so what's your over all opinion so far of the alpha over the past few days? Your usually pretty good about hashing out impressions
It's a lot of fun, first and foremost. The best thing about the game is the parkour elements. They are extremely simple, so on paper they might not seem impressive. But the fluidity of them and the ease of being able to pick it up means that it becomes second hand nature and opens up the game substantially when it comes to traversing. A lot is being made about the game feeling like CoD. And I guess? But I do feel the parkour elements really change the landscape and dynamic of the combat.
For example. I saw someone enter a room and I chased after him. As I entered the room I couldn't find the person. The player could have went 10 different ways and, that's because of the parkour elements. Within seconds they could scale the room and disappear. You couldn't have this sort of moment in CoD. CoD is much more twitch and your death is guaranteed.
One of the reasons I liked Halo, is that the shield afforded you the ability to survive a fight and escape. Retreating from an enemy was an actual strategy and it added more struggle to the combat. Similarly, a game like Battlefield also achieves this, by having large levels and better pacing. If you die In that game, it feels like you died because you didn't do everything you could have. The death was justified. I feel that element in CoD has been lost with every release. Titanfall conversely achieves this with the Parkour elements.
I think the Titans are a lot of fun and also change the dynamic. The way I see it, every match is a race to your team getting as many Titans on the map at the same time as possible. Multiple Titans can turn the tide in a Ttitan match and can leave a team with more Titans on the map unchallenged, thus more domination. And yet, there is still a fair balance. If you really are determined, you can kill a Titan on the ground as a soldier. You have special side weapons that specifically damage Titans more. But you have to constantly be moving and using your parkour and cloaks in between shooting or the Titan will kill you instantly. But this system ensures that Titans don't just dominate. Sometimes when in ur mech, you are constantly using your boost to get out an area and get in a place where ur not taking damage from all sides. So this is where I think Mechs are balanced. You have a shield and when it goes down, you are taking straight damage to your health. This encourages you to retreat, and so you are constantly moving as a mech. Again, I find this balance fair.
I didn't level up to the very high ranks, so I can't say enough about perks and weapons and of course this is an alpha, so it's limited in what they offered us. I do kind of wish there was more weapon variety. Again I don't know if what we got was severely limited. But I think the game needs more weapons, classes and ability to add on things to your weapons. If not, then I think the games weapon and class system feels dated. I personally never got bored, but if I had the game for months, and that's all we get, then I probably would.
I think the AI are really interesting. I think they function as creeps do in MOBAs. They become a resource and teams will gun specifically for them as they yield points and increase your Titanfall drop time. This is crucial, as you are trying to get as many Titans on the map as possible, so your team can control the Titan battles against the other team. So grunts end up being an element where teams traverse the map and don't camp. It keeps players moving and makes the map used to its fullest, which I think is clever game design. However the AI of these grunts is questionable. In the Alpha, they are basically fodder. They put up no resistance and are useless. Yeah there are different classes, and the higher the class the more they can do. Spectre AI for instance will actively shoot rockets at your Titans. And they will go the capture points in Domination mode to capture the areas. But they offer no challenge. I can walk up to 5 of them, and kill them all without them shooting me once. With smart pistol (a gun that auto targets all enemies in a certain range and even tells you how many times to squeeze the trigger) - you can take out grunts in one blow. So I question this, and hope that the final build tweaks them more.
All in all, I'm really impressed with this game. It's a pretty simplistic arcade style shooter, so don't expect this complex strategic shooter, it's not that. But it's simplicity is what makes it fun. Within an hour you will be wall running and bouncing off wall to wall and scaling large buildings. Bullets will be raining down on you from a Titan, and you will jet pack to avoid the bullets then run along a wall and jump across the Titan and dive through a window to safety. You will be in a mech and will be shooting an array of rockets and the pilot will fly up, and then you punch him with your fist and splatter him like a fly out of the air. The game allows for awesome moments like this, and it's all intuitive and accessible.
All in all, I think the quality and quantity of the maps will determine how good this game is. The controls are there. The overall mechanics and balance of the battle is there. But will there be enough maps that take advantage of this? Will there be enough variety to keep the game fun for a year? That's the question. The simplicity of it is a great asset, but it can also be it's downfall if the maps aren't great or varied enough, if the level up system doesn't give you enough options and incentive to keep playing.
But I can safely say they nailed the gameplay.
(sorry for any typos, i did this all on my phone).