Titanfall Got me Thinking
Update: I was able to play Titanfall at lunch. This game is the real deal. Respawn did it again.
I don't typically talk much about video games on this blog. My personal design passion is for print games and besides, I spend my entire work week developing PC games. I've seen how the sausage is made, as they say, so when it's my personal time, I prefer board games.
But, Titanfall released this week and I just can't ignore it. Yes, it has beautiful graphics, MECHS, parkour like movement, and tight, small-scale infantry combat. And mechs. But, the things that have me excited most are its lineage and its scope.
Respawn Entertainment is primarily comprised of former Infinity Ward employees. Before that, they were a part of EA LA, responsible for arguably the best Medal of Honor games. These things mean a lot to me, but they may not, to you. Let me walk you through their titles.
- Medal of Honor: Allied Assault (2002)
- Call of Duty (2003)
- Call of Duty 2 (2005)
- Call of Duty 4: Modern Warfare (2007)
- Call of Duty: Modern Warfare 2 (2009)
- Titanfall (2014)
Now, you might roll your eyes at that series of sequels and games that share a genre: first person shooter. I get that it's your first inclination, so go on, be snarky. You done? Cool.
Before Call of Duty, most games made you, the player, a one man army. You'd kill thousands of Nazis, zombies, tanks, fly airplanes, and generally be this god of war. It was fun, mostly, until you found yourself crawling through the same level trying to optimize your next dart for a health pack. It just became redundant and stale. These are the guys that helped fix it (alongside studios like Bungie with Halo).
Call of Duty put you onto the battlefield. You were one member of a larger army fighting an enemy army. Unlike other games with a squad, you didn't have to control everyone. The game took care of that for you. Your job, private, was to avoid getting shot and join the charge. Suddenly, the Assault on Brecourt Manner, the Battle of Stalingrad, climbing Pont du Hoc? Completely new. Overwhelmingly epic. Just incredible. The smoke, the sounds, y our commander shouting at you...I still vividly remember the P-51s saving my butt right as that German Panzer was about to push us off of our defensive position.
Infinity Ward didn't stop with cool, massive battles. With Modern Warfare, they reduced some of the battles to elite, 3 or 4 man teams. You weren't alone and they made every moment cool. It was around Modern Warfare that they really began pushing our expectations of what defines a scripted game experience. They began introducing more interesting story moments, like when I was killed in a nuclear blast as a foot soldier. They killed me! I couldn't believe that. They began creating really incredible one-off experiences, like when me and my sniper partner infiltrated this massive army outpost and, after he was injured, I pulled him to safety.
Modern Warfare 2 went batty with one-off moments. Ice climbing. Getting airlifted out of a subterranean prison right as the ground beneath me exploded. Setting up gun turrets to defend an American fast food restaurant from Russian assault. Retaking the white house. Or having a shoot out like the shower scene from The Rock.
Infinity Ward put me into the game better than anyone before. Without them, I'm not sure games like Uncharted, which took it to the next level, would exist.
While they were making incredible progress towards the ultimate scripted experience, they also did some really cool things in multiplayer. They weren't the first to add persistent stats to a multiplayer FPS, but their Perk system was incredibly innovative and let players easily create the character build they wanted. I didn't always love the community, but there is some great design there.
Now, Titanfall. The game is intimate. Where so many games keep going massive, Titanfall pits a small number of players together in intimate combat. Instead of dozens of vehicles, each with a unique control scheme, the game gives you powerful mech walkers that are intuitive to control and wield. Titanfall also introduces a parkour-style of movement, including wall running and other fluid environmental manipulation. And jetpacks. Yes, we've seen this before in games like Tribes and Mirror's Edge, or even conc-jumping in Team Fortress, but these experiences were often incredibly difficult to pull off and weren't designed from the ground up to be the game. And Mirror's Edge was purely single player.
The game also oozes personality. The experience shines through. It's packed with cool moments, like ripping another Titan pilot directly out of his mech, watching the console light up as you boot in, or the rush of launching from your ship. These guys took the lessons they learned from single player and infused them into multiplayer.
Finally, in a day and age when ever game has to have a huge single player, and co-op, and multiplayer, and free to play, and...Titanfall gives us one killer mode. I cannot tell you how cool that is. As a PC developer, if someone said "do this one thing super well" I would kiss them with joy. Respawn, as a new company, really doubled down on this. Hopefully, Titanfall is a huge success and they expand the universe with new experiences.
But for now, I'm happy to fight against other players. As we know, man is the greatest opponent. FPS muliplayer games like Titanfall may not be your cup of tea, but there are some great people there doing some really cool stuff. It isn't just another FPS. I can't wait to strap in.
Disclaimer: I work for EA, but I've had nothing to do with Titanfall or any of the games above. I'm not even in the same division -- I work for Maxis on The Sims 4. My opinions on this blog are my own. I've been a long-time fan of the work of this studio and I wanted to talk about it.