Friday, May 16, 2014

Titanfall: Expedition review


For any shooter looking to hook a long-term crowd, the two-month point is crucial. The casual crew has already disappeared, along with those who didn't gel with the game's systems and options from the offset. Instead, it's about maintaining those who are waning: the players who have 'regenned' (Titanfall's prestige equivalent) a few times, who have toyed with every loadout, who have hunted for achievements and destroyed a thousand Titans. These are the people that will drive your game into cash-cow territory - and it's exactly the right time to give them another reason to keep logging in.


Most shooters placate these players with maps, as Respawn has chosen to here. It could be argued, however, that Titanfall doesn't need maps - it needs modes. The core systems are so strong and engaging that the arenas on which these dual-tiered battles are waged feel almost interchangeable; the real stories in Titanfall occur not thanks to architecture but thanks to tech. And with only a handful of options and rulesets to explore, there's a feeling brewing in the community that the game needs to offer more ways to play rather than places to see.


Perhaps that's a little unfair. The experienced team at Respawn has designed a collection of environments that both flow beautifully and scale tremendously. Remember, a Titanfall map does not have the same requirements as a standard shooter arena; when you can leap over the walls and double-jump out of windows, it's much harder for a map design team to craft a choke point or manage lines of sight.


Read more…






from Eurogamer.net http://ift.tt/1iSomle

No comments:

Post a Comment

//go.ad2up.com/afu.php?id=604252