If you read yesterday's thrilling instalment, you'll know we took you through the background story, the playable characters and the weapons your Transformer pals have access to. (To check out part one click here).
Today we've got even more on the Transformers title that makes every other 'Formers game look like some nasty third rate knock-off. Because that's precisely what they've been.
This one's different though, really; director and executive producer Andrew Carter tells us why.
How have you added variety to the experience - what sort of different locations will there be, anything that really stands out?
Carter: We determined that when the Mini-Cons fell to Earth in ancient times, they were lost in the distant wilderness - places which are these days the long abandoned sites of ancient civilizations, or World Heritage sites. The battle for Earth is fierce, but it takes place on the distant frontiers of human habitation.
In keeping with this theme, the levels include the Amazon, with ruined Mayan pyramids; Antarctica, with an abandoned human research centre; Alaska, high up into the mountains; and a Pacific Island which has a motif of stone heads like Easter Island (which we figured are ancient man's attempts to carve a Transformer out of stone).
There are also hi-tech levels which showcase Decepticon technology, such as a level set largely on a warship in the mid-Atlantic, and a level on board a Decepticon starship.
For all of the outdoor levels, we have made the most of our graphics engine and ecosystem - we have not seen another game getting the same effect of being in a jungle as we have, or of being on a pine-forested mountain side, or of slogging through the driving snow across the frozen wastes.
We think we have the most potent and brutal engine on PS2 and it's really let us realize environments at a level that is new on console. You could make a postcard of these places, except that usually there are about half a dozen enemies trying to blow your robotic head off.
Are there any plans for a co-op or other split-screen two-player mode? Any other modes in there we should know about?
Carter: Transformers is a single-player game of combat and exploration - there are no separate game modes as such, but the main game incorporates challenges at different points that feel almost like mini games. It's just neater and feels more together to have it so integrated.
Many stages will have you going for many hours to find all of the Mini-Cons. But, if you want to come back for more, we have worked really hard to put extra effort into the game's difficulty settings: recruit mode is for everyone, and we're pleased with how it's balanced right now.
If you want to step up, Veteran mode offers not just the usual AI increases, but additional enemy placements, so expect to come under additional fire.
The true challenge comes in Commander Mode - in this rock hard version of the game, we have changed the location of key Mini-Cons, and introduced truly diabolical ambushes - your whole strategy will change when playing at this level, if you expect to just charge in there, you'll be a smoking set of tyres in no time.
We're anticipating that with these settings, this will be a game that people will enjoy playing through a few times.
There is a huge extras section in the game as well - these are placed in the world as information modules called Data-Cons, and there are over 60 of them. When you discover them, you'll unlock all kinds of things in the Extras archives - production art from the game, exclusive 3D renders not seen anywhere else, behind the scenes glimpses of Hasbro's character design, trashy Transformers public service announcements from the 1980s, special versions of the Transformers theme performed by American and Australian bands - tons of stuff.
In game terms, you'll be playing for ages finding and unlocking all of these extras.
Will any of the older 'Formers - Jazz, for instance - make an appearance? Do you have plans to do a separate "first generation" Transformers game (as we believe the obsessive geeks refer to the eighties stuff as)?
Carter: We have a special guest appearance by the biggest, baddest and hungriest Transformer of all time - fans of Transformers the Movie will go nuts when he appears over the horizon.
In general though, we are working with Hasbro's latest versions of the Autobots and Decepticons, which do include a few old favourites - you'll be pleased to meet your old buddy Starscream, that is, until he carves you up from one end of Antarctica to the other.
As for Jazz, sure, it would have been cool to have a Porsche Transformer - trust us, we're the guys who made Le Mans for Dreamcast, we know how cool it is to scream around Donnington in a 911 - but Hot Shot's sports car gives you the horsepower for some pretty satisfying hard driving, and actually, driving a Porsche through the Amazon would look kinda strange. Autobahns yes, Amazon no.
It's fair to say there have been a few shonky Transformers games over the years - you're contractually obliged to say this one is going to be different, of course, but can you explain why Transformers fans are really going to be pleasantly astonished by this one?
Carter: At every step of the way, we have approached this as a videogame for right now. We started in January 2003, it's snap crackle fresh. We're getting the most out of the PS2, our art design is very influenced by recent high budget CGI-driven films, and our free-roaming gameplay is super modern.
The idea was to transform Transformers to make the best PS2 game we could, that will appeal to both Transformers fans and the much broader PS2 game fan alike.
Transformers fans will be astonished because this is exactly how they always imagined that a great Transformers game could be, but never dreamed they'd get.
They've grown up with the Transformers, but this is a definitely not a game which is just for kids; it's a game for where they are now, and what they're playing now. We can't wait to roll this sucker out.
Transformers is released for PS2 on May 11.