Kevin Pocock praises mech-warrior mastery and FPS evolution in Titanfall… Something I never expected, and which (truthfully) I never thought would be the case.
Many times Ive briefly considered it, but disregarded others curious fascinations before continuing with the thought half-formed.
Characters missing a friend.
Ive followed protagonists over the shoulder, first-person and third.
Largely Ive been content to carry on this way.
Shoot The Stars
Its a curious thing.
Weve had the future colonial battles between embattled human factions as well.
Weve most certainly had fast-paced multiplayer gaming, combining objective based team-play and shouty chat messages to boot.
But have we ever had two distinct yet complementary methods of crushing opponents work so well?
A Loss = A Game
You couldnt really make it up.Titanfallwouldnt exist without Respawn Entertainment.
The pair were dismissed in March 2010, and wasted little time in forming Respawn.
A month later West and Zampella had some cogs in motion and contacted EA for funding.
They then went to work on a debut project.
One we now know asTitanfall.
Yes, shooters will always require characters to kill others.
Theyll likely always include game-modes where teamwork is required.
It also clarifies my own enthralment.
That page might be considered a form of gaming hubris, yet the accolades have been stacking up since.
Jumping For Joy
Ive yet to mention the good, hands-on stuff.
So lets do that.
In a democratic gaming world we should all have mech-warriors to stomp around in regardless of our skill level.
Plus, using them at the right time in a considered way affects the balance of gameplay rewardingly.
After all, what good is an oversized mechanical war giant if you cant boss the thing around?