Titanfall 2


Titanfall 2’s kinetic verticality and the variety of mechanics afforded by its Titan-Pilot dynamics make this an FPS of rare innovativeness and charm.

Titanfall 2 is Respawn Entertainment’s sophomore effort in fulfilling every gamer’s power fantasy of putting on giant mechanical exosuits and duking it out with other giant mechanical exosuits. But it’s a lot more than that. Titanfall 2 makes you spend a lot of time out of that suit, but the resulting gameplay is anything but unsatisfying. As a Pilot, you double-jump and wall-run your way around the environments, flanking your hapless enemies and employing an arsenal of creative weapon concepts. Titanfall 2 is a floaty FPS in terms of movement, but a satisfyingly meaty one when it comes to shooting, and while it’s not nearly as gritty and realistic in its combat, movement, and animations as Battlefield One, it nevertheless feels like it’s really nailed satisfying gunplay. And then you get into the Titan and the game just changes into a floaty affair into a high-octane bullet-hell sort of a affair, which brings with it its own primal appeal.

I got into Titanfall 2 because of the single player campaign, which I’d heard was an absolute blast. Some reviewers compared it favorably to the Half Life 2 campaign in terms of sheer inventiveness. While I still think the HL2 campaign is unbeaten in terms of its seminal influence over video game storytelling, I have to admit that the campaign does exceed all expectations I had going into it (even with the hyperbolic praise heaped onto it), at least for a game that seems to have been built up as a multiplayer shooter first and a narrative experience second.

The plot itself is generic cookie-cutter military sf, but it’s not really what sets the campaign apart. It’s an impeccably choreographed theme park romp through the game’s beautifully crafted environments, full of visually interesting setpieces that serve to put the game’s various mechanics through its paces. Other than the usual wall-running, double jumping shenanigans and the titan brawl boss battles, the game has a couple of other plot-related mechanics up its sleeve, which, if not quite Portal‘s portals or HL2’s gravity gun, are at least in a similar spirit (coincidentally, Titanfall 2 runs off a very heavily modified Source engine). The Titan loadouts are fun too, and the player gets to try them over the course of the game, with different loadouts more well-suited to tackle different types of enemies.

The campaign’s chief virtue is that it gives the player a sense of empowerment amidst challenge. There are your usual challenging boss battles, locked-room fights, and frantic gauntlets to double-jump out of, but there are also those sequences where you’re in a Titan and mowing down the hapless bad guys with lock-on missiles. Many games think that the level of challenge needs to be uniform, but Titanfall 2 shows that single player campaigns can always benefit from a bit of a break from unrelenting difficulty, as long as the diversionary activity can leverage on deep mechanics to be engaging and fun (in other words, not QTEs).

It’s just too bad that the campaign’s a little short, but Respawn’s success with its campaign gives me hope that its incoming Star Wars game will also deliver that vaunted Star Wars narrative videogame experience I’ve craved since KOTOR 2.

I give this game 4 out of 5 Arks


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