Tag: titanfall

  • Hands On with TitanFall 2 Beta

    Hands On with TitanFall 2 Beta

    Electronic Arts & Respawn Entertainment revealed TitanFall 2 at E3 2016. Recently, both companies held a worldwide Open Beta for PlayStation 4, and Xbox One players. Though Electronic Arts is calling it a “Open Tech Test,” but by the industry’s standards, it’s an Open Beta. For the Tech Test, the build was in Pre-Alpha, the same exact build from E3 2016 show floor.

    What is TitanFall, and why is this the first time I’m hearing about TitanFall? That’s an excellent question, and I’ll run you through the details. TitanFall 2 is obviously the sequel to “TitanFall.” The series began as an Xbox-exclusive title. That means that PlayStation players weren’t able to play the game, but Xbox 360, Xbox One, or PC players were able to. TitanFall was developed by the very same people who created Call of Duty, the revolutionary Call of Duty 4: Modern Warfare, and the follow-up Modern Warfare 2. TitanFall is a First Person Shooter based on the very foundation they’ve set with Call of Duty: Fast and furious shooter with a futuristic setting, with the ability to obtain mini-Killstreaks via Titans.

    I participated in the Open Tech Test. There were two weekends for this Tech Test: August 19th, to August 21st then August 26th, to August 28th. I Livestreamed it on both weekends, and I’ve embedded them for your viewing pleasure.

    What I liked: First and foremost, I liked how different the weapons are. They’re futuristic, and they have different designs, and colors. There are a variety of new perks in TitanFall 2, however I don’t find much use for them in the Tech Test. Hopefully the final game has more perks to use. The attachments are the shining star of TitanFall 2, and you can see it when you equip new attachments. Respawn is giving attachments a lot of love in this game. A lot of people complain that the Heads Up Display (HUD) is “too busy,” I disagree. I think the HUD is fine, all you need to do is understand the icons. My biggest obsession in TitanFall 2, however… is the actual Titans themselves. There are a variety of ways to interact with a Titan:

    – Shooting at a Titan.
    – Throwing any type of bomb at a Titan to faze or weaken them.
    – Getting into your own Titan.
    – Jumping onto a friendly Titan, and piggyback a Titan to shoot at opponents.
    Favorite: Jumping onto a enemy Titan, taking their battery, or dropping a bomb into a Titan.

    What I didn’t like: My biggest problem with TitanFall 2 is the same problem I have with Call of Duty since Modern Warfare 2 came out: Spawns. Right now, Call of Duty’s Spawns has become so predictable, that you could Spawn Trap or Spawn Kill your opponents. The reason why Call of Duty 4: Modern Warfare was so special was because every match was unpredictable. Maybe it has to do with the maps, I don’t know, but I do know that COD4 was special because it was unpredictable. Likewise, the dropships landings are predictable, and should have been made harder for the enemy team to intercept your dropships.

    Getting onto a Titan is sometimes hard. Watch any one of the streams, you’ll see what I meant. There are spots where I’d go like ‘WTF? I did! I meant to jump on the Titan.” I also didn’t like the fact that “Rodeo” was hard to counter. The only way to get a Pilot off your back, while inside a Titan, is by getting out of the Titan, and killing the Pilot, but even that is a risky thing to do.

    Camping is a huge problem in TitanFall 2, despite the fact that the maps themselves are semi-large, complex map designs to cater to all kinds of Pilot gameplay. Some players think that the solution to this camping problem is to make the game more hectic like the first TitanFall.

    For the most part, TitanFall 2 plays near-perfect, even in Pre-Alpha stage. The servers ran like a dream. This is something Call of Duty, still to this day, has never been nail: Almost-Perfect server infrastructure. Respawn says that they’re using a variety of servers to mitigate the load of the game. The only few problems I had in the beta were matchmaking lag, and in-game lag, but they were few and not really that big a deal. In some of the streams, you’ll notice that it was difficult to find matched player or matched lobby to get into… Which was solved by going to another server. But that was the whole point of the Tech Test, to learn how the servers worked in Real-World scenario.

