The Question: Is Titanfall Revolutionary?
Titanfall is long out and I’ve sat down with the game for six hours of play. For some reason, I think a lot of people haven’t quite heard about Titanfall. I almost ignored it myself. Now I’m glad I haven’t. The game consists of two sides, each with six pilots (players.) They fight it out over the map for various objects like any standard FPS. The catch is that a timer counts down for every player, and once it hits zero, the player can summon a Titan, a powerful but disposable mech, from the skies.
My only regret was not naming my Titan “Sloth” and my pilot “Chunk.”
Let’s start with the basics. If you have a PC with minimum specs, you really should upgrade or go for either of the XBox consoles. I have other games with identical minimal requirements and they look great, but I assure you that it’s not true of Titanfall.
When they say minimum, they mean it.
I have a Nvidia GeForce 8800 GT with 512 MB, and that has worked great for a lot of games for several years. With Titanfall, I can get it to run smoothly enough for game play, but the graphics look less than impressive during the shooting and downright horrid during many of the epilogue cut scenes.
We’re on the cusp of a new generation of games.This should be a surprise to no one.
But perhaps there’s something good about that. The 90s and the early years of 2000 were filled with questions about the importance of graphics to a game. Even today, all AAA titles require a warehouse full of artists to make it look great. Without oohing and awwing the visuals, I could only focus on the only thing that really matters. The game itself.
And it is damn good.
Many have made comparisons to other games. Mechwarrior, Call of Duty and Brink tend to be the biggest three I hear, combining elements of all three of these games into one.
From Brink, they took the parkour elements and perfected them. Respawn must have figured that getting this element right would satisfy the worries of fans who were burned by Brink. And it so drastically changes everything you think you know about FPS games. The most skilled players are constantly on the move. Dashing across walls, finding ways to play with your radar. Double jumping their way across rooftops and through buildings. Never before has looking up been so important. Each pilots gets three weapons, an ability and ordinance (explosive). The weapons include an anti-personnel weapon such as a rifle or shotgun, a sidearm (a pistol) and an anti-Titan weapon.
Then there are the mechs.
Rise of the Machines . . .
People make comparisons about the Titans to other fictional mechs. I’ve heard them compared to Landmates from the Appleseed series or good old Gundams. But in my opinion, the closest and most comparable examples have to be from Armored Troopers Votoms or Wanzers from Front Mission with just a dash of Zone of the Enders tossed in.
The Titans themselves are very dangerous, but far from unbeatable. Large, but not gigantic at about two stories tall. No built-in weapons but a hand held gun and an external mounted missile system. They’re fully capable of punching and smashing opponents, and sport up to three varieties of powerful shield systems. A Titan needs but walk over a player to step on them, killing the pilot instantly.
“In Soviet Russia, Titan rides you!” … It’s only funny until they actually try.
But intriguingly, they’re disposable if they have to be. Sure, it’s not encouraged (or maybe it is, considering you earn a little experience for every Titan dropped… hm.) But it’s not like Zone of the Enders or Mechwarrior where losing your mech meant game over. Hell, Battletech (the name of the extended Mechwarrior universe) has a lore point called the dispossessed who are warriors who have lost their battlemech and are very unlikely to get a new one.
A Focus on What Matters . . .
One point I noticed got me thinking that Respawn is, first and foremost, a company of programmers over artists. Many shooting games have come to reward players with visual options like new outfits. Brink or Space Marine have done so. But as a result many of these games tended to only have male character models to the point of some controversy, and I suspect that having to make options for both men and women would be a large artistic undertaking.
But Titanfall doesn’t bother with it, instead giving you the option to choose between a male and female model for all classes and nothing more. Kudos to Respawn for letting the girls play. And I actually prefer it this way, as although some visual choice is a fine reward, I’d rather the focus and effort be on the game itself.
The jury is still out on the game’s “doll collecting” feature. This player, for one, doesn’t look too happy about it.
A recent interview at IGN confirmed that it will be a long, long time before we ever see any new mech designs. Personally, I don’t care. And that’s far from a bad thing. The three Titans we got are very balanced. I never feel like there’s any model I cannot beat, whether suited up or on foot. Adding more models would be either a slight reshuffling of speed and durability, or adding a new feature or ability that risks destroying core game-play. That latter point is something they’ll likely have to do one day, probably in the sequel. For the time being, three is enough.
Psychology has to be the game’s best hallmark. Most of the time, game developers focus on creating a satisfying experience through the single player game, providing that play variety that keeps it from getting boring. Multiplayer games always run that risk of being tedious. But Respawn has made a breakthrough in cracking the play-variety code for multiplayer. What begins as man vs man becomes machine vs machine, and even man vs machine. When the mouse can beat the cat, things get interesting…
The Verdict . . .
I think all this brings us to our final question. Is Titanfall revolutionary? Sort of. In a sense, there’s absolutely nothing about Titanfall that hasn’t been done before. The parkour, the objectives, the story driven multiplayer elements, the mechs. Even the whole rodeoing, or jumping on and riding mechs, occurred in MechAssault 2 almost eight years ago.
Titanfall is a success not because it does anything new or innovative (it doesn’t), but simply takes a huge helping of elements from other games, blends them together and delivers them in a polished and balanced product. We’ve seen parkour and deep maps and mechs before, and on paper the combination sounds both awesome and a technical disaster.
But against the odds, it works wonderfully. Titanfall itself is not a revolution. It’s the murmuring discontent with the authorities, the resulting product of true gamers fatigued with the industry standard. People will play it and enjoy it, and they will compare it with games to come and know that there is something better out there. Titanfall is like the philosopher whose writing foretells a new way of thinking, who makes people less satisfied with the way things are and want more.
No, Titanfall is not a revolution… but it’s sure as hell going to start one.