If
you’ve followed this blog, you’ll know I’ll play online shooter
betas when available but rarely, if ever, go on to purchase the full
release. The original Titanfall was different. I enjoyed it in a way
I haven’t truly enjoyed or been hooked by any online shooter in
years. And haven’t since, in fact. Which is why its upcoming sequel
is one of my most highly anticipated games.
So
let’s break down what I love about Titanfall. There are three main
components. The first is the tiered system of gameplay. There are
four very distinct layers to Titanfall combat – Pilot vs Pilot,
Pilot vs Titan, Titan vs Pilot and Titan vs Titan. The gameplay
constantly shifts and evolves as these layers overlap during the
course of a match. Each layer has its own strengths, challenges and
skill curve.
The
second most important component is movement. The movement system of
Titanfall also had its own skill curve that separated the experienced
players from the newcomers. This was always apparent during ‘free
weekend’ events, when new players would remain primarily on the
ground, whilst Titanfall veterans would be bouncing overhead like a
pinball with a rocket up their ass.
Mastering
the movement system and learning the fastest way of traversing the
various maps was a major part of Titanfall’s appeal. Which is why
the third most important component of the original Titanfall is its
map design. I was somewhat critical of the game on release for what I
considered to be a lack of environmental variety, but I couldn’t
fault their fantastic design which perfectly served not only the
movement system, but the multi-tiered gameplay. The maps accommodated
all four layers almost perfectly, but more importantly, they also
ensured a degree of balance.
And
these three components – multi-layered gameplay, movement and map
design is what I consider to be the ‘holy trinity’ of Titanfall.
They really nailed these aspects, which is why it was so unfortunate
that the shell surrounding this core was rather thin.
There
was no single player campaign, only a limited multiplayer ‘campaign’
which strung various maps together. The maps and modes on release,
whilst enjoyable, were also somewhat limited. The weapon selection,
Pilot/Titan customisation, player abilities and progression were also
fairly lacklustre and bare bones.
Over
time, with various updates and DLC, Titanfall expanded for the
better, even including an enjoyable Pilots vs AI mode (Frontier
Defence) which is something I suggested during my original review.
From
what I’ve seen of Titanfall 2, it appears to have retained the core
‘trinity’ (although we’ve not yet seen enough of the maps to
make a firm judgement on that aspect) but also expands and evolves
the weaker elements of the original.
In
addition to those key components, Titanfall also had several other
features that I thoroughly enjoyed. Whilst the ‘campaign’ was
disappointing, the few narrative and world building aspects were
extremely promising. The Titanfall universe seemed ripe for a full
single player, story driven campaign, which is why I’m so pleased
that Titanfall 2 will feature such an addition.
Another
key component was spectacle. The background scenery, the radio
chatter, the ongoing war between AI bots – it all made other
shooters seem sterile, empty and static in comparison. This was
particularly true in Titanfall’s flagship mode – Attrition –
which is why I was even more pleased when the mode was officially
confirmed for the sequel.
In
fact, nearly everything I’ve seen of Titanfall 2 has impressed me.
The initial Technical Test raised some concerns, but these were
swiftly addressed. And though I’m still uncertain about some design
decisions – such as the new Titan shield and rodeo mechanic, or the
removal of the Burn Card system – I’m keeping an open mind. I
wasn’t too sure about the ‘hero class’ style Titans either, but
having seen more gameplay, I can see it providing a far more varied
experience to Titan gameplay, particularly in the returning Titan vs
Titan mode.
If
Titanfall 2 can successfully build upon the core foundation of the
original, whilst expanding the surrounding shell, it has real Game of
the Year potential. I’ve seen enough to pick it up on release.
Hopefully it can live up to my expectations.
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