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Thursday 3 November 2016

Now Playing: Titanfall 2

The original Titanfall is one of the most enjoyable online shooters I’ve played in the last decade or so. Even though the player base on PC was fairly dead within a year, it was able to maintain a small, but dedicated community thanks to its excellent core mechanics and some fantastic maps. It was a game I continually returned to, despite its somewhat limited content and lack of populated modes. When Titanfall 2 was announced, it instantly became one of my most anticipated titles of the year. The question is – does it live up to my expectations, and is it a better game than its predecessor?

To say that Titanfall 2 is ‘better’ or ‘worse’ than the original is a little tricky because nearly every aspect of the original has been overhauled to one degree or another. This will undoubtedly disappoint some fans of the original, who may have simply wanted Titanfall 1.5. That’s not quite what we got. Titanfall 2 plays and feels quite different to the original game. If all you wanted was Titanfall 1 with more stuff, you may be disappointed.

Movement was a key part of the original game, and so it is in the sequel. The system isn’t entirely the same, however, with alterations to speed, momentum and the addition of a slide mechanic. Based on what I’ve played (40 hours, Campaign completed on Hard, Regen 2 Level 30 in MP) Titanfall 2 is actually faster than the original, but it does take longer to build up that speed by chaining together wall runs and slides.

And wall running is far more ‘sticky’ than in the original, making it much easier to traverse the maps whilst barely touching the ground – when the maps allow for it, at least (more on those later). I can’t really say which system I prefer. Both are extremely enjoyable in their own way, but I must admit that if I returned to the original game now, I’d probably find it strangely restrictive and slow compared to Titanfall 2.


The pilot combat of Titanfall 2 also feels quite different. It’s more fast paced, with quicker kills and even quicker deaths. There are various factors contributing to this feeling relating to weapon types, pilot abilities and map design. And I hate to say it, but it does make Titanfall 2 feel a little closer to a Call of Duty title than the original did, which you’ll either see as a positive or a negative depending on your preference.

Titan combat is also different, with the 6 available Titans having locked weapon and ability sets. Some may be disappointed at the lack of customisation, but I actually quite like this change, as it gives Titan v Titan combat a more strategic feel, particularly in the Last Titan Standing mode.

Titans, due to a lack of a recharging shield, initially feel weaker than those in the original, and much more vulnerable to pilots. But once you learn how best to use them, and realise how important it is to work alongside the rest of your team, you soon realise how powerful they actually are. And the game actively encourages team play when in and out of a Titan through the new rodeo and ‘battery’ mechanic, whereby you can steal an enemy Titan’s battery and give it to a friendly Titan for a very useful shield boost.

The only real problem with Titan combat and models, is how some Titans feel far more powerful than others. Actually, it’s not such a matter of power, but of the roles they play. Ion, Scorch, Ronin and Northstar all occupy very specific class based roles, but they don’t excel at everything. Ion is great for precision play and support. Scorch is a heavy hitter and great at locking down areas of the map. Ronin is fast and deals high short range damage, but is very weak at long range whereas Northstar is a glass cannon, able to dish out high long range damage, but is very fragile with few defensive options.

And then we have Tone and Legion which … are just good at pretty much everything. Short range, long range, high damage output, good defensive options … it’s no surprise the majority of people are rolling with one of these two Titans. I favour Tone myself as I was a big fan of the 40mm cannon in the original, but even I can’t deny that these two Titans are simply a better overall choice than any of the others.


These need some tweaking to make every Titan feel like an effective choice. And Titans aren’t the only things needing some tweaks. Pilot weapons could also use a few alterations in terms of stats. SMGs in particular are ridiculous. I loved using SMGs in the original game, where they operated as strong, short to mid-range weapons – as you would expect. But in Titanfall 2, the SMGs have insanely long range and even more more insane precision hip fire.

I like and actually prefer hip fire weapons to ADS, but it’s pretty silly being able to kill a pilot with an SMG half way across the map in two short bursts. Yes, it’s that stupid powerful. I shouldn’t get better long range accuracy shooting an SMG using hip fire, than shooting with an assault rifle using ADS. They seriously need their effective range reduced, or everyone will start rolling with SMG builds, just as they’ll all be rolling with Tone and Legion.

Which would be a damn shame, because the weapon selection and variety of Titanfall 2 is fantastic. Every weapon feels unique in how it handles and extremely satisfying to use. The only exception would be the LMGs, which I’m still trying to figure out what kind of role they’re intended to play. They’re powerful, but I don’t see any situation where an assault rifle or SMG would be any less effective.

I even like the sniper weapons in Titanfall 2, believe it or not. At least, I like the Double Take, which is a cross between a sniper rifle and a semi-automatic rifle. The weapons don’t just feel good to use, they also sound amazing. In fact, the general sound design of Titanfall 2 is fantastic – it’s just a shame the music is so forgettable compared to the original.

In terms of MP progression, there’s a ton of stuff in Titanfall 2 to unlock – weapons, attachments, modifications, abilities, boosts and hundreds of various skins for both pilot, weapon and Titan. The fan favourite Attrition mode returns, with the addition of new enemy types, as does Last Titan Standing, Capture the Flag, Pilots vs. Pilots and Hardpoint. Although Hardpoint – one of my favourite game modes of the original – has been revamped as ‘Amped’ Hardpoint.


