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?