G1 favourites:  I spotted Hound, Mirage, Sunstreaker (and later Sideswipe); Ultra Magnus and Red Alert are name-checked.  In a development which is consistent with the G1 comic, the Autobots are low on energon, and can't function properly without it.  


The Ark is the gathering point for the energy-depleted Autobots, as they face a war that they aren't winning.  They aren't gathering enough energon, and they are facing extinction at the hands of the Decepticons.  This is truly a no-win situation, and Magnus and Prime discuss this at length while the returning Autobots are directed to Red Alert for medical attention.  Random question:  where's Ratchet?


Optimus asks Bumblebee to join the ranks of the Autobots, but cynical Bumblebee declines the offer.  It seems that all the Autobots have is their principles, and Optimus is going to hold on to them, no matter the cost.  Things look grim for the Autobots, and this is an excellent first episode, setting the scene and bringing a good-sized cast into play.

Megatron, on the other hand, is winning.  He's manipulating events, and presenting his version of them to the Decepticons:  there can be no peace with the Autobots, so the Decepticons must arm themselves to end the conflict.  As Megatron explains, in the final scene: "We must forge weapons from his weaknesses: honour, brotherhood, love.  That's how we'll defeat Prime and win this war."

Transformers War For Cyberton Siege: Episode Reviews

Episode 1
Setting the scene, as Megatron starts executing his plan on Cybertron

Episode 2
Optimus Prime and Ultra Magnus make some questionable decisions, as Shockwave searches for the Allspark

Episode 3
Megatron twists history to suit his own ends, while Impactor and Skyfire question their loyalties.

Episode 4
Megatron makes progress with his plan, while the Alpha Trion Protocols choose a new host.

Episode 5
Optimus Prime searches for the Allspark, Wheeljack needs more energon, and Megatron prepares to commit genocide.

Episode 6
Will the Autobots be able to secure the Space bridge, and the energon they need, and the Allspark?


Sunday, 20 October 2019

Transformers Trading Card Game: Applied Probability

I've mentioned previously that I have an interest in the Transformers Trading Card Game.

It works like this:  you select a number of character cards, each with specific abilities.  You also compile a deck of 'battle' cards - at least 40, but with no upper limit - that you use to form your hand and the cards that you play in conjunction with your character cards.

Much of the skill in the game comes in deciding which characters to play together as your team, and then in deciding which battle cards you put into your deck.  The battle cards can provide weapons upgrades, armour or utilities, or they can be actions that you play to benefit your team (or to damage your opponent's team).  Each battle card can have between 0-3 coloured icons on them, which has a specific effect on your character's performance when you battle your opponent.  There are orange icons (good for attacking), blue icons (good for defending), white (lets you play more cards while battling), green icons (separate effect on the cards in your hand) and black icons (also good for attacking).  I've covered the distribution of the Transformers cards' coloured icons in a previous post.

Before you play the game, you have to decide which cards you want to play, and what mix of coloured icons you want to have in your deck.  All orange is all-out attack; all blue is all-out defence; and so on.  But this is where it gets interesting:  some of your characters' special abilities rely on you getting white icons, or orange icons, or even a mix.  One of the character cards I'm working on at the moment is Mirage.  He has an ability where he can 'untap' if you can draw three white icons while he's attacking.  If you draw one white icon while attacking, then you flip two more cards - and hence have the possibility of getting more white cards, if you have a good proportion of white icon cards in your deck.  (There are other ways of drawing more cards while you attack, but that gets very complicated).

And the second - in a different team - is Grapple.  If you can flip a specific combination of cards while he's battling, you get a significant boost to your attack or defensive ability.  You can double his attack rating from 4 to 8, and improve his defence rating from 0 to 4 if you can flip cards which have EXACTLY four different coloured icons.  Duplicated icons are allowed - so flipping one white, one orange, two blue and two green is a success.  Three different colours don't count, and neither do five (if you drew a black, orange, yellow, white and green).

