Page One: The Basics: Story, Controls and Characters
Page Two: The Details: Weapons,
Page Three: Game Modes, Rating
As many of you may know I have been waiting for Titanfall since the moment it was announced with bated breath. I was extremely excited because I, like many others, have been getting incredibly bored with every First-Person-Shooter (FPS). Titanfall proposed a solution to that problem. It gave us a break from the traditional angry Russian/Cuban fighting against the all-powerful America that has been brought to its knees by way of a super-weapon of some kind.
This, is where Titanfall comes in. Comprising of an impressive staff brought mostly from the two co-founders of Infinity Ward after they ‘left’ and they set about immediately creating the game. The reason I like Titanfall so much is something that a lot of people don’t agree with. The fact that the ‘campaign’ is entirely multi-player, and sadly, quite short. But I enjoyed this aspect because it gives you a whole new experience. It acted more as a training mode but it showcased something completely different and I really think if done well enough it could be the future of gaming.
The story of Titanfall is a fairly underdeveloped element. They had a solid foundation with the IMC and Militia forces battling to regain/hold control of The Frontier, a Wild West style front line from which humanity pushes forwards further into space. There is little development in key characters and I struggle to recall many of them even after many play-throughs of the ‘campaign’ and the traditional multi-player. The campaign element was far too short in my opinion, consisting of maybe an hours worth of play for each side and not fully utilising all of the maps they have for the multi-player. Several aren’t included that I feel would really add something extra to the story and character development as a whole, maybe allowing for expansion later on through DLC.
The Pilot controls are fairly simple, implementing the standard FPS set-up with a few minor features included such as the ‘double-jump’, a continual sprint and a wider use of the D-pad than some games. Aided by the improved Xbox controller, movement is extremely fluid, necessary at the faster points in the game. The triggers can be a touch too sensitive (if you nudge them you may find yourself lobbing a grenade at a wall right back into your face) but this can be used to your advantage when using long ranged weapons and makes short bursts easier to control.
The Titan controls are similarly simple, with a primary weapon, melee and ‘ordinance’ in the form of several types of rockets. Titans also comes equipped with a tactical ability, which are generally safeguarding abilities such as a Vortex which stops incoming fire and allows you to fire it back. As you’d expect the Titan’s are basically slow, clunky and sometimes difficult to wield effectively. However, the fact you can have them follow you around or simply guard a location, is a godsend.
Even though the main focus of the game is the Titans, I really prefer playing as a Pilot. The smaller, more nimble pilots can shoot around the map and get to the numerous vantage points dotted around the maps. Though they can’t do much damage to Titans on their own, a skilled pilot can avoid them while slowly tearing away with the Anti-Titan weapons.
There isn’t a massive array of weapons to use and some are certainly more advantageous than others. For instance, trying to play as a sniper is generally a pointless venture for all as the very best as pilots move far too fast to make a good enough shot, especially with the Kraber rifle, although it is a one hit kill, it is very slow firing and unusually, has a rather slow travel time.
The Titans themselves are fairly simple to control and are surprisingly fluid once you get used to navigating them and figuring out when and where to do what. The best feature of them is definitely the Titan Dash, which functions as a sort of dodge function and comes in very handy in both Titan-on-Titan fights and when you get a flashing warning of “Pilot locked on” telling you to get the hell out of there.
There isn’t too much variety in the types of Titans but having the standard light, medium and heavy versions combined with the different weapons, abilities and ordinance creates enough to choose from to keep you busy testing out until you find what works best for when. For instance, you can create an Anti-Titan-Titan and an Anti-Pilot one. I even have two separate Titans specifically for the ends of matches depending on whether my team won or not in preparation for evacuation.
My only warning is that in Titan-on-Titan fights you have to be a very skilled or lucky Titan to take down more than one as most people don’t seem to go for attacking them. The best things to do is stick with other Titans and focus on backing each other up if you can, or just using the other as bait while you pick off their Titans.
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