Tag: Respawn

  • On the Shoulders of Giants: Trey’s Titanfall Review

    Titanfall Logo

    Yesterday, for the first time in years, I took an entire day off doing one single thing: Playing a video game. With the exception of breaks for meals, doing some laundry between matches, and reading a chapter of The Fellowship of the Ring before bed, I didn’t do anything yesterday other than play Titanfall. In the interest of full disclosure, the event actually began at around 8:30 Tuesday night, since my entire team had the day off on Wednesday. That means a solid 24 hours was mostly dedicated to playing Titanfall.

    This is going to be one of the easiest reviews I’ve ever written, because Titanfall can be boiled down to a single question: Do you have a core group of friends you play online shooters with? If the answer is “yes,” you don’t really need the review, as I assume you’re already playing Titanfall. If the answer is “no,” and you’re wondering if Titanfall is worth it solo, I’m afraid I have some bad news: It’s not worth it solo.

    By “solo,” I mean playing the game solely with an interest in the story being offered, without worrying about being “good” at the game from a multiplayer perspective. For starters, there is ZERO in the way of a single-player experience. This is SOCOM and MAG taken to the next level; yes, there is a campaign, but you literally play through nine of the game’s fifteen maps with some audio and special intro scenes thrown in for good measure. There are other players playing with you, on each side of the story, and to keep things fair it doesn’t matter whether you win or lose each match.

    I knew going in that I wouldn’t care about the story, which is good, because it’s delivered in three of the least efficient manners imaginable in a game like this:

    1)      Audio that plays in the match lobbies.

    2)      Scenes that happen at the beginning and end of each match.

    3)      Audio and picture-in-picture video that plays during the match.

    So basically, they try to tell you the story while you are talking with your team or party about the last match, figuring out your loadouts, talking about the match that just finished, or worst of all, while you are PLAYING THE GAME. I don’t know about you, but in a fast-paced FPS featuring giant robots and jetpacks, I am devoting less-than-zero attention to watching the little video at the top corner of my screen.

    The game randomly picks which side you play as – IMC or Militia – when you begin a campaign, and automatically puts you on the other side when you start your next run. You can’t select individual missions until you’ve beaten both campaigns, which you’ll need to do to unlock all three titan cores. This can be a little frustrating if you’re playing with a party where everyone is at a different part of the game, but we found ways around it until all of us had completed each mission from both sides.

    The side you’re on affects what audio, intro, and in-game story bits you see and hear, but the matches themselves have almost no impact on the story. For instance, one match involves the Militia trying to overload some reactors while the IMC defends them it a hardpoint domination game type. Even if the IMC wins by a landslide, the story finds a way to still have the reactors detonate. This also leads to weird situations when a match is close, where your pilots’ COs alternate radio chatter between “we’re crushing them” and “our forces are being decimated.”

    https://www.youtube.com/watch?v=JtbKyM263tE

    To be as honest as possible, I refrained from doing any research for these next paragraphs, which is the best story synopsis I can give based on having played the campaign from both sides twice: The games takes place far into space, on the “Fringe,” and focuses on a war between the IMC and the Militia. The IMC has decided to start using AI-controlled soldiers called sentinels. The Militia is losing badly, until the IMC ends up attacking a colony where an old, presumed-dead war hero is living. He joins the Militia, and together they stage a series of attacks on IMC bases.

    Along the way, you’ll play missions with objectives like stealing data from a crashed IMC ship, taking over anti-ship guns to attack a dry-docked IMC ship, and bringing down towers around an IMC base to allow the giant, vicious life-forms that live on the planet to attack. There are also at least three missions where I can’t remember who’s doing what, to whom, or why.

    This culminates in an attack on some kind of base on a world directly next to a star, in which the war hero sacrifices himself, and an IMC commander defects to the Militia, and control of the IMC is granted to Skynet… sorry, “Spyglass,” and a heavily-accented sociopath is a dick to everyone. There are some vague shots of spaceships, and some radio chatter from the corresponding sides. Then, for some reason, the game doesn’t end; there is a final mission where the Militia attacks the sentinel manufacturing facility, and the game essentially gives you another set of vague shots of spaceships and radio chatter.

