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Found 10 results

  1. Electronic Arts has announced that they are in the process of acquiring Respawn Entertainment in exchange for $315 million in cash and stock, with a bonus of $140 million if Respawn meets certain conditions. To be more specific, Respawn agreed to a buyout of $151 million in cash, $164 million in long-term stock grants, and the incentive targets that could bring in an additional $140 million. That's almost half a billion dollars for an independent studio helmed by one of the creators of Call of Duty. This deal means that Titanfall would join the roster of EA tentpoles alongside the likes of Battlefield and the burgeoning Battlefront franchise. Also, since EA has been granted the rights to develop Star Wars titles by Disney, EA revealed that Respawn would be working on an original game set within the Star Wars universe - but beyond that, no details have been revealed as to what that game might contain. While the acquisition of Respawn might come as a bit of a shock to some, the deal merely solidifies the working relationship EA and Respawn had for the past several years. Talking with VentureBeat, Respawn cofounder and CEO Vince Zampella said, "[Respawn and EA] have worked together a long time from the inception of the studio. [An acquisition] has come up from time to time. The question was, where we are in the industry, how do we take the next step in making bigger, better games. We see the need for bigger resources to make bigger games.” In an effort to confirm Zampella's statement and allay fears about Respawn's future given the recent closure of EA's Visceral Games, EA executive vice president Patrick Soderlund offered this statement, "We want to have the best games. We have a good relationship. The creative freedom is still here: DICE, BioWare, our studios have creative freedom and creative integrity. That’s what gets those studios to make great games.” There has been some speculation that EA has been angled toward this studio purchase for quite some time. Titanfall sold relatively well, but Titanfall 2 underperformed despite receiving critical acclaim. One of the deciding factors in sales that many have pointed to was that EA, Titanfall 2's publisher, chose to release Titanfall 2 one week after the release of their other, heavily marketed title, Battlefield 1. That could certainly have put Respawn in a tough place, making it easier to bring the company into the fold. That tactic wouldn't be out of the question. Obtaining the creative powers of a studio led by devs who helped to create the most successful FPS shooter franchise of all time was a big win for Electronic Arts. Respawn was founded by Jason West and Vince Zampella after the duo were fired from Activision. Activision alleged that the two were planning to leave the company to create a new studio at EA. The ensuing lawsuit actually brought Activision and EA into a legal clash that resulted in a settlement for all parties in 2012. EA has since published all of Respawn's titles, with the exception of a Titanfall mobile game published by Nexon. Despite the bumps that come along with a studio changing hands and leadership, Respawn continues to work on a variety of projects. They are working on the next entry in the Titanfall series, their Star Wars title, and an untitled Oculus Rift VR game. Zampella encouraged Respawn fans not to worry too much about this shake up, saying, “For fans, my message is we are still Respawn and we are going to make things better. It doesn’t change the future of Titanfall. Only positives come from it, like more resources.” The deal should be finalized before the end of the year.
  2. Electronic Arts has announced that they are in the process of acquiring Respawn Entertainment in exchange for $315 million in cash and stock, with a bonus of $140 million if Respawn meets certain conditions. To be more specific, Respawn agreed to a buyout of $151 million in cash, $164 million in long-term stock grants, and the incentive targets that could bring in an additional $140 million. That's almost half a billion dollars for an independent studio helmed by one of the creators of Call of Duty. This deal means that Titanfall would join the roster of EA tentpoles alongside the likes of Battlefield and the burgeoning Battlefront franchise. Also, since EA has been granted the rights to develop Star Wars titles by Disney, EA revealed that Respawn would be working on an original game set within the Star Wars universe - but beyond that, no details have been revealed as to what that game might contain. While the acquisition of Respawn might come as a bit of a shock to some, the deal merely solidifies the working relationship EA and Respawn had for the past several years. Talking with VentureBeat, Respawn cofounder and CEO Vince Zampella said, "[Respawn