Titanfall 2 (Formerly The Last Guardian)

ok I got this for ps4 it is arriving sometime

Any of the PS4 people, feel free to hit me up for MP. It is some good times.

So I Redboxed this and I had a pretty good time with it. I don’t know that I can sign on to Felix’s praise, but I do know that running on that curved wall in the wind tunnel at 100 miles per hour was the most enjoyable three seconds of my life.

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I started playing this last night. I got through the factory part, which I was impressed with. I’ve been lowering the difficulty when fighting bosses because I’m not any good.

I like it when a game manages to make an environment feel dangerous, independent of enemies. Half-Life 1 and Dead Space did this well, I think. Parts of this game kind of do too, and I hope that continues.

The simulation dome boss has a neat skip where if you hug a wall in a specific area, the enemy waves never spawn and the dome wall opens up

I played through the whole thing on Normal and found that the boss areas were often covered in batteries, anyone know if those increase/decrease based on selected difficulty or if they’re just always around?

there’s definitely a lot of them on hard too which makes it that much better, lots of near-misses and close recoveries

[quote=ā€œwourme, post:85, topic:3152, full:trueā€]I like it when a game manages to make an environment feel dangerous, independent of enemies. Half-Life 1 and Dead Space did this well, I think. Parts of this game kind of do too, and I hope that continues.
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Yeah, it’s as much a platformer as shooter. (And it’s the second FPS this year that’s a better platformer than Uncharted 4, har har.) Eurogamer had a good article about how the hybrid nature of the game didn’t come across in genre-focused marketing which might’ve contributed to the flop: Time to kill genre? | Eurogamer.net

Personally, I also thought the on-foot shooting was kind of weak, in comparison to the likes of Halo: Reach or nu-Doom. The enemy AI hardly ever flanks nor is there any incentive for you to flank, so it’s a bit too easy for combat to devolve into shooting cautiously from cover until they’re wiped out. The invisibility ability is also weird in that it’s extremely overpowered, but the cooldown is long, making it this highly binary mechanic of slay/sneak past everything or be slain – and it creates another noncounterbalanced incentive to sit passively behind cover until it recharges. Still, none of that amounts to a major weakness given that it’s only 1/3 of the game.

After all the foreshadowing for that one, I was expecting a super extended and brutal wave battle along the lines of a Left 4 Dead final stage, but it didn’t really deliver on that at all. I suspect that used to be harder and playtests smoothed off the difficulty spike. My only real disappointment in this game.

yeah, you’d think they would’ve flagged that the on-foot bits don’t really progress significantly beyond the factory level compared with the titan bits, but oh well.

What about the bit where it’s every dimension-switching indie from 2011, but you have to fight enemies in both dimensions? That was super cool shooty shooty

yeah that was awesome but you barely had to fight anything

I’d guess they pushed them back for a smoother ride through campaign, too. It shocked me how easy it was on second-highest difficulty and how few spikes there were.

You can see places like the construction cranes where they may have intended to push the player to integrate mobility into combat. But they don’t do spawn waves and they really try to avoid attacking the player from behind so it’s always quite manageable. Just making each fight area be waves*3 would be real interesting – it might feel a lot more nu-Doom-like then.

Still, it’s a small team and the easy answer was always, ā€œthey’ll learn to use mobility in multiplayerā€, so I’m not surprised they leaned towards forgiving spectacle. The time-switching mechanic especially was played for spectacle and not interest. Obviously they realized it trivialized content to warp away and heal; probably at one point there were enemies on both sides more frequently but they just said, ā€œeh, it’s already coolā€ and left it.

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The time-switching bit totally felt like it was more about the platforming spectacle and general navigating the space then it was about fighting enemies seeing as there’s literally an indication of where enemies are when ever you switch back and forth

It being easy doesn’t stop it from being fucking cool and easily the highlight of the game and most every other shooter campaign from this year

fair enough, I don’t find things like that very interesting in a similar way that I don’t find modern Mario very interesting. It’s kind of like reddit science gif game design: conceptually cool but unimportant. An idea gets thrown up, it doesn’t sustain anything fundamental, and it’s discarding when thoroughly examined. It’s not bankrupt like turret/vehicle sections in other shooters meant only to provide spectacle, but it’s limited.

When the combat clicks and I’m running and snapping and leaping, then it’s glorious – and singleplayer, nu-DOOM is much, much better at generating that intensity that I’m looking for.

Or, I found much of Destiny more engaging because the art and world design is much better realized (I’m the oddo who thinks stoic year 1 Destiny is truly valuable, much better than chatty year 2). TANGENT My thoughts during solo Destiny are actually closer to old games – there’s little enough textual detail that I can read into the gaps. And when the near-entirety of the story is in names (Bungie remains really good at this!), presence, and architecture it’s not dumb yet. oh wait this is how we talk about a Souls game

It fades out, though. That’s what sells the whole sequence. It’s like that bit in Tetris before it goes full-on invisible.

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I never saw this?

must be because I was rushing to beat the game on the redbox rental time I’m such a badass pilot

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by the by, the PC version (a boxed, code only copy they hand deliver to you) is currently 33 bucks on Amazon

LTS makes sense of the changes to Titans. They need a reason for you to regularly disembark, so there are no longer shields and you have health pickups in batteries. Codifying (or, less charitably, reducing) the variety of Titan load outs into archetypes allows you to immediately know what your counters are as in other class based games.

The maps are getting real stale. It’s striking that we’ve got six fewer maps than in the original and the only confirmed DLC map is Angel City which is nice in a Cold Storage way but not helping in variety. My favorite LTS matches were on Swampland and there’s nothing like that here. Chalking it up to the reuse of campaign assets.

I finished this game the other night. I had fun with it. I’ve almost tried the multi-player a couple times but it’s difficult for me to care about a multi-player arena experience and I just ended up re-playing a couple campaign areas instead to look for hidden items. I wanted to see whether there are actual alternate paths or hidden areas at all, but it seems that it’s more about spotting the things and then puzzling out which walls I need to run along to reach them.

Never did master how to fight bosses without constantly getting hit, so I would probably be no good at the multi-player modes anyway. I think it would require a SB meet-up to get me to even attempt that aspect of the game.

so are we naming the ueda thread in a couple of weeks ā€˜Titanfall 2’

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Titanfall 2 is currently 40% off in the PlayStation store