Friday 14 February 2014

Titanfall Beta - Summary and Suggestions

G'day there guys and gals!

Not for the longest time have I seen a community come together with a single though; Titanfall Beta. Now arguably the most wanted title of 2014, EA and Respawn Entertainment truly have the beginning of a Triple A title in the palm of their hand if they play their cards right with the community. For now, gamers worldwide are scrambling for codes for access into the Beta and as the fight continues, let's have a rundown of what to expect.
Immediately after starting the game, players are thrown into a tutorial mission set in a room of your character only referred to as "Pilot". The bulk contains the standard controls such as how to move, cloaking, movement and parkour, Titan maneuvers and so on. There are a set of 14 tutorial missions and each are short, sweet and incredibly fun. While there is a multitude of loading times between tutorials, they generally last less than 5 seconds and gameplay starts instantly. Immediately after the end of test run, you're allowed free roam of missions, for now only set to three; the standard Team Deathmatch, King of the Hill and Last Man Standing style matches (Named Attrition, Hardpoint and Last Titan Standing) with a fourth option for randomised selection between the three. Matches start with Pilot and Titan selection, you and your team stand waiting to be thrown into battle and your game mode of choice begins.
While there are only two maps, they are well crafted and allow massive free roaming while in a Titan (No, not like Eren) and small, condensed areas and rooftops for on foot battles. Fracture takes place in a small district, with cracked pipe lines, roads and the earth literally slanting upwards at points in match. Offering a lot of open area, the buildings are incredible for close quarters as well as wide roofs and rooms to fight in. Angel City is set in the middle of a large city, with open areas restriction but plenty of streets to navigate through, giving on foot players plenty of buildings to hide in.


Onto what everyone is waiting for: Gameplay.
While the game does offer a lot of FPS standard combat, the parkour aspect of the game really opens up the fights. A standard gun fight can move to climbing walls, rooftops or even so far as Titans being called to instantly destroy your opponent. Now keep in mind that you aren't the only players on the field. Randomly, NPCs, both allied and enemy reinforcements will drop from the sky to aid their team. At first they are easily killed but will harden over time. A single enemy NPC could turn out to be four players and a Titan battle. With quick respawn time, Titans don't have overpowered control of the battlefield as some gamers worried. One Titan can be the difference of a game, agreed, but all Pilots and NPCs have Anti-Titan weaponry on them, ranging from Lock On Missiles to Small missile attacks, either way in large amounts, deadly. Killing a Titan either with rockets, your own Titan or even hijacing their own and destroying it (Which is incredibly satisfying) is a motivational boost for your team, which definitely puts the Scouting Legion to shame. Titans take three minutes to be able to spawn in-game, another three minutes after your Titan is destroyed and so on so fears of no-respawn only restricted to game-mode choice.

In short, no matter the game mode, the action is quick, smooth and fun to play, with a mad dash to kill your enemies at your victory or retreat for a last small bonus of evacuation.
The only faults so far would be one of the weapons in particular. One of the three pistols in the Beta allows players to automatically headshot any player in a mid to close range. While you can manually aim if you're too far away, the pistol is much too overpowered, giving gamers too much freeway to instantly kill you if you don't notice them or they miraculously survive the encounter.


Overall, while Titanfall does have it's faults, the game is definitely aiming for the big leagues. Come March with the right idea and dedication, EA and Respawn could definitely give the Call of Duty series a run for it's money.

Suggestions:
+Pistol's targeting range/speed of targeting slower!

+Deeper customisation, currently limited to weapon/abilities. Characters too please, even if only armor!
+Limit down matchmaking time, waiting 90 seconds with a full team = counter-productive.
+More NPCs/Higher matchmaking numbers would fill out map more
+Cut back/switch up tutorial loading screens

No comments:

Post a Comment