and EA] have worked together a long time from the inception of the studio. [An acquisition] has come up from time to time. The question was, where we are in the industry, how do we take the next step in making bigger, better games. We see the need for bigger resources to make bigger games.” In an effort to confirm Zampella's statement and allay fears about Respawn's future given the recent closure of EA's Visceral Games, EA executive vice president Patrick Soderlund offered this statement, "We want to have the best games. We have a good relationship. The creative freedom is still here: DICE, BioWare, our studios have creative freedom and creative integrity. That’s what gets those studios to make great games.” There has been some speculation that EA has been angled toward this studio purchase for quite some time. Titanfall sold relatively well, but Titanfall 2 underperformed despite receiving critical acclaim. One of the deciding factors in sales that many have pointed to was that EA, Titanfall 2's publisher, chose to release Titanfall 2 one week after the release of their other, heavily marketed title, Battlefield 1. That could certainly have put Respawn in a tough place, making it easier to bring the company into the fold. That tactic wouldn't be out of the question. Obtaining the creative powers of a studio led by devs who helped to create the most successful FPS shooter franchise of all time was a big win for Electronic Arts. Respawn was founded by Jason West and Vince Zampella after the duo were fired from Activision. Activision alleged that the two were planning to leave the company to create a new studio at EA. The ensuing lawsuit actually brought Activision and EA into a legal clash that resulted in a settlement for all parties in 2012. EA has since published all of Respawn's titles, with the exception of a Titanfall mobile game published by Nexon. Despite the bumps that come along with a studio changing hands and leadership, Respawn continues to work on a variety of projects. They are working on the next entry in the Titanfall series, their Star Wars title, and an untitled Oculus Rift VR game. Zampella encouraged Respawn fans not to worry too much about this shake up, saying, “For fans, my message is we are still Respawn and we are going to make things better. It doesn’t change the future of Titanfall. Only positives come from it, like more resources.” The deal should be finalized before the end of the year. View full article
  3. Since launching last fall, Titanfall 2 has been bolstered by a steady stream of content at no cost to its players. The latest freebie DLC pack, The War Games, brings even more goodies, the centerpiece of which is a remastered version of the War Games map from the first Titanfall. War Games takes place in a combat simulation scenario that combines virtual metropolitan elements with those of the real-life Pilot/Titan training center. Players battle across city streets and within towering buildings, using suspended virtual surfaces for wall-running. Other additions include the introduction of a third weapon slot, a slick "shadow boxing" Holo Pilot execution, Titan Brawl as a permanent game mode, and a new Live Fire map dubbed "Traffic." Check out the action-packed trailer below. Titanfall 2 released October 28 of last year. For Titanfall fans, are you looking forward to jetpacking around War Games once again? View full article
  4. Since launching last fall, Titanfall 2 has been bolstered by a steady stream of content at no cost to its players. The latest freebie DLC pack, The War Games, brings even more goodies, the centerpiece of which is a remastered version of the War Games map from the first Titanfall. War Games takes place in a combat simulation scenario that combines virtual metropolitan elements with those of the real-life Pilot/Titan training center. Players battle across city streets and within towering buildings, using suspended virtual surfaces for wall-running. Other additions include the introduction of a third weapon slot, a slick "shadow boxing" Holo Pilot execution, Titan Brawl as a permanent game mode, and a new Live Fire map dubbed "Traffic." Check out the action-packed trailer below. Titanfall 2 released October 28 of last year. For Titanfall fans, are you looking forward to jetpacking around War Games once again?
  5. Get ready for the second wave of giant robots and wall-running. Respawn Entertainment has released a short teaser for the sequel to their 2014 title that features a gruff narration about heroism and a smoking crater. The teaser promises a June 12 reveal of the full trailer for Titanfall 2. There is some speculation that Titanfall 2 might be exclusive to Xbox One and PlayStation 4, unlike its predecessor which straddled the line between last and next-gen systems. We will definitely learn more when E3 2016 rolls around.