    How did you change servers? I don’t know if you notice. In the “Play the Pre-Alpha” screen, one that you press “play” to get into the Tech Test – you’ll notice on the lower right corner the server you’re on. Press the button (for the console that you’re on. I’m playing on PS4, so I pressed Square, it brings up the server browser.)

    What other issues did you find in the Tech Test? If you watch the above stream, which is #3, you’ll notice that I came into a huge freeze across the entire map. The game’s obviously working, but I couldn’t move with my controller. I mentioned this before, but there were some instances where getting onto a Pilot took some re-adjusting. It should be easy to get into the Titan. Otherwise, not too many issues to report on my end.

    What makes TitanFall 2 so special? The whole premise of taking down Titans. You can walk up, run up to a Titan, jump on it, and steal a Battery. What can you do with that Battery? You can either wait for your Titan to be ready to drop for you, or you can give one of your team members the Battery, helping evening the odds in the battle for victory. Either way, you are giving yourself or your team member(s) more Titan energy. If you jump onto a Titan without a Battery, you are dropping a bomb into the hole where the Battery is usually. This whole “Rodeo” system promotes Teamwork. I love it. If you’re able to take the Battery without dying, that’s your legendary moment.

    All the Rodeo system needs is – a little work. All it needs is better counters for players who are inside Titans. As it stands right now, the only way to shake the Pilot on your back, is to get out of the Titan, and killing him. As far as I know.

    Standby for TitanFall! TitanFall 2 arrives to stores worldwide on October 28th, 2016 for PlayStation 4, Xbox One, and PC!

  • Titanfall: the creators of Call of Duty reload the FPS

    Titanfall: the creators of Call of Duty reload the FPS

    There’s an interesting bait and switch in Titanfall, the first-person shooter from the people who made Call of Duty what it is today.

    It begins with a rodeo, as the 70 developers at Respawn Entertainment call it. A Pilot, the game’s agile, double-jumping, jet-pack boosting soldier class, leaps, perhaps from a rooftop, onto the back of a Titan, the game’s lumbering but powerful mech class, rips off a panel and shoots its brains out – just a bit.

    Inside of the Titan, the heads up display flashes a warning: “foreign body detected.” The player panics, anticipating imminent destruction, and ejects.

    Outside of the Titan the Pilot has already stopped shooting and is waiting patiently for the victim to emerge from their protective shell. When it does the Pilot fires and the switch is complete.

    This scenario, described to me by Respawn lead artist Joel Emslie, who followed Vince Zampella and Jason West out of Infinity Ward having worked on Call of Duty from its second incarnation, reveals a subtlety to Titanfall that its ear-shredding debut at the end of Microsoft’s E3 press conference betrayed.

    What that demo did show us – fast-paced shooting, explosive action, silky smooth 60fps visuals, experience points and responsive controls – are exactly what I expected from the studio founded by the people who made Call of Duty the biggest game on earth. I’m more interested in what the demo didn’t show us, or, at least, what wasn’t obvious at first glance. This Pilot on Titan bait and switch is just one example of Titanfall’s nuance.

    “There’s all kinds of layers of crazy,” Emslie enthuses. “I come from a real hardcore FPS background. I’m very tactical. I like to chat with my buddies. I like to run parties with my friends who I trust.

    “Now we’re getting to Titan tactics, where you’ve got a fire line of Titans in the game and you’re ducking behind a building. That’s the stuff that gets my juice going. It’s really cool.”

    “We will do whatever it takes to run at 60fps. It is the ultimate goal of everything we do, to have that fluid gameplay, that low latency as little as it can possibly be. Hopefully zero.”

    Respawn lead artist Joel Emslie

    You’ve probably heard all about how Titanfall is a multiplayer-only game with elements of single-player thrown in. Respawn calls this “campaign multiplayer”, a phrase used to describe how players encounter moments usually found in single-player portions of shooters as they’re blasting each other to smithereens.

