Impressions from the Titanfall 2 Tech Test

“Follow mode engaged. I have your six, pilot” – Ion, skirmish at Forward Base Kodai

It’s tough – and potentially just inaccurate – to write a review on a pre-alpha test of a game when so many aspects of the finished product were kept under wraps, but what we were allowed to see does say quite for what we can expect. The bottom line is that almost everything has changed since Titanfall 1, except that pilots are still the real heart of an experience that has grown a bit more personal.

To demonstrate, compare the training and story mode from the first title to what we see in the technical test. The objectives covered in the training modes are quite similar, but despite being spoken to in a direct manner in the first, it is almost deliberately generic – you play an anonymous pilot playing through a training scenario designed for mass consumption, like a pawn in a galactic corporate bargain. Granted, the program and module was stolen – which leads into a genuinely interesting story – but in the second your training is one on one with a very specific character – and you seem to be playing an actual character in the story, one with a voice.

The contrast between wordless anonymity and personal experience seems to carry into the main gameplay. In Titanfall 1’s campaign, you get a mission briefing and a flow of feedback as you work towards (or fail to achieve) various objectives in your nameless pilot’s role in the story, but in the sense of chatter over radio. It has a good style and fits with the theme, but you’re really just on the sidelines of the story most of the time. I liked it in that it made itself pretty distinct from other games at the time. Although we get no glimpse of the story mode of Titanfall 2 in the technical test aside from a teaser video, the way your titan speaks to you already shows a subtle shift towards having an actual personality. The little details add up, and coupled with a fantastic orchestra musical score heard in select moments, we may be in for something really amazing.

Pilots, like in the first, are highly agile with a broad range of customization options. The movement, traversal and parkour feels better than ever, rewarding a skilled hand. Unfortunately the three maps available in the technical test were relatively flat, having just a few opportunities to really show off wall-run chaining or other exceptional feats. The new grappling hook is both really fun and also somewhat of a skill gap closer for players who may have a harder time using wall jumps to reach high places, as it can take a pilot from the ground to a high perch in a flash. Oh, and it is also effective as a ranged weapon – something I learned on the fly when an enemy pilot used me (in mid jump) as a hook anchor to get from one place to another. Ouch. Well played, sir.

As for Titans, we see the biggest changes here. I suspect the two Titan loadouts available in the tech test are just samples of the finished game – but gone were the weapons and most of the abilities from the first. Also gone is a lot of Titan survivability – at least, at first glance. Ironically, also gone is the direct Titan rodeo kill attempt. That’s not to say you cannot kill a Titan by jumping on it, but it does completely re-imagine the concept of the rodeo attack and the circumstances in which you would want to attempt it. The resulting mechanic does surrender a centerpiece of the classic Titanfall “feel”, but in return yields a whole new level of optional objective management. When your pilot successfully jumps on an enemy Titan, you steal a shield battery and do a small amount of damage. This takes place in a much shorter period of time than a legacy rodeo attack – with less in return. If the pilot survives escaping with the battery and delivers it to a friendly Titan or her own, that Titan gets a sorely needed shield and will survive a little longer on the field. With practice, you can time this attack along with a team mate to steal the battery right before the Titan would explode, which results in both a battery and a destroyed Titan. If a pilot dies carrying a battery they drop it, which either team can pick up. These “micro objectives” encourage a new level of teamwork that felt somewhat absent from the first, and give a little more life to your somewhat fragile Titans. Hopefully in the full game the loadout choices will include some to improve overall Titan durability.

Among the changes to Titans includes an increase in the personal performance bonus towards the build of your next titan. Players who are doing well, or at least participating with effective assists, can expect their titan much sooner than someone who is off objective or struggling.

The three maps available in the technical test were each a bit larger than most maps in Titanfall 1, although with smaller five man teams this can easily lead to feeling alone on the map if you aren’t working closely with your squad. Despite the previously mentioned mostly horizontal layout, the attention to detail and map design is actually quite nice and offers a lot of opportunities for flanking, clever ways to hold otherwise open objectives, plenty of sniper roosts (including one that is labelled by graffiti “Pew!”), and a lot of scenery. I can’t wait to learn more about these places and the new factions and references that are hinted at.

Another new feature is an awesome boost to in game clan support, “Networks” can be created and managed directly via the game client. Once set up, you can see who from your Network is online, the clan message of the day, and invite those online that arent in a match to join in a match with almost no effort. It’s a jump ahead in terms of match making speed and organization. I give a hearty applause for the team that engineered this.

Although it was just a short test, we can see all the pieces coming together and I have a good feeling about the finished product, due late October. Titanfall 2 dares to be different than its competition, and even different than the first in the series. They’ve set a high bar for themselves. Finally, sequel or not, I still get a small chill every time I hear the impending sonic boom and operator call out “Confirmed.. stand by for Titanfall”.