    If my recollection seems very pro-Militia, it’s because the game doesn’t even try to blur the lines about who the heroes of the game are. The very first mission involves a Militia raid on a fueling facility; if you’re the IMC, you have to stop them, despite the fact that there are numerous civilian ships with the fleet. If you “win,” the heavily-accented psychopath remarks that “Today’s civilians are tomorrow’s militia.” The very next mission starts with sentinels slaughtering civilians, and that same asshole remarking that it’s not a good enough test of their capabilities.

    The woman in this picture could be named Tits McGee for all I know.
    The characterin this picture could be named Tits McGee for all I know.

    All that to say this: I don’t remember a single character name, meaningful moment, or piece of non-cliché dialogue, and I played this through four times. So when I say that the game isn’t worth it for the solo experience, that’s what I mean. Nothing this game provides is worth it outside of the core experience of playing the game. If you think you can play the game online, but without a team or core group, then it might be worth it to keep reading.

    Now that you’ve made it to this point, forget the last four paragraphs and read this: Titanfall is the single best multiplayer experience since Bad Company 2, in my opinion. It is the culmination of a lineage going back to CoD 4: Modern Warfare, and is actually made by many of the same people. It borrows and learns from Battlefield, Halo, Call of Duty, Counter-Strike, Team Fortress, and a half-dozen other pedigree franchises.

    As a moderate FPS veteran of multiple console generations, nothing in the game feels out-of-place, unnatural, or difficult to grasp. There’s a twenty-minute training simulator at the very beginning that gives you the basics, but moves along nicely to keep it from getting boring. There are a few mechanics, such as wall-hanging – hold left-trigger while on a wall – that I didn’t know about until they popped up on a loading screen tip. It also seems like you can switch pilot loadouts at any time without a respawn, or maybe in it’s just in certain circumstances; I really don’t know. These oversights in the tutroial are minor at best.

    Basically, you spend all of your time either as a pilot or piloting a titan; playing as a pilot is like Call of Duty with jetpacks and parkour, and piloting a titan will feel familiar to anyone who has ever played another game with mechs. There are different weapons, perks, explosives, and whatnot available on both sides, and pretty much any play style can be rewarding if utilized correctly. I will say this, though: Moving around on the ground, half-crouched any checking corners is going to get you murdered.

    Titanfall Mobility

    The game is a symphony of mobility, and the most effective players are going to be the ones who can learn how to think in three dimensions, more than any other game on the market. In hardpoint domination, for instance, most areas can be accessed from any side, from above, and potentially from below. While titans can’t jump, players seem to be quickly adapting to the idea that you can call a titan in and then keep moving around outside of it.

    This is accomplished by the game’s impressive auto-titan AI system for the mechs, which can be set to either guard a location or follow you as best they can. More than once I’ve left my titan to guard an area and then run off elsewhere. There are limits – stay gone for too long or go too far and your titan will shut down until you climb aboard again – but the game obviously encourages this play-style. In fact, a later perk allows your titan to be more accurate and efficient while in auto-titan mode.

    The game also rewards people who can manage multiple loadouts as necessary. I tend to find two loadouts, tops, that I excel at and stick with them. In Titanfall, though, I actually have all six loadouts ready at any given time, and switch freely between tactics. The same goes for titan loadouts; what may work well if I’m piloting manually in an attrition game doesn’t necessarily perform well in guard mode during a capture the flag.

    124510-titanfall_screen_2

    The only mechanic that the game really fails at explaining is “burn cards,” though we all pieced them together fairly quickly. Basically, these are one-time use bonuses that last from when you use them until you die and respawn. You have a maximum of three slots, and cards can be set in each slot from your deck between matches. Once in a match, they can be activated from the loadout menu. Some will kick in instantly, others not until your next spawn, and you can only have one active at a time.

    The effects they offer include upgraded perks, enhanced weapons, extra XP, or even instant-access to a titan; normally, titans have a “build timer” that can be reduced by scoring points in various ways. There is a twenty-five card limit to your deck, so it’s worthwhile to use and even discard cards frequently. Early on I tried to keep cards for “that one special occasion,” but quickly found this wasn’t worth the space, as I just never used those cards.

    Interestingly enough, I’ve already written a fair amount more than I intended to, or even really thought possible. To be honest, though, I don’t really think I’ve offered much insight; I’m ok with that, because again, there’s no insight to offer. Odds are anyone with even a passing interest in this game already owns it, especially if they have friends they game with. I’m sure there are a handful of FPS enthusiasts out there who won’t mind picking it up and playing with strangers; if so, more power to them, because this is a Hell of a game.

