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Titanfall 2

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7 hours ago, Revival said:

Unfortunately no longer using Azure servers for multiplayer...

 

http://www.titanfall.com/en_us/news/multiplayer-technical-test/

It will, just not exclusively; they're on multiple services this time.

 

I think this is going to be my pick of the big three year-end FPS games. Hopefully it sticks around in the public consciousness a bit longer than the first one.

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Fantastic that this has a SP. Thought it was a terrible waste with the original, setting up such a wonderful game world and assets and then not delivering a great SP experience. Mouth watering coming from the creators of MW.

 

22 minutes ago, Stanley said:

Is this multiformat now?

 

Seems so from their site.

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I like the look of mecha and grappling hooks, but there is something clunky and inelegant about the movement in general. Like the eject and grapple at the end, they just move too slowly and in a straight line towards one another, it just looks a bit off to me. Reminds me of the movement in Blops 3 and probably will be the same in COD:IW.

 

I'll stick with my MW Remaster pre-order. If it weren't for that, none of the big three FPS games showcasing this year would appeal to me.

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As if to cement my choice, all additional maps and modes will be free.

 

Developers should absolutely be paid for their work, but charging for map packs only serves to split your userbase and drive players away. I'm glad the practise seems to be largely going away; two of my favourite multiplayer games of the year so far, Uncharted 4 and Overwatch, are both offering free updates funded by vanity purchases.

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How Street Fighter Inspired the Combat of Titanfall 2

Quote

Titanfall is a fluid game--wall running flows into double jumps; double jumps lead to ledge grabs; ledge grabs vault you over rooftops, through windows, around tight corridors, and into the titular mechanical behemoths. In Titanfall 2, though, this flow is taking on a different pace.

 

"Titanfall games were turned up to 11 the whole time," producer Drew McCoy says. "With Titanfall 2, we want to have more variation in pace. We don't want each match to the feel the same as the last."

 

Developer Respawn Entertainment is fueling this new tempo with six new Titan classes. As opposed to the three mech types of the first game--which are all absent from the sequel--the new robots have much less conventional abilities to lean on. In fact, these new mammoths and their pilots border on having super powers: miniature black hole grenades, protective energy shields, and shoulder-mounted laser cannons. And while these abilities all play their part in the unfolding spectacle of each match, they also lend subtle tweaks to the Titanfall formula.

 

That is, they lend a visual vocabulary to firefights that reflect the forethought and strategy of fighting games. You learn each titan class. You learn their abilities. You learn how best to counter each attack--when to raise your shield, when to run, and when to respond with an aggressive counter blow.

"When you see someone down the street, you immediately get a 'flash read,'" Respawn co-founder says. "You know his strengths. Your brain goes through these thought processes, of gameplay available to you.

 

"When we had generic titans in Titanfall 1, it kind of all blended together, and made titan combat shallow. It feels deeper now. You get more intimate with the titan of your choosing."

 

During a demo today at E3 2016, we had the chance to try three of the new pilot classes, along with two of their titan supplements. I chose the pilot equipped with Titanfall 2's new grappling hook, a piece of equipment that takes the flow of the original Titanfall and amplifies it even more--I was swooping around second-story corners, over slanted rooftops, and square into the chest of opposing pilots. Something this versatile could threaten the balance of many games' movement mechanics. But here, it fits.

After several minutes of swinging through the streets of Titanfall 2's urban arena with the grace of Spider-Man, I garnered enough kills to call in my titan. This one, codenamed Ion, touts laser-based abilities for a variety of situations.

 

Take its trip mines, for instance. By throwing a cluster of them around a capture point, I melted any enemy pilots unfortunate enough to walk through the deadly beams connecting them all. But this defensive power stands in stark contrast to Ion's quick-fire laser cannon, an offensive juggernaut that can knock pilots out of the sky with a single hit. There's a clear disparity between the reserved tactics of the trip mines and the aggressive nature of the shoulder gun.

 

"These titans aren't shoehorned for one specific purpose," Zampella says. "They're very much characters of their own. They can adapt just like the pilots can. You won't just be firing machine guns constantly anymore. There's a new depth to how things unfold."

 

Scorch, the other titan available during the demo, took on a much different aesthetic--his fire-based attacks and telltale flames curl around corners, warning nearby players of his presence. He can do more area damage than Ion, making him great for clearing objectives and groups of enemy grunts. Playing Scorch means playing a decidedly different game than the one Ion plays.

 

It's when these two collide that Respawn's Street Fighter inspiration shines through. If I see flames in the alleyway ahead, I know it's Scorch. I know to save my shoulder-mounted laser for the weak spot on Scorch's back. I know to keep my distance from his fiery abilities. I know to save my ultimate laser cannon, slowly charging in the hole on my chest, until Scorch is below half health. Then I melt him.

 

"We wanted abilities that felt well-placed in this world," Zampella says. "You'll approach fights differently now. You know this player can grapple, this player can throw down mines, or this player has a laser ready to fire.