  6. Get ready for the second wave of giant robots and wall-running. Respawn Entertainment has released a short teaser for the sequel to their 2014 title that features a gruff narration about heroism and a smoking crater. The teaser promises a June 12 reveal of the full trailer for Titanfall 2. There is some speculation that Titanfall 2 might be exclusive to Xbox One and PlayStation 4, unlike its predecessor which straddled the line between last and next-gen systems. We will definitely learn more when E3 2016 rolls around. View full article
  7. I’ll get to the point: Titanfall has a lot of elements that will seem really, really good at first glance. It has giant robots, parkour ledge-grabbing, wall running, and explosions. If those sound like things that would appeal to you, then you will probably enjoy Titanfall. If, on the other hand, you are looking for an intriguing storyline, compelling characters, or anything outside of the multiplayer experience, you might want to look elsewhere. Titanfall is a first-person shooter from Respawn Entertainment that inserts players into a civil war torn vision of the space-faring future. Players take up arms as a member of either the courageous Militia or the nefarious IMC and engage in team battles with six players on each side and numerous AI grunt forces spraying bullets everywhere. The game modes on display are almost all variations on modes that we’ve all seen before in other games. Attrition, Pilot Hunter, and Last Titan Standing are all slightly tweaked versions of classic Team Deathmatch. Capture the Flag is… well, Capture the Flag. And Hardpoint Domination is Titanfall’s version of Capture Point. While nothing terribly revolutionary seems to be happening in Titanfall’s game modes, the gameplay shines with polish worked into every aspect of the presentation. Matches begin with cinematic airdrops into combat zones along with AI allies, lending every match a sense of scale I’ve rarely felt in other multiplayer games. As soon as players hit the ground, the magic starts to happen. Since Titanfall features unlimited sprint, most players hit the ground running. All players are also equipped with jetpacks that allow for double jumps, wall-running, and ledge-climbing all of which can be linked together for a feeling of flowing movement. This freedom of mobility is largely what makes Titanfall standout. It liberates players from the traditional corridor shooting mindset that governs many of the most popular FPS games on the market. Running through a level becomes just as much fun as actually fighting through it. One of my favorite aspects of Titanfall is the visual and level design. The maps take into account the vertical capabilities of the players and encourage the use of freerunning maneuvers. Visually, every level feels like it was once a space people inhabited. The debris in the battle zones provide glimpses into the world of Titanfall, into the culture of the Frontier. Some signs in homes are written with Chinese characters, Militia settlements look cobbled together from numerous pieces of used technology, and majestically large aliens stroll the map borders. Unfortunately, the backstory conjured by the minutia scattered throughout each level is more interesting to think about than the actual story told by the campaign, but more on that later. Players new to Titanfall or FPS games in general are given an advantage to even out the skill disparity between themselves and the hardcore, reflex shooter crowd in the form of the smart pistol, a weapon which auto-locks headshots. While it might seem overpowered, after spending a good chunk of time playing Titanfall, it becomes very apparent that the smart pistol’s lock-on isn’t nearly as fast as someone with a high amount of skill with a shotgun, rifle, or SMG. Skilled players will be able to take down the wielder of a smart pistol before enough headshots are locked. The smart pistol is available right from the start, but new weapons, customizable loadout slots, and titan gear can be unlocked by playing the game and levelling your account with experience earned from playing matches and completing various challenges in-game. Eventually, players will unlock the ability to use burn cards while in matches. Burn cards are a fun meta-game that provide finite, temporary benefits when used in a multiplayer match. These range from a large chunk of seconds shaved from your titan’s cooldown to enhanced versions of weapons in your loadout. They are gone forever after you use them, but you earn plenty of them while playing, so no need to be stingy with them. Perhaps Titanfall’s biggest accomplishment lies in its balancing. It is a perfectly tuned multiplayer machine, an incredible feat when every player has the ability to call down giant robots from space that shoot gigantic rockets, catch bullets, and can self-destruct with the force of a miniature nuclear bomb. As each match starts, a timer begins counting down to when each player will be able to call down their titan. This timer can be reduced by eliminating enemy players, AI grunts, or titans. This makes the opening minutes of almost every match a frantic scramble to get the first titan of the game and secure an advantage over the enemy team. This doesn’t mean that players on foot are left defenseless. Each character’s loadout includes an anti-titan weapon that can puncture a titan’s armor. Though titans destroy almost everything that comes in contact with them, the anti-titan ordinance, along with the freedom of movement afforded to players, make fighting a titan on foot slightly less suicidal than it might initially seem. Regardless of