I've played a bit of it. Holy shit this thing is killing my laptop, and too bad I can't play it on my proper rig since I chose not to go home for the weekend. Bummer.
Impressions:
Movement is fun and fluid. I expected this to be the best part of the whole thing, and it does well. It takes the best parts of ME, Brink, and 3rd-person adventure games with traversal aspects and stream it down to only focus on making it intuitive. The ME fan is me prefers it if there was a little more vomit-inducing part to the movement, like having look at environments vertically when wall-running, but I would imagine that to frustrate a ton of people.
Bots. Holy shit. I personally expected this to be good, but it was meh. Now, I fully understand why they're there for what they serve, and they serve their purpose well, but I do think that the implementation is poor. The bots added cluster and chaos to the battlefield by padding the numbers, but I didn't think they added to the immersion. I don't expect them to be excellent AIs, but I think that if the objective was to make newbies feel good by killing creep and directing pilots to objectives, throwing up grunts didn't feel as good as I thought it'd be.
Titans. It's been said already, but I generally echo what's being said in that it's not as fun as it looks. Pilot-play feels better, and it's more satisfying to utilise Titans in different manners anyway.
IMO, the best thing that Titanfall has delivered thus far in terms of experience is 'set-piece-in-the-moment.' By making moment-to-moment gameplay be filled with opportunities and well-crafted sequences that make you feel like a total badass from a mech movie/cutscene, the game amplifies the excitement.
Basically I think it succeeded where BF4 failed with stupid gimmicks like Levelution, where instead of crafting set-pieces that push you into a badass cinematic moment, the game instead gives you bite-sized set-piece moments like great level design that allows you to pull off slices of things like:
- your first super long-range parkour and level jumping
- your Titanfall drop
-your holy shit I landed on a Titan to destroy it
-your aircraft drop sequence
Titanfall's best achievement imo, is those things. The game's ability to contextually deliver these moments that are not inferior to well-crafted set-piece moments, added with solid fast-paced gameplay is Titanfall's key differentiator.
Because once I settled everything down, and tried to think that aside from the faster gameplay ( which will most likely be copied and stolen by every competitor FPSes in the next 12 months ), it's those implementations that stand out. Not the mechs, not the bots, but the overall ability to create those moments.
I fully expect Activision and DICE to start implementing parts of that into their CoDs and Battlefields starting next year. Probably something like the ability to wall-scale, jump on tanks to immediately set explosives, etc.