And I can’t say I care for it in Titanfall 2 as much as I did in the original, as the new ‘amped’ mechanic encourages more static behaviour than I prefer. It essentially means that sitting on a point doubles its score per second. And if you want to play effectively and win, you’re really required to amp those points and hold them, but that results in a lot of sitting around and waiting when you want to bouncing off those walls.

The new game mode Bounty Hunt, a neat twist on Attrition, is a fun addition with an interesting risk/reward system. And then we have Coliseum – a 1 v 1 mode that’s more of a novelty than a serious addition. There’s also Free For All, but I haven’t played much of this mode and it’s probably the least popular based on population.

The maps don’t really feel designed for it, especially not the spawn system. The first time I played it I died at the beginning of the match without even taking a single step – the game spawned someone directly behind me like it would in a team based mode. And unfortunately, it’s not the only mode with spawn problems, as the game occasionally likes to drop you back into the action directly in the path of an enemy Titan or in the line of sight of multiple enemy players.

There are also some issues with the Titan drop system on some maps (Complex in particular) whereby you can aim at the ground to call in your Titan, and it’ll drop on the other side of the bloody map. Melee hit detection is also all over the place, leading to awkward moments when you’ll meet an enemy player and spend ten seconds frantically trying to hit each other before a blow randomly decides to connect. But like many of the issues I’ve mentioned, this can be fixed. And none of these are major issues – just annoyances that should be smoothed out over time.

What can’t really be smoothed out, is that Titanfall 2 does share one problem with the original in the sense that if only one or more of your team doesn’t quite perform, it’s easy to get stomped, no matter how well you play. It’s also common seeing people quit matches when they’ve barely begun because the enemy team take an early lead – but this just f**ks over everyone who’s left. I see this a lot in Capture the Flag.


And then we have to talk about people cheating/hacking because we’re already getting reports of it barely days after the game’s release. It wasn’t a major issue in Titanfall 1, so I hope that’s the case here, but I’ve already encountered a few players myself who are … questionable, to say the least.

Something else I need to talk about is map design. The maps in Titanfall 1 were fantastic and perfectly accommodated the multi-layered gameplay. Titanfall 2 … not so much. Whilst the maps offer more visual variety this time, and all of them are fine, none of them are particularly exceptional either. When the map most people are eager to play is a remaster of a map from Titanfall 1, that really tells you something.

The maps also feel very ‘artificial’ and over designed. The maps in the original felt like real places, as odd as that sounds, but the current maps in Titanfall 2 feel like fake arenas that are structured not as a real location would be, but as a multiplayer map should be. They’re also all rather flat, compared to the multi-level verticality offered by those in the original. And with only nine release maps, I’m already getting a little tired of some of them.

This certainly isn’t helped by a map rotation system that seems to favour certain maps more than others – I can count on one hand the amount of times I’ve played on Exoplanet, but I’ve lost count of my matches on Drydock. Maybe I’ve just been unlucky.

And not all maps seem appropriately designed for all modes. Amped Hardpoint suffers in particular in terms of the objective placement, many of which are in an easy line of sight for Titans, meaning that on some maps, which team get their Titans down first can easily dominate and stomp the enemy team, essentially trapping them within their own spawn zone.


I’ve already hit max level in the multiplayer and ‘regenerated’ to see what happens. It’s not too punishing, as it doesn’t reset your weapon or Titan levels – you just need to level up to unlock them again. Overall, the MP of Titanfall 2, whilst feeling different to the original, having no truly great maps, and suffering from some early release balance issues, is still easily one of the most enjoyable, polished and tightly designed shooters you’ll ever play.

Titanfall 2, unlike the original, also offers a full single player campaign which is easily one of the best shooter campaigns I’ve played in years. It’s very short – about 5-6 hours on Hard (and Hard is something of a cakewalk) – but the polish and variety is fantastic, and the entire campaign is a perfect tutorial for movement, Titan classes and weapons. Whilst the story is fairly generic, the characters help bring it to life, and the gameplay is fast paced and far more free form than you might expect.

It feels like a cross between the new Doom and Portal 2, with open areas full of bad guys to shoot, but mixed with fun platform puzzles to solve. It mixes things up every level so you never get bored and it’s something I can see myself replaying multiple times. But as great as it is, I still wouldn’t recommend the game purely for its campaign alone, at least not until it’s on sale, as the MP is obviously the primary focus. But if you love single player first person shooters, you really need to pick it up at some point.

So does Titanfall 2 live up to my expectations? I’d say yes – but it’s not perfect, and it certainly needs more care and attention. I still can’t say if it’s ‘better’ than Titanfall 1. It’s just different. In some ways, for the better. In other ways, for the worse. But it’s easily the best online shooter I’ve played since the original, and despite releasing at a difficult time, I hope it can retain its existing users and continue to grow its community. It’s far too good not to.

8/10 (Updated Score - 7/10 - Post-Release Patches / Balance Issues)

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