winning or losing, the end of a match brings a new mini-game. The losing team must retreat to an escape ship and fight for survival, while the winning team is tasked with preventing their escape. I enjoyed the thrill of escaping at the last minute or preventing an adversary from escaping the battlefield. The majority of Titanfall’s problems appear when it tries to present its campaign. Stemming from laziness, a lack of money, or a misguided design decision, the campaign is little more than multiplayer matches with voice overs slapped over them. That idea has the potential to be interesting, but not the way it appears in Titanfall. The story revolves around the war between the Militia and the IMC. I could look up the synopsis on Wikipedia and regurgitate that for you all, but I think how little I remember of the plot is more telling. The Militia are supposed to be the “good” guys, but I never really understood why we were supposed to be rooting for them other than because of the “underdog rebels fight evil empire” trope. The IMC are bad because they use robots or are trying to take the Militia’s land or something. I also can’t remember any of the characters except for “cool girl” and “guy-who-plays-with-knife.” Things explode and then the campaign ends. The campaign never becomes detrimental to the rest of the Titanfall experience because it is just more multiplayer matches, but neither is it beneficial in any sense. I found it disappointing that such an interesting world, brimming with so much creative potential wasn’t explored in more depth. I have the sneaking suspicion that, this being Respawn’s first game, they focused their efforts on crafting and balancing the multiplayer experience and when they finished, they didn’t have the means or the time to also create an interesting or meaningful campaign. I don’t blame them for not having a noteworthy story; they did what they had to in order to sell their game. However, since video games are a medium for storytelling as well as for fun I can’t help but see this as a wasted opportunity. Perhaps we’ll see some interesting single-player DLC or a better campaign in Respawn’s next project? Conclusion: Overall, Titanfall is a thrilling experience and a blast to play with friends. Moments like smashing an enemy who was about to kill you by calling down a death robot from space on top of them are almost magical in how awesome this game can make players feel. While the lazy campaign bothered me as a writer, I doubt it will be a deal breaker if the previous sentence sounded cool to you. I’d urge those who write it off as “Call of Duty with robots” to try it before passing judgment. Titanfall was reviewed on PC
  8. I’ll get to the point: Titanfall has a lot of elements that will seem really, really good at first glance. It has giant robots, parkour ledge-grabbing, wall running, and explosions. If those sound like things that would appeal to you, then you will probably enjoy Titanfall. If, on the other hand, you are looking for an intriguing storyline, compelling characters, or anything outside of the multiplayer experience, you might want to look elsewhere. Titanfall is a first-person shooter from Respawn Entertainment that inserts players into a civil war torn vision of the space-faring future. Players take up arms as a member of either the courageous Militia or the nefarious IMC and engage in team battles with six players on each side and numerous AI grunt forces spraying bullets everywhere. The game modes on display are almost all variations on modes that we’ve all seen before in other games. Attrition, Pilot Hunter, and Last Titan Standing are all slightly tweaked versions of classic Team Deathmatch. Capture the Flag is… well, Capture the Flag. And Hardpoint Domination is Titanfall’s version of Capture Point. While nothing terribly revolutionary seems to be happening in Titanfall’s game modes, the gameplay shines with polish worked into every aspect of the presentation. Matches begin with cinematic airdrops into combat zones along with AI allies, lending every match a sense of scale I’ve rarely felt in other multiplayer games. As soon as players hit the ground, the magic starts to happen. Since Titanfall features unlimited sprint, most players hit the ground running. All players are also equipped with jetpacks that allow for double jumps, wall-running, and ledge-climbing all of which can be linked together for a feeling of flowing movement. This freedom of mobility is largely what makes Titanfall standout. It liberates players from the traditional corridor shooting mindset that governs many of the most popular FPS games on the market. Running through a level becomes just as much fun as actually fighting through it. One of my favorite aspects of Titanfall is the visual and level design. The maps take into account the vertical capabilities of the players and encourage the use of freerunning maneuvers. Visually, every level feels like it was once a space people inhabited. The debris in the battle zones provide glimpses into the world of Titanfall, into the culture of the Frontier. Some signs in homes are written with Chinese characters, Militia settlements look cobbled together from numerous pieces of used technology, and majestically large aliens stroll the map borders. Unfortunately, the backstory conjured by the minutia scattered throughout each level is more interesting to think about than the actual story told by the campaign, but more on that later. Players new to Titanfall or FPS games in general are given an advantage to even out the skill disparity between themselves and the hardcore, reflex shooter crowd in the form