There is an additional property of the cards that we can use - some cards have two different coloured icons on them... white and green; green and blue; green and orange.  There are a strictly limited number of card which have three icons - typically white, orange and blue.  So the probability of hitting a successful flip are increased if I use these cards in my deck.  Computron's Lab have carried out some extensive quantitative research on the ideal deck for Grapple, which is composed entirely of blue-black and white-green, explaining that this gives the highest likelihood of drawing cards to enable Grapple's skill.  I've taken a slightly different approach:

THE GRAPPLE DECK







Grapple - 12 stars

Grapple - 12 stars
Private Red Alert - 7 stars
Silverbolt - 5 stars

(Red Alert and Silverbolt have similar benefits to Grapple - they both activate their skills when you flip at least one white, orange and blue icon when battling).

Extra Padding:  two icon colours and Tough 1.
What's not to like?
Blue-Green = 4
Extra Padding x3

White-Green = 9
Secret Dealings x3
Spare Parts x3
Personal Targeting Drone x3


White = 6
Data Pad x3
Spinner Rims x3


Blue = 8
Evasive Maneuvers x2
Inspiring Leadership x3
Reinforced Plating x3


Orange = 15
Flamethrower x3

Incoming Transmission x3
Body Armour x3
Treasure Hunt x3
Supercharge x3


and
Orange-White-Blue (although this a 'star card') = 1
Fuel Depot

Total 42

Orange: 16; Blue 13; White 16; Green 13  Total 48

The selection is almost certainly not the optimum in terms of drawing one of each of the four colours.  However, there is more than just the coloured icons to consider - some of the cards can be played to enable you to draw more cards in your turn.  The game calls this "Bold" when you're attacking, and "Tough" when you're defending.

Flamethrower - Bold 2

Supercharge - Bold 3
Spinner Rims - Bold 1

Extra Padding - Tough 1
Evasive Maneuvers - Tough 3

Additionally, I have over-indexed on white icons, because if you can draw a card with a white icon, you get to draw two extra cards for that battle (only applies to the first white icon you draw per battle) - and I want to be as confident as possible of hitting a white icon each time.  In total, 16 of the 42 cards have a white icon; ideally I should probably have half of the cards with a white icon, to give me a higher chance of hitting one white icon in every two cards I draw.

In simulations with Bold 0 or Tough 0 (where I drew two cards - plus the two more if I flipped a white), I achieved success in almost a quarter of the draws (6/26).  When I gave myself Bold 1, drawing one extra card, I saw surprisingly little difference - a smaller sample size saw me achieve success on 2 out of 10 occasions.  I shall continue optimizing through empirical data - and because I like the idea of going 'full rainbow'.  The research continues.

My next article on a Transformers theme is my review of the TV series War for Cybertron Siege.

Thursday, 20 June 2019

Transformers Trading Card Game: Data Analysis

After my previous post, where I started playing the Transformers Trading Card Game, I started looking at the types of battle cards and doing some back-of-the-envelope data analysis.  I don't expect to find any trends, but I wanted to take a look at how the battle cards break down by type (colour, and action vs upgrade, and type of upgrade).

In my previous post, I carried out some quick high-level analysis: how many of each type of card are there?


I was surprised to see that more than half of the cards are in the Action group, while less than one in eight is Armour.  It certainly made me pay more attention to the cards I was choosing for my deck, and to consider the types of cards I was using (and not just if they would be fun to play - in theory).


Let's break them down further - what colour icons do the cards have?  White; blue; orange or green?

I know tables aren't to everybody's liking, but here's a quick, simple table that breaks down the card colours and types:



Some thoughts (from a data perspective)


- There's an approximately equal quantity of pure blue cards and pure orange cards (46 and 48); twice as many as pure white (24).  
-  White is only combined with green, not with blue or orange.  That makes sense from a game-play perspective; when attacking or defending, it would be too much to get the benefit of an orange (or a blue) and then also draw two extra cards to further add to your total.
- There are three cards which are blue/orange (an interesting and useful combination in the game); these are Recon System (which is a star card); Matrix of Leadership (can be used only on Autobots) and Roll Out!

 

Now, these are all great cards since they provide both defence and offence boosts.

- It is possible, but not necessarily desired, to play all white; all blue; all orange; or all blank (no icons) - any row that sums to 14 or more will produce a complete deck of that type.  There has been a lot of play with all-blue (or mostly blue) 'defensive' decks, and all or mostly orange "aggressive" or "aggro" decks.  My personal preference is towards a mixed deck with a lot of white, but I'm still working on it (I'm looking to play Mirage; Hound and Jazz, and other 'white-friendly' teams).