 

Double-jump for joy – Titanfall’s beta delivers on hype

Titanfall

Take cover last generation shooters, Titanfall is ready to make its entrance into the static team vs team shooter genre like only a giant low orbit deployed armored mech could; with a pavement cracking, expectation crushing boom.

EA & Respawn Entertainment’s Titanfall explodes into life March 11, and is gunning for top spot in a genre dominated by long standing franchises like Battlefield, Gears of War, Halo and Call of Duty. Titanfall made a huge splash last year when debuted at E3, garnering an unprecedented number of awards. With all of that positive reception and press, it had set the bar very high even for itself. As it turns out, reaching heights isn’t much a problem when you’re riding a two-story tall armored mech, but the real show-stealers are the pilots themselves.

From the moment you set virtual boot to ground in the training simulator, you’ll find out how wallrunning, cloaking and double-jumping put the unarmored pilots on even ground with their giant armored mechs – and ahead of the competition. In an instant you’ll see maps in a whole new dimension and find yourself looking for ways to chain wall grabs, runs and jumps together with ease and discover the true heart of a Titan is far from soft.

The beta contains just a select few maps and competitive game modes, saving the best for release along with the highly anticipated multiplayer story mode. Still, what was shown was solid, highly playable release-quality gameplay that distances itself from the frequently buggy competition – a huge relief from the recent norm. At present, the modes available to test include Attrition, Hard Point and Last Titan Standing.

Attrition is described as a classic Titanfall game mode and is recommended as the best mode to start with. Featuring gameplay style made famous by the footage from E3, you start as a pilot and earn points by killing either AI or players on the opposing team. With each kill you decrease the amount of time until you can call in your Titan, which enters the battlefield with a spectacular sonic boom and annihilates anything that happens to be nearby. You can then choose to pilot it or set it to guard or follow mode to continue the fight. If you happen to die while outside of it and it survives, it will continue it’s last orders while you respawn. Once the points-based objective is met, the losing team must scramble to reach evacuation points to earn an epilogue XP bonus – although you get just one life to make the escape.

At a glance Hardpoint might seem similar to Attrition, except that points are earned by capturing and defending objectives. As these objectives are almost always in a location only a pilot can reach outside of her Titan, a different level of coordination is required by both pilots and Titans to effectively attack or defend an objective. Additionally, little or no reward is gained by fighting away from the objective – wander off on your own and you could cost your team the win even if you technically outskilled your opponents. Like attrition, it ends with a bonus epilogue chase to an evacuation point.

Last Titan Standing plays like it sounds – 6v6 Titans, multiple timed rounds, no respawn on pilot death and everyone starts in a Titan. It’s Titanfall TDM, with a brisk no-mistakes pace.

All three modes were a blast to play – featuring just the Atlas class of Titan out of the three available at release, as well as three sample pilot buildouts and numerous innovative weapons. It is easy to pick up but shows it will reward those with the skill to master both pilot and Titan abilities to their maximum. It will also challenge players to unlearn traditional “two dimensional” shooter gameplay habits – where even your Titan can outmaneuver yesteryear’s corner to cover positional warfare.

Stand by, your Titan will be ready for launch on March 11 on Xbox One and PC, March 25 on Xbox 360.

Top Ten Favorite Games, plus five I can’t wait to try

Like fake news of a celebrity death on social media, console gaming did not die – showing you can’t believe everything you read on CNN. Following E3, Gamescon and PAX 2013 the next generation of game consoles were revealed, setting the stage for a huge holiday season for both Sony and Microsoft. Along with the highly-anticipated super gaming consoles come a dragons hoard of new games – many of which are being released just weeks apart. So many, you might have a hard time picking which to play first.

While pondering this geeky dilemma  (oh the agony) , I found myself recalling fondly the best titles of decades past. I wondered if I could pick a favorite – or even my top five. I kicked a list around and managed to make it in ten, leaving out dozens of awesome titles for the few I felt stood out above 20+ years of amazing games. Following that, I include five more I can’t wait to play over the next six months.

1) The Legend Of Zelda: Wind Waker

This first spot could read “the entire Zelda series”, but I really feel Wind Waker stood out, even surpassing the epic original NES title. With compelling original gameplay, numerous twists to classic puzzle style, eye-popping dynamic cell shaded animation and hours upon hours of exploration, The Legend of Zelda: Wind Waker was nothing less than a Masterpiece. I look forward to the HD release on Wii U.

2) Super Mario 64

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Everyone loves Mario – I grew up on Super Mario Bros. Throughout more than a dozen fantastic puzzle jumpers, I felt that Super Mario 64 was by far the best Mario title. Not only was it a stunning launch title at the time, it still holds up to its more recent descendants as a rock-solid, timeless game. It’s no surprise it saw re-release on current handheld gaming systems.

3) Super Mario Kart

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Yes, Mario lands two spots on my top ten list. I love racing games, and it is tough to pick a favorite (I am very fond of Forza), but my all-time favorite racing game was the original Super Mario Kart. Like Mario 64 – it’s no less relevant than it’s seventh sequel, but holds its place as a classic megahit.