of the smart pistol, a weapon which auto-locks headshots. While it might seem overpowered, after spending a good chunk of time playing Titanfall, it becomes very apparent that the smart pistol’s lock-on isn’t nearly as fast as someone with a high amount of skill with a shotgun, rifle, or SMG. Skilled players will be able to take down the wielder of a smart pistol before enough headshots are locked. The smart pistol is available right from the start, but new weapons, customizable loadout slots, and titan gear can be unlocked by playing the game and levelling your account with experience earned from playing matches and completing various challenges in-game. Eventually, players will unlock the ability to use burn cards while in matches. Burn cards are a fun meta-game that provide finite, temporary benefits when used in a multiplayer match. These range from a large chunk of seconds shaved from your titan’s cooldown to enhanced versions of weapons in your loadout. They are gone forever after you use them, but you earn plenty of them while playing, so no need to be stingy with them. Perhaps Titanfall’s biggest accomplishment lies in its balancing. It is a perfectly tuned multiplayer machine, an incredible feat when every player has the ability to call down giant robots from space that shoot gigantic rockets, catch bullets, and can self-destruct with the force of a miniature nuclear bomb. As each match starts, a timer begins counting down to when each player will be able to call down their titan. This timer can be reduced by eliminating enemy players, AI grunts, or titans. This makes the opening minutes of almost every match a frantic scramble to get the first titan of the game and secure an advantage over the enemy team. This doesn’t mean that players on foot are left defenseless. Each character’s loadout includes an anti-titan weapon that can puncture a titan’s armor. Though titans destroy almost everything that comes in contact with them, the anti-titan ordinance, along with the freedom of movement afforded to players, make fighting a titan on foot slightly less suicidal than it might initially seem. Regardless of winning or losing, the end of a match brings a new mini-game. The losing team must retreat to an escape ship and fight for survival, while the winning team is tasked with preventing their escape. I enjoyed the thrill of escaping at the last minute or preventing an adversary from escaping the battlefield. The majority of Titanfall’s problems appear when it tries to present its campaign. Stemming from laziness, a lack of money, or a misguided design decision, the campaign is little more than multiplayer matches with voice overs slapped over them. That idea has the potential to be interesting, but not the way it appears in Titanfall. The story revolves around the war between the Militia and the IMC. I could look up the synopsis on Wikipedia and regurgitate that for you all, but I think how little I remember of the plot is more telling. The Militia are supposed to be the “good” guys, but I never really understood why we were supposed to be rooting for them other than because of the “underdog rebels fight evil empire” trope. The IMC are bad because they use robots or are trying to take the Militia’s land or something. I also can’t remember any of the characters except for “cool girl” and “guy-who-plays-with-knife.” Things explode and then the campaign ends. The campaign never becomes detrimental to the rest of the Titanfall experience because it is just more multiplayer matches, but neither is it beneficial in any sense. I found it disappointing that such an interesting world, brimming with so much creative potential wasn’t explored in more depth. I have the sneaking suspicion that, this being Respawn’s first game, they focused their efforts on crafting and balancing the multiplayer experience and when they finished, they didn’t have the means or the time to also create an interesting or meaningful campaign. I don’t blame them for not having a noteworthy story; they did what they had to in order to sell their game. However, since video games are a medium for storytelling as well as for fun I can’t help but see this as a wasted opportunity. Perhaps we’ll see some interesting single-player DLC or a better campaign in Respawn’s next project? Conclusion: Overall, Titanfall is a thrilling experience and a blast to play with friends. Moments like smashing an enemy who was about to kill you by calling down a death robot from space on top of them are almost magical in how awesome this game can make players feel. While the lazy campaign bothered me as a writer, I doubt it will be a deal breaker if the previous sentence sounded cool to you. I’d urge those who write it off as “Call of Duty with robots” to try it before passing judgment. Titanfall was reviewed on PC View full article