Wave 3 of the Transformers TCG is coming up in less than two weeks, so I'll probably be doing further analysis on how the overall card profile changes.  I'm personally looking to get the new Red Alert (with his liking for mixed decks) and Private Stakeout (who likes white), and to play them with Hound and Jazz; or Mirage/Bumblebee BW/Jazz/Private Stakeout.  We'll see!




Tuesday, 4 June 2019

Transformers Trading Card Game: A Newbie's View

I have long been a fan of Transformers.  I was in the target audience age of 6-10 when the first comics came out, and my first issue was issue 4, back in November 1984.  I've reviewed Dark of the Moon, and Revenge of the Fallen.  I was delighted (but mostly interested and curious) when I learned of the Transformers Trading Card Game a few months ago, and after watching quite a few YouTube videos, decided to take the plunge and buy some of the cards on eBay.  It's all relative, but £4 for a pack of cards seems expensive, while buying one or two on eBay seemed less so. 

I was impressed with the size, colouring and designs (very reminiscent of G1), so I bought a starter pack (Wave 1 Autobots), and tried my first player-versus-player match with the starter pack cards (I played both players), working through the game mechanics, keeping track of damage with a notepad and pencil, and observing while playing.  I'm no expert at card games (this is my first, and will probably be my only), but I started to notice a few issues with the way I was playing.

A brief summary of my first game: 

Decepticons:  Flamewar, Starscream (Scheming Second in Command), Megatron (Decepticon Leader)

Autobots:
Autobot Hound; Optimus Prime (Autobot Leader); Bumblebee (Courageous Scout)


The Autobots took a pounding due to Megatron's pierce ability; Optimus and Bumblebee were KO'd with just two turns.  Autobot Hound lasted a little longer due to his better health and I was able to repair damage from him a couple of times.  It was a narrow Autobot victory.

In between games 1 and 2, I purchased an additional 58 battle cards - a mix so that I can understand what style suits me, and what I need to play.  I also purchased the Stunticons, so I make sure I have the relevant Stunticon cards to form Menasor.

Game two
Changes from previous game: 

Decepticons 
Exchange Starscream (SSIC) for Ramjet;

Autobots change to Dinobot Swoop (Fearsome Flyer), Optimus Prime (Freedom Fighter)and Optimus Prime (Autobot Leader). 

I modify the decks to make the Decepticon deck more aggressive, while the Autobot deck includes cards like Fling, Field Repair and Repair Bay so that I can last longer in battles (in theory).  At this point I'm still not overly worried about the colours of the icons, I'm just selecting battle cards based on their abilities.


There were a number of issues I had while playing the game here:
- I was getting handfuls of action cards and almost no upgrades.  The action cards enabling me to "Play an upgrade" were useless, and the ability to play an upgrade each turn was being wasted
 - The other hands I were playing ran out of cards.  I wasn't drawing enough  - and this makes sense:  if I can only draw a card, but play an action and an upgrade, I was going to be decreasing my hand by one card per turn until I ran out.  I needed more draw capability.

I did some analysis of the overall cards in Waves 1 and Wave 2, just as a brief diversion:  There are 172 battle cards in total, of which some are duplicates.  I'll produce a deduplicated list another time:
90 (over half) are Action cards
31 are Utilities (and I was not putting enough of these in my decks)

30 are Weapons
21 are Armour


Just based on random sampling, it was no wonder that I was running out of upgrade cards (with so many action cards to choose), and then running out of cards altogether.  I had to re-balance my decks to include more upgrades and fewer actions.

And I needed more draw capability.

Game three
Decepticon PowerHouse versus Mixed Drawers

Decepticons
Megatron (Decepticon Leader)
Ramjet (Sky Smasher) - who needs abilities when you have 7 attack and 14 health?

