Titanfall (PC DVD)
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- Crafted by one of the co-creators of Call of Duty and other key developers behind the Call of Duty franchise, Titanfall is among the most highly anticipated games of 2014, having been shrouded in mystery for nearly three years. The visionaries at Respawn have drawn inspiration from their proven experience in first-person action gaming, and are building on that pedigree by taking a new approach to game design and creating an all-new universe with Titanfall.
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Welcome to Titanfall
Crafted by one of the co-creators of Call of Duty and other key developers behind the Call of Duty franchise, Titanfall is among the most highly anticipated games of 2014, having been shrouded in mystery for nearly three years. The visionaries at Respawn have drawn inspiration from their proven experience in first-person action gaming, and are building on that pedigree by taking a new approach to game design and creating an all-new universe with Titanfall.
Welcome to the edge of civilisation
In Titanfall, many generations of humanity live in the deepest reaches of explored space. This vast region is known as the Frontier. It contains many well-known and inhabited solar systems, but many more worlds remain uncharted. Most people will never travel this far away from normal civilisation; but for pioneers, explorers, mercenaries, outlaws, and soldiers the Frontier offers both adventure and opportunity.
The Interstellar Manufacturing Corporation started out small, in natural resource extraction industries, under the name Hammond Engineering. Increasing demand for Titan manufacturing materials, combined with Hammond's market-cornering planetary survey technology and map database rights, contributed to explosive growth for the company. Over the course of a century, a series of acquisitions, mergers, and rebrandings lead to the transformation of Hammond Engineering into the ruthless commercial empire that is the IMC.
With the Frontier's valuable shipping lanes and vast planetary resources ripe for exploitation, the IMC is dedicated to maximising profits and shareholder wealth, using the legal application of force when necessary.
The Frontier Militia represents the military arm of the Frontier systems' territorial defense pact. The Militia is a loosely governed mishmash of homesteaders, bandits, mercenaries, and pirates, all rising up as 'citizen soldiers' when the need arises. Each brigade within the Militia is responsible for fighting in an assigned section of Frontier territory. Although some brigades are little more than vast pirate organisations, the Militia has enough resources to be a real obstacle to the IMC's ambitions on the Frontier.
The Militia often claims that direct action against the IMC is in the best interest of the homesteaders whom they allegedly represent, but not everyone on the Frontier sees it that way.
Titans are descendants of present-day fledgling military exoskeletons. In addition to the obvious combat applications, unarmed forms of Titans are used in heavy industries like cargo transport and deep space ship salvage. They are also used in special applications such as deep space search and rescue, and are very effective in inhospitable environments. The use of Titans is widespread throughout the Frontier in both combat and civilian life.
As a multi-role Titan, the Atlas excels where all other models fall short. The Atlas represents the state-of-the-art in weapons platforms and provides good protection and increased mobility over the Ogre chassis. Whether the mission demands reconnaissance, rapid assault, fire support, tactical support, or a combination of all these, Atlas frontline elements are dependable, powerful, and, importantly, get results.
There are no two ways about it – the Ogre is engineered to be the ultimate battle tank, in Titan's clothing. As a consequence, the Ogre places a premium on its armour and offensive capabilities. When your mission demands maximum survivability, the Ogre is the only battle platform which consistently out-performs, out-shines, out-lasts, and out-lives everything else on the battlefield.
Survivability through speed and agility is the key to the Stryder's considerable battlefield prowess. Faster than every other Titan chassis on the market today, the Stryder's mobility is the culmination of many years of award-winning R&D into linear and rotary actuator technology. Of course, even with this agility advantage, the Stryder does not sacrifice any of the superior features your mission has come to depend on in the Hammond Robotics line of Titan battle platforms.
As with Titans, the Frontier contains Pilots of many different styles and experiences. Titan Pilots are rated by 'certifications', most of which apply to civilian applications, such as construction, shipping, and heavy salvage industries. The most prestigious of these is the Full Combat Certification, a widely published series of tests that grade a Titan Pilot's abilities. Because of the extreme physical and mental challenges of mastering both Titan combat and dismounted parkour movement, a fully combat certified Titan pilot is a rare find, and the combat skills of active Pilots in the field varies widely throughout the Frontier.
If you have never played classic Titanfall before, this is the place to start. Kill anything on the enemy team to earn Attrition Points! This includes enemy Grunts, Spectres, Pilots, Titans, and Dropships. The winning team is the one that hits the score limit first, or has the highest score when the time is up.
Last Titan Standing
In Last Titan Standing, all Pilots start in a Titan. Your team must eliminate all of the enemy team's Titans or Pilots to win. This is a round-based mode, and the team that wins the best of five rounds wins the match. Within each round, there is no respawning, and there are no replacement Titans, until the next round starts. However, if your Titan is destroyed, and you successfully eject, you can continue to play as a Pilot, helping your teammates eliminate the other team’s Titans.
This game mode is all about capturing and holding three system nodes, known as hardpoints. Capture and hold the three hardpoints on the map for your team to earn points – the more hardpoints you hold, the faster you accrue points. Capture neutral hardpoints by standing near them for a short period of time. Retake enemy-held hardpoints by standing near them for a longer period of time – a hardpoint must be rendered neutral before you can begin to capture it. If enemies are near a hardpoint, you must find and eliminate them before any capturing or neutralising can occur.
Capture the Flag
Steal the enemy flag and return it to your base, while stopping the enemy team from grabbing your flag! To score a capture, your team's flag must be present at your base, set into its pedestal. Then, if you have the enemy flag, capture it by running through your team's flag at your base. The winning team is the one with the most captures when the match timer runs out.