  9. Over the past few days, I had the opportunity to spend an extended period of time experiencing a small selection of multiplayer maps and modes from the upcoming Titanfall. What did I think? Read on to find out! My initial thoughts on Titanfall were far from positive. I booted up the game and was greeted by the training tutorial which appeared to be a black screen full of polygons. I managed to progress a few lessons into the tutorial, but noticed with growing alarm that weapons were missing, textures were wonky, and the final straw was when enemies would be covered in strange twisted wire sctulptures. My gaming rig can play most games at max settings, so I knew something was wrong. After spending several fruitless hours searching for solutions, I was directed toward a YouTube comment that solved my problem. In some instances on PC, Titanfall will default to use the integrated PC graphics rather than the actual graphics card users have installed. So, if you want to save yourself a great deal of frustration when you boot up the retail version of Titanfall, make sure that you check to make sure it is running on your graphics card. I was... confused. After resolving that issue, I managed to complete the tutorial, which consists of both pilot and titan training. In a number of ways Titanfall seeks to improve the established multiplayer FPS gameplay established by the likes of Battlefield and Call of Duty. One of the most prominent being the emphasis on mobility and verticality to level design and combat. While on foot, players can run on walls for a limited time or jump from wall to wall indefinitely. The inclusion of jet packs also means that reaching higher ledges is easy and juking enemies becomes a valid option. This mobility comes in very handy once enemy titans enter the fray. Called down from orbit, these giant robotic suits can kill players simply by stepping on them without even bothering with their array of rockets, giant chain guns, reflective bullet shields, and dashes. Stepping into the cockpit of a titan or seeing them sow destruction across the battlefield is always impressive. When a match starts, all players begin with a certain amount of time to wait before they can call down their titan and eliminating enemies reduces the timer. This system might seem to favor teams who receive their titans first, but on-foot players aren't completely defenseless. Armed with an anti-titan weapon and the ability to cloak, players can make themselves undetectable to titans while also packing a punch. But be warned, while cloaking is very effective against titans, it doesn't work quite as well against other enemies on foot. Titans are also limited to ground. They can't climb on buildings or jump, so sometimes having the higher ground can be a very effective way to fight against their overwhelming force. Titans can also be exited and made to follow the player or to guard a position, which can be useful if you want to provide a big distraction or hold a position. If this all sounds impressive and fun, that's because it is very impressive and fun. Three game modes were available during the beta: Attrition, Capture Point, and Last Titan Standing. Attrition was by far my favorite, which pits two teams of six against each other with each player or Titan kill deducting from a team total. If your team loses, all surviving players have to make a mad dash for an escape shuttle while the enemy team hunts down the survivors and attempts to destroy the shuttle. An interesting factor in attrition is that, even though there are only six players on each team, there are large numbers of AI soldiers who also participate in the battle, shouting to each other for back-up, calling out the positions of enemy pilots or titans, and respond to various combat situations relatively well. They aren't all that bright, but they lend every battle a feeling of scope that would be lacking otherwise. Capture Point is very similar to Attrition, but with the tried and true systems we've seen from other multiplayer FPS games before. Last Titan Standing is a single-life death match between two teams where every player starts with a titan, and the team to eliminate all enemy titans first is the victor. In a nice twist, even if you happen to lose your titan, you can still help your teammates while on foot. Titanfall rewards players with experience following each match, allowing players to feel a sense of progression. Each level brings with it an unlocked weapon, mod, ability, etc. and completing certain challenges can unlock more gear to test out on the battlefield. While the level cap during the beta was fourteen, it is expected to be much higher for the full game with many other goodies unlocked later on like different titan chasis. Eventually, players will unlock the ability to use burn cards, which are cards that can be activated in-game while respawning to give a limited, one-life advantage in the form of a more powerful weapon, faster movement, etc. which serve to spice up the combat even more. It is worth noting that while most of the weapons are different takes on weapons we've all seen before in FPS games, there was one that I found enjoyably different. The smart pistol lines up headshots automatically, requiring more time to target more powerful enemies. Once all shots are locked on, the pistol can fire and each bullet will hit, provided something else doesn't get in the way. If this seems cheap, it can be, but the downside is that with all the movement enemy players are capable of, locking all your shots can be a difficult task, especially if your opponent has a more conventional rifle or sniper rifle and has noticed your approach. Overall, my experience was overwhelmingly positive. Discovering small things like the several different animations that play depending on how you approach getting into your titan, or that you can hitch a ride on friendly titans, or calling down your titan on an unsuspecting enemy are all amazing little touches that give Titanfall a feeling of depth and excitement I haven't felt while playing online multiplayer since the original Halo. My first thought upon coming out of my first online match of Titanfall was that Respawn Entertainment has crafted the next big thing. It is fun, slick, responsive, creative, and you get to punch the snot out of giant robots. What's not to love? Titanfall releases on Xbox One and PC on March 11 with an Xbox 360 coming March 25.
