Titanfall
2 may be one of the best games I’ve played this year, but it’s
also a game I find incredibly infuriating at times. If you’ve read
my review and my post about map design, you’ll know I consider the
multiplayer maps of Titanfall 2 to be its weakest component.
Compared
to the original game, the maps do not appropriately balance the
multi-layered gameplay of Titanfall. The perfect balance between
pilot and titan that existed within the original has been shot to
pieces and as a result, matches are now dominated entirely by titans.
And
perhaps that was the intent. But it’s not a design philosophy I
particularly care for and it’s not one I feel plays to the core
strength of the game. I was hopeful, however, that future maps would
see a return to the map design philosophy of the original game, where
verticality is key and where a careful balance between pilot and
titan ‘terrain’ is struck. If not new maps, then at least
‘remastered’ versions of original Titanfall maps.
Which
is why I was so looking forward to the release of the first major
Titanfall 2 update which included the remastered Angel City – one
of the best maps from the original game. But then I played the map
and to my horror, realised they’d only gone and f**ked it up.
I’m
talking specifically about the Amped Hardpoint mode. If you’ve read
my review, you’ll know I’m not really a fan of the ‘amped’
aspect, or the placement of the objective points on the majority of
the maps. Because on the majority of the maps, 2 or even all 3 of the
objective points are fully accessible to titans, or within a clear
line of sight of titan fire.
Amped Hardpoint, just like Attrition and Bounty Hunt, is
now a mode entirely dominated by titans. Whichever team can call down
their titans first will nearly always dominate and win the match, as
they can simply ‘park’ their titans upon 1, 2 or even all 3
objective points.
And
because of the lack of pilot terrain, it’s incredibly easy to kill
pilots attacking these points. As a result, a team without titan
control in Amped Hardpoint will always lose. You may argue this was
true in the original game, but very few maps in the original had more
than a single point accessible to titans or titan line of fire.
In
the original, titans served more of a ‘support’ role within the
mode, whereas in Titanfall 2, it’s just another mode where titans
completely dominate the play. And this is even more pronounced due to
the new ‘amped’ mechanic, as parking a couple of titans on points
early will rapidly gain a team an unassailable lead.
In
the original game, Hardpoint matches would rarely be complete stomps,
but in Titanfall 2, complete stomps one way or the other is a regular
occurrence due to the objective placement and the amped mechanic. It
totally kills what was my favourite mode in the original game, and
what should have been my favourite mode in the sequel.
Which
brings us back to the ‘remastered’ Angel City, one of my
favourite maps in the original, particularly for the Hardpoint mode.
I was quite excited to jump back into this map and mode in Titanfall
2 even though I’m not fond of the ‘amped’ aspect, because at
least (I thought) we’d return to a more appropriate objective
placement. When the match began, I made a fast line for Hardpoint A
only to realise … it was no longer there.
It
seems some chucklef**k decided to relocate the objective point to an
exterior location fully accessible to titans, bringing the map more
in line with this new and terrible design philosophy whereby every
map and mode should be dominated by titan play. I can’t understate
how angry I was when I realised what they’d done. They took a map
that was perfectly f**king balanced and ruined it for no good reason.
And
how did that game play out? Just as I expected it to – the other
team were able to rapidly gain a titan advantage, park their titans
on both A and C (amping both points) and won within a matter of
minutes. Hardpoint matches are no longer about controlling points or
co-ordinating with your team to assault or defend – they’re about
grabbing quick, early kills to earn your titan as rapidly as possible
so your team can dominate the game.
As
fantastic a game as I think Titanfall 2 is, I also think it’s being
held back by a map design philosophy that runs contrary to what makes
the gameplay so unique and appealing – the delicate balance between
pilot and titan. Whenever I play Attrition, Bounty Hunt or Amped
Hardpoint, I just feel like I’m only playing as a pilot to earn my
titan as quickly as I can because if I don’t, defeat is almost
certain.
In
the original game, I could play entire matches without calling
down my titan, because pilot gameplay could be just as effective due
to the way maps were designed. One held no great advantage over the
other if you knew what you were doing. But in Titanfall 2, the
opposite is true.
This
post was intended to be a fairly short rant, but I really couldn’t
help myself. I love Titanfall 2. It’s great. It really is. But it’s
a game I’m coming to hate as much as I love due to this backwards
design philosophy that is actively working against the strengths of
the game.
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