    As multiplayer-driven experiences like Call of Duty and Battlefield have grown bloated in recent years, I’ve stood by and sneered. I don’t have anything against a great multiplayer experience, but all I saw was the same game coming out ad-infinitum. If you had told me I would willingly pay $60 for a game that was online-only, and featured a lackluster campaign I would only grind through to get unlocks, I would not have been pleasant in response. As it stands – or, in this case, falls – I’m going to wrap up the review here, “because Titanfall.”

    I downloaded Titanfall directly from the Xbox One marketplace. It was my first time ever getting a launch of this magnitude digitally, and I have no complaints thus far. It is also [amazon_link id=”B00DB9JYFY” target=”_blank” container=”” container_class=”” ]available on PC, and will be released for the Xbox 360 on March 25.[/amazon_link]

  • Review Roundup: Titanfall

    124510-titanfall_screen_2

    Well it is finally here; the game many bought an Xbox One for. Titanfall is launching and the reviews are starting to come in. Is it the killer app that Xbox One owners have been waiting on?

    Note: Our review will be up after we have spent plenty of time on public servers playing the full game.

    IGN8.9/10

    “Titanfall’s great strengths is the simplicity and natural feel of movement. Whether you’re jetpack-jumping and wall-running as a pilot, or dashing around with your titan’s lateral jets, you just aim at where you want to go and press A. You’ll never wrestle with a video game-y quick-time event or button-mashing sequence in order to execute a badass move. It always happens in the most straightforward way it can.

    Polygon9/10

    “Each of Titanfall’s 15 maps presented a new opportunity to experiment with my environment, to see where I could get to on foot. I found “lines” to take, alternating my wall-runs over extended spaces, making jumps I never thought I would make. Respawn even encourages this behavior — you accelerate as you run along the side of a building, and jumping from one surface to another can build an incredible amount of speed.

    Videogamer8/10

    “Whereas Call of Duty is bloated and wobbling towards death by gluttony, leaning on cheap gimmicks (Michael Myers?), Respawn – and Zampella – know what the real appeal is. 6v6 is a smart move, allowing for (stupid) bots to keep you killing while giving the titans room to manoeuvre. It’s a game of trade-offs, discarding the vogue for Yet More Unlockable Bullshit and instead confronting players with obvious choices: strength or speed, light or fast, yet still asking them to adapt to change when the hardware is called in. Unlike killstreaks, everyone gets a titan, choosing from three available types: how you plan for that eventuality is all-important.”

    Gamespot9/10

    “Between pilots and titans, there are a lot of different elements that come together in Titanfall matches, and they do so with remarkable fluidity. Each map is designed to let both pilot and titan thrive; some areas are only accessible to pilots, others are the domain of titans, but large swathes accommodate both in the struggle for dominance.”

  • Titanfall’s Max Player Count Is Six Vs. Six. Everybody Calm Down

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    Vince Zampella from Respawn Entertainment, developer of Titanfall, revealed on Twitter that the maximum players on a map will be twelve consisting of two teams of six. He stated that that number of players felt right with the A.I. bots that will also be occupying the maps.

    As with everything, the internet has become foaming at the mouth with complaints about it being too small, which I am certain is something these people hear a lot.

    I would actually prefer a smaller player count especially since there will already be A.I. controlled characters and titans to deal with. You do not need 128 people on a map to have fun in multiplayer. Let’s not forget, this is the same Titanfall that has done nothing but amaze everyone who have played it the past nine months. Smaller player counts has not changed that.

    Titanfall releases on March 11th.

     

  • Titanfall Confirmed as 100% Microsoft Exclusive *Updated*

    titanfall-gamescom

    Exclusives are nothing new to the game industry, but recent years have seen developers and publishers opting for time-limited exclusivity contracts: A title – or even extra content – starts out on only one system, but eventually moves to all platforms. When Titanfall showed up with only Xbox 360, Xbox One and PC versions announce, everyone assumed the PlayStation 4 version would show up in time.

    According to recent press, however, the first game from Respawn Entertainment – made up largely of veteran Call of Duty developers from Infinity Ward – will bring it’s high-octane mech-driven action to Microsoft platforms only, forever and always. The developer cites Microsoft’s cloud and dedicated server support as essential to having the game run correctly.