  10. Over the past few days, I had the opportunity to spend an extended period of time experiencing a small selection of multiplayer maps and modes from the upcoming Titanfall. What did I think? Read on to find out! My initial thoughts on Titanfall were far from positive. I booted up the game and was greeted by the training tutorial which appeared to be a black screen full of polygons. I managed to progress a few lessons into the tutorial, but noticed with growing alarm that weapons were missing, textures were wonky, and the final straw was when enemies would be covered in strange twisted wire sctulptures. My gaming rig can play most games at max settings, so I knew something was wrong. After spending several fruitless hours searching for solutions, I was directed toward a YouTube comment that solved my problem. In some instances on PC, Titanfall will default to use the integrated PC graphics rather than the actual graphics card users have installed. So, if you want to save yourself a great deal of frustration when you boot up the retail version of Titanfall, make sure that you check to make sure it is running on your graphics card. I was... confused. After resolving that issue, I managed to complete the tutorial, which consists of both pilot and titan training. In a number of ways Titanfall seeks to improve the established multiplayer FPS gameplay established by the likes of Battlefield and Call of Duty. One of the most prominent being the emphasis on mobility and verticality to level design and combat. While on foot, players can run on walls for a limited time or jump from wall to wall indefinitely. The inclusion of jet packs also means that reaching higher ledges is easy and juking enemies becomes a valid option. This mobility comes in very handy once enemy titans enter the fray. Called down from orbit, these giant robotic suits can kill players simply by stepping on them without even bothering with their array of rockets, giant chain guns, reflective bullet shields, and dashes. Stepping into the cockpit of a titan or seeing them sow destruction across the battlefield is always impressive. When a match starts, all players begin with a certain amount of time to wait before they can call down their titan and eliminating enemies reduces the timer. This system might seem to favor teams who receive their titans first, but on-foot players aren't completely defenseless. Armed with an anti-titan weapon and the ability to cloak, players can make themselves undetectable to titans while also packing a punch. But be warned, while cloaking is very effective against titans, it doesn't work quite as well against other enemies on foot. Titans are also limited to ground. They can't climb on buildings or jump, so sometimes having the higher ground can be a very effective way to fight against their overwhelming force. Titans can also be exited and made to follow the player or to guard a position, which can be useful if you want to provide a big distraction or hold a position. If this all sounds impressive and fun, that's because it is very impressive and fun. Three game modes were available during the beta: Attrition, Capture Point, and Last Titan Standing. Attrition was by far my favorite, which pits two teams of six against each other with each player or Titan kill deducting from a team total. If your team loses, all surviving players have to make a mad dash for an escape shuttle while the enemy team hunts down the survivors and attempts to destroy the shuttle. An interesting factor in attrition is that, even though there are only six players on each team, there are large numbers of AI soldiers who also participate in the battle, shouting to each other for back-up, calling out the positions of enemy pilots or titans, and respond to various combat situations relatively well. They aren't all that bright, but they lend every battle a feeling of scope that would be lacking otherwise. Capture Point is very similar to Attrition, but with the tried and true systems we've seen from other multiplayer FPS games before. Last Titan Standing is a single-life death match between two teams where every player starts with a titan, and the team to eliminate all enemy titans first is the victor. In a nice twist, even if you happen to lose your titan, you can still help your teammates while on foot. Titanfall rewards players with experience following each match, allowing players to feel a sense of progression. Each level brings with it an unlocked weapon, mod, ability, etc. and completing certain challenges can unlock more gear to test out on the battlefield. While the level cap during the beta was fourteen, it is expected to be much higher for the full game with many other goodies unlocked later on like different titan chasis. Eventually, players will unlock the ability to use burn cards, which are cards that can be activated in-game while respawning to give a limited, one-life advantage in the form of a more powerful weapon, faster movement, etc. which serve to spice up the combat even more. It is worth noting that while most of the weapons are different takes on weapons we've all seen before in FPS games, there was one that I found enjoyably different. The smart pistol lines up headshots automatically, requiring more time to target more powerful enemies. Once all shots are locked on, the pistol can fire and each bullet will hit, provided something else doesn't get in the way. If this seems cheap, it can be, but the downside is that with all the movement enemy players are capable of, locking all your shots can be a difficult task, especially if your opponent has a more conventional rifle or sniper rifle and has noticed your approach. Overall, my experience was overwhelmingly positive. Discovering small things like the several different animations that play depending on how you approach getting into your titan, or that you can hitch a ride on friendly titans, or calling down your titan on an unsuspecting enemy are all amazing little touches that give Titanfall a feeling of depth and excitement I haven't felt while playing online multiplayer since the original Halo. My first thought upon coming out of my first online match of Titanfall was that Respawn Entertainment has crafted the next big thing. It is fun, slick, responsive, creative, and you get to punch the snot out of giant robots. What's not to love? Titanfall releases on Xbox One and PC on March 11 with an Xbox 360 coming March 25. View full article
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