    Central to this concept is AI. Each map is packed with AI controlled characters that do more than just shout when they see you and shoot you when your back is turned. Respawn says it’s making use of Microsoft’s 300,000 server cloud to help compute AI and physics (a somewhat woolly statement we had a chat with a number of developers about last week), and how dedicated servers mean matchmaking is a breeze – irrespective of your NAT settings.

    But Emslie mentions ambient AI when we quiz him further. As players are knocking lumps out of each other, the AI will get on with its own business across the map. You might stumble upon a group of AI huddled in a room, for example, before blasting them to bits. AI soliders will make an assault on an enemy position and demand your attention. As Emslie describes how Titanfall’s AI works, I think of them as creeps; the more I learn about Titanfall’s fast and frenetic team versus team plus AI gameplay, the more I think of League of Legends and DOTA.

    “Those ambient AI plays into selling the idea you’re in a living, breathing world,” Emslie says. “I don’t know if it’s never been done before, but we’re trying to do that really well. We’re trying to make that multiplayer environment feel great.”

    Titanfall’s initially confusing fusion of single-player and multiplayer rekindles memories of Sega’s Vanquish and, going back further, the best of the Star Wars: Battlefront series. But I can’t deny Respawn its claim of innovation. You get a story cutscene as your dropship approaches the battlefield, and, during a match, “heroes”, as Emslie describes them, pop up in windows in the upper corner of the HUD to bark orders and set objectives – an attempt to give the competitive carnage some fantastical meaning. You can follow this story through an entire campaign and play it from both sides.

    Outside of campaign multiplayer and inside what would traditionally be viewed as competitive multiplayer, Respawn strips away the story and single-player elements for “full on sport multiplayer”. It’s in this mode that I see Titanfall gaining the most traction, and I suspect both Respawn and publisher EA are hoping the eSports community embraces the game. Given the overwhelming popularity of the MOBA genre in the eSports space, an FPS that borrows lightly from that genre has a great chance of gaining a foothold with professional players.

    There’s still much to be revealed. We’re not sure of the scope of the battles, and this is a crucial component. Right now it’s six on six, plus the AI, which Emslie says makes for a very tight experience despite the large maps. The developer will continue to tweak this as it tests the game, but he sounds happy enough as it stands. “The AI definitely fills the void,” he says. “You’re never sitting around waiting for something to happen. There’s always something to do.” Presumably the next PR beat will thump at Gamescom in August, and Emslie teases there are more modes to reveal in addition to campaign multiplayer and sports.

    “We didn’t have enough manpower and time to start completely from scratch, so we picked the best thing that worked best for us. We’re really happy with it.”

    Joel Emslie on the decision to use Valve’s Source engine for Titanfall

    1

    Titanfall runs on a heavily modified version of Valve’s Source engine.

    If there’s a gaming god tinkering with the fate of the industry, he or she’s having a right laugh with this one: Titanfall, from the creators of Call of Duty and the publishers of Battlefield, looks set to go up against Destiny, from the creators of Halo and the publishers of Call of Duty, in 2014. It’s a next generation shooter face-off of epic proportions.

    Titanfall has been compared with Halo and it’s easy to see why. Soldiers and huge mechs battle with and against each other in vast, science-fiction-themed maps, and all the while there’s AI gnawing at your ankle. It’s as if someone took a typical 30 seconds of fun moment from any Halo campaign, with its Spartan and UNSC AI versus Covenant versus, sometimes, Flood action, and made it competitive.

    A better comparison is with Destiny. Both offer connected multiplayer experiences and both are sci-fi shooters. For me Destiny is the more eye-catching of the pair. Its fantastical, dreamy environments whet the appetite in a way Titanfall’s somewhat bland, war-torn battlefield does not, and Bungie’s new matchmaking sounds genuinely ground-breaking, whereas I remain skeptical of Titanfall’s use of the cloud, but there’s more than meets the eye with EA’s Halo killer, and more than a few fresh ideas buried underneath its bombastic debut. You just have to look for them.

    Source Article from http://www.eurogamer.net/articles/2013-06-24-titanfall-the-creators-of-call-of-duty-reload-the-fps