Flamewar  - a trusty sidekick who brings the star count up to 25

Mixed Drawers
Autobot Hound (Long Range Scout) - when you flit to alt mode, possibility to scrap one and draw two
Optimus Prime (Autobot Leader) - when you flit to alt mode, draw a card
Dead End - when you flip to bot mode, draw a card
Decepticon Drag Strip - brings the total to 25 stars; and when attacking in alt mode and you get a blue and orange icon, draw 2 cards.



Results

Better.  Ramjet and Megatron are still lethal, especially when given upgrades (Ramjet especially, as he has no abilities of his own).  I drew a "Disarm" for the Mixed Drawers, which ended Ramjet's resistance, and they eventually won.  I like that card!

I know I'm probably playing a biased game, but it's not completely deliberate.  I'm just subconsciously rooting for Optimus and Hound (my favourite G1 characters).

Questions

However, all this single-handed playing has led me to ask some questions:

1. How do you (as a player) select your characters and battle cards?  Do you pick characters with cool abilities, and then build a deck around them?  Or do you look at the battle cards and think "That would be fun, if I could find the right mêlée/ranged/leader character to play it with"?

2.  How do you balance the proportion of actions/armour/utilities/weapons?  What split do you use?

3.  How do you increase your draw capacity?  Cards, or flip abilities?

My ongoing battle card deck

This is still a work in progress, but here's what I'm going to try in my next game

Actions

Inspiring Leadership x3
Repair Bay x3  (actually, I only own 2 at the moment... need to fix this!)
Rest and Relaxation x3 (I know it's a green icon, but that much repair is very useful)
Fling x2
Field Repair x2
Treasure Hunt x2 (still upping my upgrade count)
Disarm x2 (this was a killer against Ramjet and I liked playing it)

Armour
Evasive Maneuvers x2

Body Armor x2
Scrapper Gauntlets x3
Reinforced Plating x2

Cooling Vents x2

Weapons
Grenade Launcher x2
Handheld Blaster x2
Enforcement Batons x2

Utilities
Debilitating Crystal x2
Security Console x2
Data Pad x2

17 Actions
11 Armour

6 Weapons
6 Utilities
40 total.

Any thoughts?  Next time - a data analysis view of the Transformers Card Game, looking at the different coloured pips on the cards.

Friday, 5 August 2011

Transformers 3: Dark of the Moon

Having reviewed Transformers: Revenge of the Fallen some time ago, I thought it was about time I reviewed the latest Transformers film.  I remained almost entirely spoiler-free before I saw the film, other than having inadvertantly seen a picture of Optimus pulling his trailer, and a picture of one of the characters who was being compared to one of the original G1 cartoon characters (I can't remember which).  Being spoiler free - in fact, I even avoided the trailers for the movie - meant that I approached the film completely open-minded, although a number of people who'd seen it told me that it was significantly better than the second.  I was very optimistic, and I wasn't disappointed.


There are various reasons that this film was better than the second:  the parents' roles and screen time were significantly scaled down, which is a double bonus; the film was intelligently tied in to a number of 'real life' events; the number of faceless Decepticons was reduced (in fact, there were vastly more in this film film than the second, but it didn't seem like it as they were handled with intelligence); and more time and care was taken to provide the Autobots and Decepticons with identities, vehicle modes, names and even a small dose of personality - to put it another way, they had character.  The film had a complicated but understandable plot with a number of twists (compared to the second film, which was boringly linear); killed off a number of characters, which I found very surprising and which developed interest in the story, especially with characters we care about; and a number of other surprises too (which you may or not predict in advance).

The plot begins with the Autobots' discovery of Cybertronian spacecraft technology in a building near the Chernobyl reactor in Ukraine; then develops to the revelation of the humans' discovery of alien technology on the far side of the moon.  They refer to it in the film as 'the dark side of the moon', which is a bit of a misnomer - technically, the moon doesn't have a dark side because it turns on its axis in the same way as the Earth does, and the moon has days and nights as we do.  What they really mean is the far side of the moon (as seen from Earth), but hey, "Far of the moon" doesn't have any kind of ring to it.  Come to think of it, "Dark of the Moon" sounds like it's missing a word somewhere, but I suspect that Pink Floyd using "Dark Side of the Moon" in 1973 meant that Dreamworks had to leave well alone.  Or perhaps the Dark of the Moon was not just the spaceship, but all the villiany and subterfuge that came from it too.  Or maybe the title writers got lazy. 