In Pilot Hunter, it's all about hunting or being hunted! Kill the enemy team's Pilots to reach the score limit and win – one point is awarded for each Pilot killed. Although killing Grunts and Spectres in this mode will not earn points towards your team's score, doing so will still give you build time reductions on your replacement Titans and Titan Core Ability.
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Top customer reviews
If the developer realises they can make money by having some AI enemies it would breathe a whole new life into the game and may make me want to play it. however I wont be buying into any franchise unless this happens.
Before I get shot down in the reviews maybe I should give it another go but life is short, time is precious and older games get shelved
You can feel some of the same gameplay elements have made their way across - but the overall experience feels half-baked by comparison; More like a mod for an existing game than a 'AAA' title in itself, and certainly not worth the full asking price (£35 at the time of purchase).
- The use of low-threat 'creeps' (AI infantry) to increase the effect number of combatants is a great idea and something I hope to see in other games in the future. I'd rather have a playable 6v6 with 50+ AI combatants than a laggy 64 player game
- The Titans 'auto' modes, the way pilots enter (with the Titan occasionally grabbing the player), and the ability to ride/rodeo a friendly or enemy Titan respectively are all also great ideas
- Maxed out at 2560x1600, the artwork/graphics look reasonably impressive and the levels are sufficiently diverse in style and atmosphere, although there are various indications that this was originally designed for the 360/PS3 generation
- It doesn't feel like as much of a console port as I'd feared, save for the networking aspects mentioned below
- Titan gameplay and combat is reasonably satisfying
- The install is huge (~50GB). This wouldn't be a problem if it was all high definition campaign/multiplayer content, but 35GB of this is uncompressed audio files. Their explanation; not needing to decompress the audio means lower system requirements. I run a high end PC with an SSD. Its drive space is limited, performance is not. I appreciate the desire to cater to customers with lower end machines, but an option to use compressed audio files for more powerful machines (as every other game in existence does by default) would have been appreciated, rather than using up £30-40 worth of SSD space.
- The campaign is little more than multiplayer maps run in sequence with additional narration/dialogue
- None of the characters introduced in these dialogues or brief in-game cutscenes are memorable or interesting. If you're expecting the next Captain Price and company, you will be disappointed
- The campaign HAS to be played with other players; there is no way to play it offline
- There is no manual server browser and everything is done through matchmaking (unacceptable for a PC FPS)
- The campaign matchmaking does not work the majority of the time; I've had to disconnect/reconnect from the regional lobby multiple times before getting into a viable game, at which point there is normally a 5-10 minute wait whilst it finds additional players (or fails to do so at all). I believe sufficient time has passed since launch to fairly discount the usual initial server issues as being the cause; it's just broken and should not be forced upon PC players that are used to better solutions and more control
- The multiplayer mode matchmaking works, but does not balance player experience levels. The games I've played (particularly the campaign, but also other modes) have been horrendously stacked with level 1-10 players on one side and level 40+ players on the other. Needless to say this usually results in one-sided games during the session
- There seems to already be a distinctly small number of players/servers for the PC version in my region, which may be the cause of the above issues
- Rubber-banding/lag doesn't appear to be a big issue, but I've experienced questionable/inconsistent hit-detection (both in my favour and otherwise). It remains to be seen if this is a result of poor matchmaking (resulting in geographical mismatches and high pings from a minority of players) or an issue with the detection or anti-lag systems
- Much of the advanced gameplay (eg. burn cards, unlocked weapons and tactical items, etc) is left unexplained by the brief and crude tutorial or campaign 'missions', and the lack of an offline mode prevents learning and experimentation on anything but a live game with other players. This seems especially daft when the game clearly has basic AI implemented for both Titans and infantry
- Some of the weapons/upgrades seem designed only to infuriate players; for example, the much-maligned 'Martydom' from COD4 makes it's way back into the game as 'Nuclear Ejection', which only serves to frustrate with cheap kills, just as it did before (hence the various player-run COD servers labelled 'NO MARTY' and similar)
- The 'Smart Pistol' provides a built-in aimbot that not only removes the need to aim precisely, but bypasses the lag compensation that players using normal weapons have to account for. It isn't a big problem for players to counter given the long lock-on time, so why was it necessary to add such a weapon at all?
- The parkour/jetpack gameplay encourages players to hop around the levels; this works reasonably well most of the time but getting stuck in level geometry and experiencing odd vaulting/wall-running behavior is initially a frustration. Learning the areas to avoid helps over time, but once again there is no option to practice or explore the levels offline or on dedicated practice servers
- Multiplayer modes are your typical DM/CTF/LMS/DOM affairs that we've all played before to exhaustion. I would have liked to have seen more done with the dropship/pod and orbital support mechanics hinted at with the final missions and end of match mop-up.
- Character customization is limited and custom character slots cannot be renamed (a step back, as you could in COD4, 7 years ago)
- There is little incentive to mess around with customization as most of the pre-made player classes and default equipment work fine against typical players in the various multiplayer modes
- There is no real sense of progression or achievement as there was with COD4, where unlocking the next major weapon or perk was one of the more satisfying aspects of progression
Overall, a big disappointment after the hype and the intriguing pre-release promo videos. It feels like a potentially solid game that was rushed to release before it was ready.
Omitting a real single player or co-op campaign is a big problem for me personally - as is the lack of a server browser or proper dedicated servers.
I would normally say "wait until it goes on sale for a tenner", but I suspect the PC platform servers will be pretty quiet by then - and the lack of an offline mode will make it useless once they die. I highly doubt it will ever receive the same fan attention that COD4 still has to this day.
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