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Titanfall 2

Titanfall 2 Multiplayer Impressions

We've been calling down titans and running up walls in the multiplayer portion of Respawn's sci-fi sequel.

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Last week we shared our impressions of Titanfall 2's much requested single-player campaign, and now it's time to do the same for what Respawn has done with multiplayer. The studio, born when Infinity Ward co-founders Jason West and Vince Zampella decided to move away from the groundbreaking Call of Duty series and into the far reaches of space, has been surrounded by lofty expectations ever since their first game, Titanfall, was revealed. They wanted to revolutionise the industry once again by saying goodbye to cover-based stop-and-pop shooting, and instead making the player character extremely mobile and including giant exoskeleton-like robots called titans that fought across multi-levelled battlefields. All their focus was on making a fresh, new multiplayer experience.

Having to split their resources between different platforms would have made it harder to accomplish this goal, so they decided to side with Microsoft and be console-exclusive on Xbox (as well as launching on PC). The end result sent ripples through the industry. The fast-paced mobility, the verticality up and over the maps, and the grandiose design of the titans combined to form something that everyone talked about for months. Xbox One had its new PlayStation crusher... for a while at least. After a time players started voicing their complaints about poor community support, a lack of content, and a shallow progression system. Players wanted more Titanfall, but couldn't get it. Now we understand why: Respawn had been listening to player feedback, but wanted to build upon the fantastic core in such a significant way that it could only be done with a sequel.

First off, they want to improve the matchmaking and sense of community. We've covered the matchmaking aspect earlier (for those who haven't read about that: they've improved the matchmaking by changing over to Multiplay's dedicated servers, which will allegedly lead to "minimal latency and better stability"). On the community side they've created what they call Networks. These are user-created groups that can house thousands of players. Here players will be able to do things like post messages and set schedules; things that will strengthen the community. If everything goes as planned players will be able to join as many Networks as they want, and we'd highly advise you do so, this because each Network has a set hour every day that's going to be called "Happy Hour". During this hour members of the Network will earn extra rewards. But beware exploiters: you'll only get to take part in one Happy Hour each day, no matter how many Networks you're a part of.

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Lets face it though, gameplay is king, and Respawn knows it. That's why they've made a multitude of improvements and changes to the mechanics. What was obvious from the start was their increased focus on the pilots' abilities. You'll get to choose from a wide variety of weapons, attachments, throwing weapons, and Tacticals (special abilities). Prefer fighting from afar while supporting your team? Why not use one of the sniper rifles while using the pulse blade to make enemies visible through walls for you and your team. More of the up close and personal kind of player? Then using the grappling hook you can swing in from unexpected positions and catch the enemy by surprise with your choice of shotgun or submachine gun. During our time with the game we got to play around with pretty much everything, and found that nearly all of the weapons serve a different purposes. We also realised how much more important teamwork and a tactical approach is this time around. When most of our team used assault rifles and grappling hooks against a close quarters-focused team in the urban Boomtown map, we were crushed. As soon as some of us started using the pulse blade and shotgun we quickly forced them out into the open. Forcing the opposing team often leads to one thing: incoming titans.

The titans have also received some significant changes. You'll no longer get to customise your titan with whatever weapons and abilities you want. Instead you'll choose between different classes, each with its own weapons and abilities. We only got to try out the Scorch and Ion classes, but the final game will let you choose from six different ones. Still, even just getting to pilot those two showed us that diversity is a major part of this aspect as well. Scorch was our first choice in the enclosed Boomtown map. Combining its Incendiary Trap (a grenade with flammable gas) with its fireball-spewing weapon or the Firewall ability can take out an entire group of pilots. If an enemy titan attacks the tight spaces between the buildings it's the perfect environment for our Thermal Shield (it liquefies incoming attacks, while also damaging nearby enemies). Then, if our titan's core is charged up, we unleashed the devastating Flame Core (a giant wave of fire that does massive damage to everything it touches). Ion's abilities came more in handy when playing on the more open Homestead map, as it's faster and has more concentrated attacks.

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We got to play Hardpoint Domination, Pilot vs. Pilot (Titanfall 2's version of Pilot Skirmish) and the new Bounty Hunt mode. Both Hardpoint Domination and Pilot vs. Pilot felt even better this time around, largely due to the diversity of the titans and the various pilot abilities. Still, we're fairly certain Bounty Hunt will become a fan favourite: you and the opposing team are fighting for multiple zones, while also fighting the AI faction called Remnant Fleet. You get points for killing different types of enemies and holding zones. Eliminating a round's (there are three in total) minions then spawns AI-controlled titans. Destroying these will grant a chunk of points to the team that accomplishes it. You'll then have to bring the points you've earned. If you're killed before reaching the deposit you'll drop a large amount of your points. This mode requires some serious collaboration, while also demanding skill from players. A great mix that fits both beginners and more advanced players.

Playing around with different kinds of pilots and titans was a lot of fun, and we barely scratched the surface of the new progression system. Lead multiplayer designer Todd Alderman was a big part of creating Call of Duty: Modern Warfare's famous setup, and this feels like an evolution of that. You'll earn XP and attachments for pretty much everything you do, but you'll also earn Merits by completing certain milestones. Getting a certain number of kills with a weapon, calling in a titan, completing matches, winning; all grant you this special currency. This can be used to buy weapons, abilities and upgrades you'd otherwise have to earn more experience to get. This system seems like a very nice idea, and we had a lot of fun working our way up to the stuff that we wanted. As you still have to earn this currency it doesn't feel like a cheap way of levelling up. The milestones get continuously more challenging, so it'll take time to earn enough for the best gear. When you've completed a certain type of milestone it'll reset, so you're not forced to change weapons if you don't want to. You might think that some will pay for Merits, but we've got good news; when we asked Alderman about this possibility during our interview he said that people can't buy them.

Titanfall 2 seems to take everything from the original and improves upon it (as well as adding a single-player mode). The controls are actually more precise, while the titans' and pilots' abilities are more distinguishable. Top this off with a much deeper progression system and new modes and you got yourself a game that's worthy to stand amongst this autumn's impressive line-up. Console owners will be able to get a taste of what's to come in August.

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Titanfall 2

REVIEW. Written by Mike Holmes

"There's more variety, refined systems, and a wealth of mechanics that facilitate exciting and adventurous play."



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