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"A lot of that stuff is easy or comes inherently on the console." Things like customizing your user interface, remapping your controls, and "some of the voice over stuff," Tieger continued. It's an honest answer, something the developer took away from the experience of creating the PC version of War for Cybertron, which Tieger said was a stretch for the studio. "I think there are a few things that are inherent in what PC consumers are looking for that frankly we didn't deliver good on." It's outside of our area of expertise, to be honest." I know that it's not a huge leap to do a PC SKU, but it is different. "There are a couple of reasons why that is," Tieger explained when I asked why no PC version of the sequel were planned. During a recent conference call with High Moon's game director Matt Tieger, I finally got my chance. Having written the initial article on the new game, I found myself bombarded by requests from players to get to the bottom of this disheartening situation. When Activision and High Moon Studios revealed the upcoming sequel, Fall of Cybertron, PC gamers were even more disappointed. PC gamers were severely disappointed with the version of Transformers: War for Cybertron released on their platform of choice, a glitchy, bug-ridden mess with graphics capped at 30 frames per second, a by-product of console-centric design. After a poor showing on the PC for Transformers: War for Cybertron, High Moon Studios isn't even going to attempt to port the follow-up. This fall when Xbox 360 and PlayStation 3 gamers are tearing through Cybertron in the shiny metal skin of Grimlock, PC gamers will remain earthbound, forced to witness the grand robot battles from afar.
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