 

So Titanfall 2 might not keep the pace turned up constantly to 11, as McCoy said. After what I played, it's clear Respawn isn't afraid to occasionally dial the action back in favor of careful tactics and preventative measures. What remains to be seen is whether that varied pace will carry Titanfall 2 into the future.

 

@sir_shrew Have you seen my gameplay video one or two pages back? It's an incredibly smooth experience and does not feel clunky at all, on the contrary. You just point your crosshair to where you want to go and within seconds you're linking all sorts of movement mechanics together and wallrun your way to victory. I've played pretty much every FPS under the sun and Titanfall is easily one of the best as far as fluid action is concerned. 

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Oooooh, from this reddit ama:

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This is super interesting. So, I think the idea here is to promote different play styles out of titans. You lose your Titan fast to poke from grunts. When you rodeo enemy titans, instead of popping a hatch you can now pull out a power core. This deals direct damage to the Titan. You can then place this power core in either your own Titan or another teammates Titan to heal it and give some core ability charge! It felt super impactful and means that if you want to keep your Titan alive for a long time, it's either going to take teamwork or you risking getting out of your Titan to pick a core up off the ground. It's super interesting to say the least

Me likey! 

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Can't wait for this. The first was extremely well crafted so looking forward to what they've added to it, especially the SP campaign, trailer looked great

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I am going all in on this baby, Xbone to show some unity for the excellent first game - as I understand you also get the peewee version so could always play that on if it came to it.

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38 minutes ago, King A said:

Is it still using the ageing Source engine??

Their own version of it yes. They completely tore it apart, there's not a whole lot of original code in that thing now. 

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On 13 June 2016 at 2:43 PM, sir_shrew said:

I like the look of mecha and grappling hooks, but there is something clunky and inelegant about the movement in general.

 

Original was very smooth and fast, can't see this being different

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On 13 June 2016 at 4:36 PM, sir_shrew said:

So if you die and respawn in this, does your Titan stay where you left it? Does everyone get one or just a certain number per round?

 

Your titan remains where it was (on autopilot) ad you can return to it or tell it to return to you. However they tend to last a lot less time on autopilot as the AI is intentionally dumbed down (or no-one would pilot them), so you need to get back sharpish.

 

Your titan is on a cool-down timer. You can reduce the cool-down by killing players, grunts or scoring objectives.

 

 

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All maps and modes released post-launch for Titanfall 2 will be made available for free, Respawn has confirmed.

 "We'll definitely be supporting Titanfall 2 post-launch, and I can confirm all maps and modes we deliver post-launch will be free," development head David Wightman has stated. "We'll be talking more about post-launch plans closer to release so stay tuned for more info."

The studio also stated that there won't be any 'pay to win stuff' in the game, though whether or not that extends to cosmetic items, skins, sprays and so on remains to be seen.

 

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That sniper rifle action at 6:20 is simply godlike. They nailed the sound effects for that thing.

 

 

This looks incredibly crisp and chunky and it seems like they've gone and cleaned up the overall look of the game as well which, obviously, makes things much easier to read now. Apparently you can't be as over the top with the running and jumping as before though but from what I've seen so far this does not strike me as an issue at all really. I reckon it will only serve to streamline the action and have it be more focused instead of the chaos that could ensue in the first game.

 

This will probably pop-up on the cheap some time soon on CDkeys and I will hit that pre-order button until it has taken my money. I am weak. 

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Gotta admit, a slower Titanfall with a heavier emphasis on team tactics is not what I was after. Still, I doubt it's been slowed down that much.

 

Glad they kept the grunts. Adversarial purists may loathe them, I'm always appreciative of something to shoot at nearly all times.

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Dev on reddit commenting on the Driftor video:

Quote

Just to clear up some things that are incorrect as stated in this video:

  • Jump height and double jump heights remain the same
  • Air control remains the same
  • There is no added momentum or "slight delays" to mobility or other movement actions

Also Giant Bomb have played this and have nothing but positive things to say. "Movement feels really good" and with regards to the grappling hook "There's some really cool mobility stuff". I am excite!

 

http://i.imgur.com/RKEUXL9.gif

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6 hours ago, Kayin Amoh said:

Gotta admit, a slower Titanfall with a heavier emphasis on team tactics is not what I was after. Still, I doubt it's been slowed down that much.

 

Glad they kept the grunts. Adversarial purists may loathe them, I'm always appreciative of something to shoot at nearly all times.

 

He described the movement changes pessimistically, but from that video it still looked pretty aerial, and if there still seemed to be a lot of fun bits to wallrun and slide down, and there's the grappling hook of course.

 

I like the grunts too, I thought they were one of the key innovations in the original.  This may just be because I'm not that good at killing pilots... :( 

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7 minutes ago, PK said:

Oh wow, CTF with Titanfall movement will be amazing.  Was it in the original?

 

Yes - whoever picks up the flag can't pilot their mech though they have to rodeo. Made for amazing team play.

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