Along the way, we see Optimus Prime's trailer put to good use (a scene that quite obviously screams, "New toy alert!") and a batch of new Autobots who get names (I wish I could remember them).  We get to see the Autobots walking on the moon, as they recover the body of Sentinel Prime - a very impressive character, voiced by the extremely impressive Leonard Nimoy.  Nimoy lends the film some sci-fi credibility (as does the appearance of Buzz Aldrin), as long-time fans will remember him voicing Galvatron and Unicron in the original "Transformers The Movie" from 1985, while Trekkies will appreciate his delivery of the line, "You never understood that the needs of the many outweigh the needs of the few!" towards the end of the film.  We also see robots in disguise.  There are at least two scenes where vehicles which were previously assumed to be Earth vehicles and nothing more suddenly transform and engage in battle - and this was a very welcome change from the second film where we saw robots that didn't transform at all.  This film definitely won on its ability to deliver surprises and shocks.

We also get some character development as Optimus and Sentinel discuss the leadership of the Autobots, and we also get to see a decrepit and suffering Megatron in another new vehicle form which befits his current situation (and again screams "New toy alert!").  The story unfolds from the discovery at Chernobyl, from Sentinel's reactivation and his change of heart, and the plot develops in dramatic and unexpected ways, as the Autobots are expelled from the Earth; the Decepticons bring in reinforcements from the Moon (and subsequently from further afield) and start their plan for world conquest.  


Quite a lot of the second half of the story feels a lot like a throwback to the G1 cartoon story "The Ultimate Doom!" - in fact, large parts of the story were almost completely pulled out of that script:  humans collaborate with Decepticons to build a space bridge to bring Cybertron into Earth orbit; human slaves who are co-erced into co-operating and so on.  I wish I could remember if Cybertron was completely destroyed by the aborted attempt to bring it to Earth; I just know it seemed to suffer considerable damage!

On the subject of borrowed material, I can safely say I didn't notice that at least two scenes in this film were ripped directly (and I mean taken wholesale frame by frame) from some of Michael Bay's previous films, namely The Island and Pearl Harbour.  It didn't affect my enjoyment, and even now I'm not bothered; seems like a clever way of reducing costs in order to put more robots on the screen for longer.  And there's no complaints there:  plenty of Autobots, transforming; plenty of new characters, with names and identities, vast numbers of explosions, action, fights and more explosions.

One of the down-sides for me was the stupid mechanised earthworm that was featured at the start of the film, and extensively towards the end.  Does it transform?  No.  Does it belong in a film called Transformers?  No.  There is absolutely no precedent that I'm aware of in the Transformers universe for a robotic earthworm.  And if it's that destructive, why didn't it completely level the skyscraper that the humans were trying to climb?  Too big, too destructive, and yet somehow didn't manage to finish off the humans.  Also, I do think that the final sequence was overly long and could easily have been shortened.  In my view, the whole Decepticon aircraft vehicle thing, despite its jointed parts, was completely unnecessary.  Transformers don't fly aircraft; they transform into them!  And yet the story dictates that we have a rescue sequence that depends on Sam and Bumblebee piloting one of these vehicles:  this was not a high point for me.  Nor was Laserbeak's multitude of alternative forms:  throughout the story, he changes forms more often than I change my socks - really not a great part of the story for me (despite what I said about robots in disguise, this was a step too far).

The main high points, in my view, were:

*  Sam, arguing with the guards as he tries to enter the secret Autobot compound:  "Sir, what about your car?"  "That's not my car...  ... ... That's my car."
*  Ironhide's character arc.  Won't say any more, but I was genuinely surprised at how his character developed.
*  No more Megan Fox, and a fairly small amount of her replacement, who despite the wooden acting had a small but key part to play in the story, just towards the end.
*  Starscream's demise at the hands of... well, yes.  A very well-written set of scenes - I didn't see it coming (and neither did Starscream).

Overall - an excellent film, with outstanding special effects, good story and plot, understandable characters (and if they did just service the plot, I'm not complaining) and a body count that exceeds the previous two films put together.  It remains to be seen if the Decepticon remains are going to be blasted off into space, where they might meet up with Unicron and come back re-energised, but I for one will most certainly be looking forward to the next instalment!

