When you look at Titanfall, it's easy to see the
familiar. Most of the weapons, grenades, and abilities fill well-worn
niches. Many of the environments are like the grimy villages and
industrial complexes that have hosted countless online battles in dozens
of other games. The competitive modes are bog standard. And yet, when
you play Titanfall, it's impossible to shake the feeling that you're
playing something special.
The key is mobility.
Titanfall gives you the ability to leap, climb, and wall-run your way
around the map, and these simple actions create an exhilarating array of
possibilities. No longer constrained by corridors and stairwells, you
and your foes engage in high-flying, freewheeling combat in which the
sheer joy of movement makes the familiar feel fresh and vibrant. This
novel brand of warfare is enough to heartily recommend the game, but
that's not all that this multiplayer-only shooter does well. You also
clash with your foes in lumbering battle mechs called titans. These
powerful brutes fuel a weightier, more tactical type of combat that
intertwines beautifully with the light-footed action, and herein lies
Titanfall's triumph: two distinct kinds of combat blending seamlessly
together to create chaotic and dynamic battlefields unlike anything
you've ever experienced.
So
how does this mobility work? As a jump kit-equipped pilot, the stunts
you can perform all stem from two abilities: the double jump and the
wall run. The first one is self-explanatory and allows you to surmount
shipping containers and leap into second story windows with ease. The
second one is dependent on the angle of your approach. If you run
straight at a wall and leap into it, you're stuck trying to double jump
your way to a window or a roof. If, however, you come at a wall from an
acute angle, you automatically start running along that wall
horizontally. Once you start wall running, your double jump capability
resets, and then the fun begins.
If you spot an
enemy down an alley, you can wall run straight at him, bouncing back
and forth between parallel walls to make yourself a tougher target. If
you're trying to cross a courtyard, then double jump off the rooftop,
wall run along a billboard, and double jump again to another rooftop.
And how did you get on the roof in the first place? Perhaps by wall
jumping upwards, back and forth between two buildings, or perhaps by
leaping out of a top floor window and double jumping back on to the
roof. Though the moves you can eventually perform are complex, the root
of every maneuver is those two simple abilities. A solid tutorial puts
you through the initial paces, and though it might take a few matches to
get a good sense of how your pilot sticks to walls, it's easy to start
chaining together impressive feats very early on.
This
makes simply moving around the map both a continual pleasure and a
constant challenge, as you gleefully try to exploit every billboard,
building, and zipline to your advantage. The 15 maps are all rich with
opportunities for creative locomotion. Titanfall takes place on distant
colonies in the space-faring future, where the polished steel of
well-established settlements contrasts with the rusty metal of frontier
outposts. Dense urban areas play host to daring rooftop acrobatics,
while a corporate enclave provides curving architectural lines for
pilots to exploit. Many buildings have open interior spaces as well, so
weaving in and out of windows and changing elevation rapidly is par for
the course. It's always empowering to learn the maps in a competitive
shooter, but this satisfaction is heightened in Titanfall because your
expanded mobility means there is so much more to learn.
It
also means that your enemies can come at you from almost any direction.
Pilots move at a brisk clip, so there's a lot of potential for quick
flanking runs and rapid pursuits. They are also fairly fragile,
succumbing to a few well-placed shots much like their military-shooter
counterparts. This encourages you to be even more aware of your
surroundings and to take advantage of one of the more disruptive
maneuvers in the game: the wall hang. At almost any time you're running
along or jumping onto a wall, you can stop and hang, take aim, and fire.
Being able to switch quickly from wall running to guns blazing helps
ensure that a mobile pilot is not a vulnerable pilot, and the potential
for ambushing players by hanging in unexpected places is nearly endless.
Fortunately,
one of the tactical abilities allows you to temporarily see your
enemies' skeletons through walls and spot any potential ambushes. The
other two--turning nearly invisible and boosting speed and
regeneration--round out a trio of powers that have been extensively
utilized by other games and aren't initially very exciting. But like so
much in Titanfall, these familiar abilities take on new life because the
extensive player mobility allows you to employ them in new ways.
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