Titanfall analysis

titanfall-reveal

It is today when, officially, the most anticipated shooter of recent months hits the stores. Since its presentation at last E3, the praises of critics and the public have been our daily bread and its beta phase left a very good taste in the mouth at a general level. But also since its announcement there had really been little seen and proven with what uncertainty was still present.

After a little more than fifteen hours, I have been able to prove what the first title of Respawn Entertainment, former members of Infinity Ward and creators of CoD4: Modern Warfare, which is for me the best FPS ever, and from now on I can tell you that it is a resounding breath of fresh air within a somewhat stagnant panorama and genre. But is everything up to par in Titanfall? After the jump, we analyze it.

What is most striking during the first few games of Titanfall is how different an FPS can feel with a couple of "simple" tweaks to its gameplay. And it is that neither double jump nor parkour (or wall running, more specifically) are innovative elements in the world of videogames and both have been with us for years and even decades. But its inclusion in Titanfall does nothing more than add, differentiate and enhance a really polished and accessible control. The best? Its long-term depth and that is how it is usually said in English, it is a system easy to test but difficult to perfect.

Then there are, of course, the titans. We have to forget about any type of streak or accessory vehicle, all this is eliminated in favor of the titans, huge controllable robots that we can request from time to time according to our performance on the battlefield and that will influence those authentic explosive tanganas that are They ride in each game. Again, they have an accessible control but that, centered on a movement of dash, A melee strike, the weapon chosen from among several and a defensive skill and an offensive skill, has much more depth than it may seem.

Titanfall

What raised my doubts the most about this union of relatively novel factors was how everything would fit into a set and I must say that the surprise has been really positive. Logically, the Titans have superiority over the pilots, but their mobility and their antitank weapons mean that at no time do you feel that killing one of the robotic monsters is mission impossible. You just have to know how to do it since running straight ahead shooting without rhyme or reason is not the appropriate strategy.

Logically, the other point that draws attention during the first contact with the game is technical section that, no doubt, surprises. And it surprises, unfortunately, in a negative way. That an engine as it is Source, with ten years behind him, with totally fixed environments and with zero destruction, without any kind of technical display and with textures and particles that could well pass for being from the last generation, he is unable to show the whole at 1080p and we have ourselves what to settle with 792p it is, how much less, disturbing. It is worse, in my opinion, than framerate not be stable like a rock and suffer slight falls at certain times and, above all, suffer from a defendant tearing on some overly cluttered maps or areas.

Undoubtedly, these technical aspects, along with the delay of the Xbox 360 version and the problems that the PC is suffering in certain aspects during its first days, are symptoms that the development and polishing time of the game may not have been as long as it should. And, again, you have that feeling when you find an alarming lack of content in certain aspects such as, neither more nor less, than the game modes, with only five that, in addition, are extremely similar between them, being two exactly the same with the exception that the enemies of the AI ​​do not award points.

Titanfall

In addition, we also find faults such as the absence of the creation of private games or any system related to the creation or management of clans, important elements in a title, a priori, focused on the eSports. If we talk about weapons, there are 10 main ones that we can use with our pilot, a scarce number a priori but that offers enough variety of style and behavior to adapt to our gameplay: bolts, shot by shot, automatic, bolt-action, etc. On the other hand, less important, we also did not find an iota of aesthetic customization for our soldiers, titans or player card that does not exist either. Yes, it must be said, on the other hand, that the game comes with some more than worked 15 maps, putting itself above the vast majority of shooters as far as number of scenarios is concerned.

In short, it is more than likely that Titanfall was not that masterpiece and without fail that many expected due to the hyping generated as a result of its different presentations. While in Call of Duty 4: Modern Warfare we find a varied, complete and content-packed shooter that revolutionized the genre and marked a way forward and that seven years later no one has surpassed, with Titanfall we cannot speak with this emphaticness. The important thing? What playable base is gorgeous and cool, its main black points are the technical section and an absence of variety in game modes that, without a doubt, will be solved in future installments and, according to Respawn's words, they are already working on certain patches for the game that comes out today. The Titanfall franchise is a diamond in the rough that, shortly after polishing, will end up making history in the world of FPS.

MUNDIVIDEOJUEGOS RATING: 8,5


Leave a Comment

Your email address will not be published. Required fields are marked with *

*

*

  1. Responsible for the data: Miguel Ángel Gatón
  2. Purpose of the data: Control SPAM, comment management.
  3. Legitimation: Your consent
  4. Communication of the data: The data will not be communicated to third parties except by legal obligation.
  5. Data storage: Database hosted by Occentus Networks (EU)
  6. Rights: At any time you can limit, recover and delete your information.