Friday, 29 April 2011

Review of Transformers 2: Revenge of the Fallen


As the trailer for the new Transformers film has been launched today, it seems like a good time to look again at the previous film, Revenge of the Fallen.  After its release, a number of people asked me what I thought of it, and I wasn't really able to answer such people at length and explain exactly what my opinion is, or to say whether or not I really enjoyed watching it.

So, here goes - my first written film review. And it will be detailed, and will contain spoilers. I should explain that I am a very big fan of Transformers, have been since I was about 8 years old, and thoroughly enjoyed the first Transformers movie, in 2007 (and the one in 1985). I can recall when Sideswipe and Ironhide were red, while Jazz and Ratchet were white.

When I settled down to watch the film, I noticed all the credits at the start: Dreamworks this, and Steven Spielberg that, and Michael Bay etc etc, and Hasbro. "Oh yeah," I thought to myself, "The toys - it all started with the toys." And thought nothing more of it at the time. It has crossed my mind several times since.

The film starts with the Autobots tracking down Decepticon activity all over the globe, having formed an alliance with the humans. I had to learn in the first movie that human weapons are effective against Transformers - they certainly never used to be, but okay, we'll accept that they are now. Ironhide leads a team to track down some nameless Decepticon. Now, excuse me for asking, but why don't the Autobots speak when they're in vehicle mode? Or do anything sensible? We do get the full length, ten-second-long Ironhide transformation - we know we'll never see a transformation take that long again - and Ironhide finally starts speaking. (Compare this with the scene in the first movie, just after Starscream's airstrike on the city has taken out Bumblebee's legs... Sam has to tell Jazz, who's still in vehicle mode, to back off and reverse. I'll repeat my earlier question - why don't the Autobots do anything sensible in vehicle mode?).

And yes, it is some nameless Decepticon.  Sadly, this is something that I had to get used to, as it cropped up repeatedly.  I guess here is as good a place as any to cover the new characters in the film. There are loads. In fact, to be quite honest, it's the single greatest issue I have with this film. I loved the explosions, I loved the hardware and the storyline, but the number of new characters was overwhelming. On both sides, but especially the Decepticons. The Autobots - we see them in their hangar, an array of shiny sports cars and motorbikes, a couple of Japanese minicars and an ice cream van. No, I know very few of the names of these characters, and very few of them got personalities - just accents. The purple ice cream van rates as moderately annoying. The two Japanese minicars - one of them was called Skids, which was really disappointing considering the intelligence of the original character - were stupid. I think a professional film reviewer likened them to Jar Jar Binks, which is quite accurate - right down to the racial stereotyping. One Autobot I did pick out was Sideswipe, who was silver, instead of red. Now, he has no feet, just wheels. Nor does he have hands or forearms - just large spikes on his elbows. I was thoroughly unimpressed by this - it strikes me as lazy CGI and I was not happy. But anyways, it was only a fluke that I found out that this particular character was Sideswipe - he could have been anonymous if I'd not been listening closely.

Having mentioned the large number of Autobots, this is nothing compared to the Decepticons. At one point towards the end of the film, it almost literally starts raining Decepticons. A huge army of Decepticons arrives in the desert and start attacking our heroes, and as I watched this, I started to wonder why the existing Decepticons - those already introduced in the story, or even some already on Earth - didn't show up. I'm still not sure, but I think the answer is that Hasbro are named in the credits, and more figures (I can't call them characters - I don't think they have a line of dialogue between them) means more toys. Now, these fresh warriors all look pretty much the same, since they haven't adopted an earth-based vehicle mode. In other words - they don't transform. This is, above and beyond the number of new characters; the stupid accents; the nameless characters, the single most irritating part of this film. Transformers that don't transform? No. Big mistake. Wrong. And wrong from the perspective of the toy makers too. Surely Hasbro should keep in mind that the original series of toys were successful because they were robots and vehicles. I should mention at this point "The Fallen" who also doesn't transform... he could have been any sort of intergalactic weapon - tank, spacecraft - but no.

