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 donāt know that I can sign on to Felixās 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.
I started playing this last night. I got through the factory part, which I was impressed with. Iāve been lowering the difficulty when fighting bosses because Iām 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 theyāre just always around?
thereās definitely a lot of them on hard too which makes it that much better, lots of near-misses and close recoveries
[quote=āwourme, 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.
[/quote]
Yeah, itās as much a platformer as shooter. (And itās the second FPS this year thatās a better platformer than Uncharted 4, har har.) Eurogamer had a good article about how the hybrid nature of the game didnāt come across in genre-focused marketing which mightāve 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 itās a bit too easy for combat to devolve into shooting cautiously from cover until theyāre wiped out. The invisibility ability is also weird in that itās extremely overpowered, but the cooldown is long, making it this highly binary mechanic of slay/sneak past everything or be slain ā 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 itās 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 didnāt 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, youād think they wouldāve flagged that the on-foot bits donāt really progress significantly beyond the factory level compared with the titan bits, but oh well.
What about the bit where itās 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
Iād 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 donāt do spawn waves and they really try to avoid attacking the player from behind so itās always quite manageable. Just making each fight area be waves*3 would be real interesting ā it might feel a lot more nu-Doom-like then.
Still, itās a small team and the easy answer was always, ātheyāll learn to use mobility in multiplayerā, so Iām 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, āeh, itās already coolā and left it.
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 thereās literally an indication of where enemies are when ever you switch back and forth
It being easy doesnāt 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 donāt find things like that very interesting in a similar way that I donāt find modern Mario very interesting. Itās kind of like reddit science gif game design: conceptually cool but unimportant. An idea gets thrown up, it doesnāt sustain anything fundamental, and itās discarding when thoroughly examined. Itās not bankrupt like turret/vehicle sections in other shooters meant only to provide spectacle, but itās limited.
When the combat clicks and Iām running and snapping and leaping, then itās glorious ā and singleplayer, nu-DOOM is much, much better at generating that intensity that Iām looking for.
Or, I found much of Destiny more engaging because the art and world design is much better realized (Iām 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 ā thereās 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 itās not dumb yet. oh wait this is how we talk about a Souls game
It fades out, though. Thatās what sells the whole sequence. Itās like that bit in Tetris before it goes full-on invisible.
I never saw this?
must be because I was rushing to beat the game on the redbox rental time Iām such a badass pilot
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. Itās striking that weāve 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 thereās 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. Iāve almost tried the multi-player a couple times but itās 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 itās 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 āTitanfall 2ā
Titanfall 2 is currently 40% off in the PlayStation store