4) Final Fantasy 7

Sony owes its foothold in our house as a gaming platform to Squaresoft and Final Fantasy 7. I was a big fan of the US versions of Final Fantasy 1-3 on the Nintendo platforms, and Final Fantasy 7 by itself justified the new console. It did not disappoint, even with the added lag times from running on CD. This was one of the first games I recall evoking strong emotions and finding myself engaged, even deeply moved by. None of the Final Fantasy titles since have come close.

5) World of Warcraft

Despite its sunset into “Pandaria”, World of Warcraft stands as one of the greatest cross-medium franchises of all time. What Blizzard crafted was more than just the most successful MMORPG ever, it became part of modern culture. I do look forward to the eventual reboot… maybe… to coincide with the release of the movie? Com’on, Blizzard, all the other cool kids are doing it.

6) Rockband

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Rockband is the only console game I have ever driven in a car to go play with other adults. While most multiplayer games are fine played over an internet connection, or even better when you have the whole screen to yourself, Rockband rebels as the perfect party game where the more folks you can have over, the better. BOYB. Talent optional. We went on to get the “Green Day” and “Beetles” expansions, in addition to easily a hundred DLC songs. Instant favorite – still as fun as the first time I played.

7) Tomb Raider (2013)

The 2o13 Tomb Raider was a surprise hit for me. I bought this for my wife, who loved the puzzle-jumping, exploration heavy series. Watching her play through this “reboot” as young, pre-awesome Laura Croft, and I could tell right away it was the cure for the modern, dreary cash cow sequel. Solid story telling and a perfect mix of puzzle solving and top-shelf shooter action put this game, and heroine, head and shoulders over most hits in the last few years.

8) Borderlands 2

Anyone can craft a solid, multiplayer shooter – squeeze in amazing writing, memorable characters, seamless vehicle mayhem, real emotion, epic boss sequences and more laughs than you can count, and you’d be looking at Borderlands 2. It might be “the perfect game” – to the point of being potentially un-reproducible.

9) Dead Space 3

I struggle choosing a favorite from the Dead Space trilogy – each stood alone as a near-perfect title for different reasons. I picked Dead Space 3, despite being arguably less scary than the first two, because of the addition of the second main character Carver and the story between he and Isaac. Visceral Games serves up expertly woven character development, dynamic gameplay and absolutely breathtaking visuals. I loved every second of DS3 and it’s too-brief DLC “awakened”.

10) Skyrim

Time will tell, but Skyrim just might be the “last great epic single player game”. No game comes anywhere near Skyrim in terms of open world, exploration, dynamic story and free form character development. No other game, save all the Warcraft Expansions together, counts for more hours of enjoyment on my part. The music, story, environments, memorable characters and freedom of gameplay all add up to a benchmark than will not soon be exceeded.

Here are five more I am eagerly awaiting:

Titanfall

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Coming out Spring 2014 – Titanfall stole center stage at E3 and continues to sweep awards at each show since. Pre-release game footage shows fast-paced “multiplayer campaign” type story telling with hot mech vs pilot action. Titanfall looks to break the standard for team based shooter gameplay, and is one of the best looking next-gen hits we’ve seen. Yes, Respawn, I am “standing by for Titanfall”.

Destiny

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From the original makers of Halo comes a daunting, ten-year promise of a truly epic next generation dynamic cloud based multiplayer shooter. In the distant future, post apocalyptic earth awakens, having narrowly missed total annihilation. Players work together in the last great city to survive and ultimately to learn what happened. Bungie set out to create a story that would grow and unfold over a decade, in a constantly living changing world, experiences both on consoles and supporting high integration with mobile devices. Early footage looks really exciting, raising hopes that it will live up to the hype.

Assassin’s Creed 4

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I liked each of the Assassin’s Creed games, although I was less of a fan of the undercurrent high-science-fiction backstory that links the series. That aside, the rich attention to detail in reproducing historical periods or actual locations and events is commendable. Most recently, AC3 made a big impression on me. When I saw AC4 would feature even more focus on Naval Combat, feature an open world gameplay style – and has pirates – I preordered the same day.

Call of Duty: Ghosts

 

Aside from COD:MW3, I don’t consider myself a diehard COD fan. However, E3 footage for COD:Ghosts and early multiplayer gameplay videos show something unlike the former hits, which in this case might be very good news. The footage and production diary videos showing how they motion captured the dog and brought it to life in the game are remarkable.

Battlefield 4

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Battlefield is a consistently good series with a great engine that has long been a standard for a top-end shooter. Battlefield 4 debuts the Frostbite 3 engine on next-gen hardware, further pushing the limits of graphics technology, mobile device integration and cloud-based computing. It is a picture of what a next-gen launch title should look like, and will be a shoe-in for Game of the Year on its credentials alone.

Is it November yet?