And if you want further evidence that this is a toy-maker's film, consider Starscream, who is one of the few Decepticons to make it from the first film. Ordinarily, Starscream version 1.0 would be sufficient for most kids, but no. To quote one of the soldiers (I can't recall which), describing Starscream in aircraft mode - "It's got some crazy alien graffiti all over it." That's right, kids, Starscream from the first film is out-of-date, time to go splash out on Starscream version 2.0. And if you thought the original Optimus would suffice... sadly not, as, towards the end, we get Japanese-armoured-style ultra super-powered Optimus with the armour of that poor unfortunate defecting Decepticon, Jetfire. I bet the armour in the toy version either (a) sticks on and doesn't come off, leading to a non-transforming Transformer, or (b) doesn't stay on when it's put on. I'm not sure which is worse.

That's covered most of my ranting about the robots, now let's turn to the humans.

Now - Megan Fox. Oh good grief... I'd heard that she was in the film almost exclusively as eye candy, but the first few scenes with her in, posing on the motorbike, were just too much. Perhaps I'm the wrong side of, say, 14 years old, but it was just a bit too obvious that she was just in the film for the teenage boys.

Sam's parents, who thoroughly annoyed me during the first film, were back on form. Why, why, why do the film makers insist on giving Sam's parents lines, or even screen time? They are the most unnecessary characters in a film that I've ever come across. The "Sam's special time" scene from the first film could have been cut in its entirety and the film would have been greatly improved. In this film, it was the scene where Sam's mum buys a 'herbal rememdy' from a student that could have been left on the cutting room floor. Many people have commented that this film was over-long... I think I've just solved the problem.  I'm with Ironhide, who in the first film commented, "Can't we terminate the humans?  The parents are very irritating."

Speaking of Sam's parents - shortly after (before?) the first Megan Fox scene, we come to the scene with the kitchen critters and Bumblebee blasting the house down. Yes, I enjoyed this one - and in particular the extremely cool kitchen critters (no lines of dialogue, no names) but why, oh why has Bumblebee been reduced to an overgrown guard dog in the garden, with his own kennel? And, okay, perhaps it's a plot contrivance that he's lost his voice, but when did he become an over-exuberant teenager? He used to be a no-messing warrior who protected Sam from Barricade (the police car) and an all-round fighter. A highlight of the film is the scene where Sam has to tell Bumblebee to grow up and remember who he really is.

Now? He can't wait to go to college with Sam? Okay, I'll let it go, but I did think it was particularly stupid that he lived in the garage like a dog. And yes, I thought some of the kitchen critters were cool, but it didn't dawn on me until a little later that they were obvious merchandise, and would probably be in my local Toys R Us store by the end of the movie.

One of the film's biggest redeeming features for me has to be the Sector Seven agent, Simmons. He is brilliant. I loved his archive of antiquated Transformers, Frenzy's head in his office, I liked his panicky but genuine character, and the way he ordered the naval barrage was inspired. I like this character, and hope to see him in the third film.

Finally - Alice, the human who turned out to be a Decepticon. She doesn't Transform... and Decepticons never, ever, took human form. Mind control, yes. Human form? No. "Decepticon Pretender".  Possibly.

Overall, I actually liked this movie. I thought the effects were amazing; the music was outstanding (most of it taken from the first movie, and I was nodding along at various points); the story was actually well written, if a little cheesy in places... the idea of Sam having the power of the Allspark in his head goes back to a comic-book story where Buster Witwicky (yes, that was his name) was given the Creation Matrix by Optimus for safekeeping. Yes, I thought, on the whole, it was enjoyable, possibly overlong but on the whole kept ticking along at a good pace. Did I want the DVD for Christmas? Yes please. Would I watch it repeatedly until I'd learned the script? Possibly.

I think I could some up my views on this film by considering if I would I watch it all the way through; the answer is probably. Although I can quite easily see myself skipping the boring bits (with the humans), there's enough pace to make it watchable, and I'll also like to find out all those Autobots' names!  Overall, I'd recommend watching the DVD with the subtitles turned on - that way, you'll get all the dialogue, character names and all the parts of the plot.

So, I'm looking forward to the new film, and I'll be posting a review here when I've seen it!