    According to Jon Shiring, an engineer for the developer, ““Microsoft realized that player-hosted servers are actually holding back online gaming and that this is something that they could help solve, and ran full-speed with this idea. So they built this powerful system to let us create all sorts of tasks that they will run for us, and it can scale up and down automatically as players come and go.”

    This news is a potential game-changer as we approach the launch of each new console, considering the pedigree that Respawn carries. The gameplay footage for Titanfall is arguably the most unique thing to emerge from the ever-growing sea of first-person shooters in recent years. I’ll readily admit that Titanfall holds my interest considerably more than even Bungie’s Destiny, based on what we’ve seen so far.

    Personally, I think there was probably also a substantial amount of money involved, techno-babble aside. I agree that Microsoft offers the better option as far as online multiplayer support; “free” games help ease the cost of PlayStation Plus, but they don’t counter Xbox Live’s superiority in letting people play together. While we’ve already seen the footage of “Halo 5,” I think Microsoft understands that they need a franchise that is decidedly Next-Gen; Xbox One needed its Halo: Combat Evolved or Gears of War to set the stage.

    Here’s hoping Titanfall delivers come March 14.

    UPDATE: Both Respawn and EA have attempted to clarify statements from yesterday, and have possibly succeeded in making it all more convoluted. The main point that seems to keep coming up is that the exclusivity does NOT apply to all future Titanfall titles, as was widely reported; it is only the current title that is guaranteed to Microsoft. This definitely changes things down the line, but doesn’t influence the fact that Microsoft has secured a key piece in swaying people about what console to buy over the next six months.

  • Titanfall Releasing March 11th, Collector’s Edition Cost Half An Xbox One

    Photo courtesy ign.com
    Photo courtesy ign.com

    Everything about Titanfall is big. The game itself has had nothing but big talk and big impressions since its announcement at E3. You get to control big mechs called titans and now the collector’s edition is going big also.

    Developer Respawn has announced that [amazon_link id=”B00DB9JYFY” target=”_blank” container=”” container_class=”” ]Titanfall[/amazon_link] will release on March 11, 2014 on Xbox One, Xbox 360 and PC.

    The collector’s edition will feature an 18″ statue of a massive titan on the battlefield with LED lights, a hardcover art book and a schematic of an Atlas titan. It can be yours for only $249.99.

    Yeah, you read it right.

    I am ready to play Titanfall. It is most likely 30-40% of why I am getting an [amazon_link id=”B00CMQTVMI” target=”_blank” container=”” container_class=”” ]Xbox One[/amazon_link] but I think we have found the line of what I am willing to pay for a collector’s edition. I will just buy a Wii U or make a car payment.

    It is still impressive though.

     

  • The Titanfall Gamescom Trailer Almost Makes The Xbox One An Easy Sell

    Photo courtesy pixelenemy.com
    Photo courtesy pixelenemy.com

    Titanfall already blew everyone away at E3 winning the majority of the “best of show” awards there were to give out. I don’t even play multiplayer shooters that much and it had me trying to figure out how much I could get for a kidney to buy an [amazon_link id=”B00CMQTVMI” target=”_blank” container=”” container_class=”” ]Xbox One[/amazon_link].

    Now we have a new gameplay trailer for Gamescom showing what Respawn is calling Attrition mode featuring more jetpack wall jumps and mech action than you can shake $500 dollars at. And guess what? $500 is what you are gonna have to shake because [amazon_link id=”B00DB9JYFY” target=”_blank” container=”” container_class=”” ]Titanfall[/amazon_link] is an Xbox One exclusive.

    http://youtu.be/qzYDrzk1xs4

    Here is the proper reaction to watching this:

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  • Titanfall Box Art Is Full Of Titan, Little On Fall

    Photo courtesy craveonline.com
    Photo courtesy craveonline.com

    Respawn Entertainment’s Titanfall was one of the most talked about titles at this year’s E3 and for good reason. It looked beyond beautiful and was a shooter fans wet dream. Huge multiplayer battles with jetpacks, jumping off walls and the pure nerd delight of all the mech action easily makes this the killer app for the [amazon_link id=”B00CMQTVMI” target=”_blank” container=”” container_class=”” ]Xbox One[/amazon_link].

    Everything about the game seems to be hitting the right notes and that keep going with the reveal of the box art today which is gorgeous in its simplicity.

    Titanfall releases in 2014.