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Standby for Sequel

by dharmabum on November 3, 2016
5 out of 5 starsScore: 100/100
A second attempt to reinvent the shooter.

Respawn Entertainment faces another difficult challenge of competing in an increasingly crowded genre, and as with the original Titanfall, their main target appears to be the ghost from their past, the Call of Duty series. Once again they have attempted to design a lightning fast shooter that appeals to both casual players and those who want to push the mechanics to their limits.

Titanfall 2 retains the secret beauty of the original Titanfall, the delicate balance between nimble infantry combat and large stomping mechs, and still provides a unique dynamic that separates the game from other shooters in the market. Like any good multiplayer shooter, it puts an strong emphasis on map control and teamwork, but still allows for lone wolf play.

These are some of the cleanest menus since Halo: Reach and the Networks feature should be stolen by every other multiplayer game.

Respawn has proven they know how to make a shooter that controls well with a smooth frame rate and this dedication goes a long way in giving the player full control over their actions. The new slide incorporates a Vanquish-like ability to duck under fire and boost past opponents while still maintaining your aim. You can easily spot a skilled pilot by watching how they navigate the map; chaining wall runs, double jumps and other acrobatic feats to create a sense of flow and player choice not unlike Mirror’s Edge. A new mechanic that encourages pilots to steal an enemy Titan’s battery and then return it to a friendly Titan for an extra shield adds an interesting touch to the existing rodeo gameplay.

Titanfall 2 also has a campaign that goes far beyond the tacked on radio play from the first game and features some of the most creative level design the FPS genre has seen in a long time. This is not your typical boring corridor shooter campaign.

Ninja fire shurikens, hovering in mid air while shooting, bunny hopping across the map, kung fu jump kicking an enemy - you get the feeling Respawn's design mantra was, "make the player feel like a badass."

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