Titanfall: A Day One Impression Journal
Oh, Titanfall, you’re finally here. I thought that I’d have to sit back and watch the news from afar; I don’t have an XBone, and I’m currently in a hate/hate relationship with Origin (EA’s online game service) that certainly dissuades me from handing EA money for my PC gaming. Then a frequent GotGame reader (a local friend of mine), @piforbreakfast, allowed me to get a few hours in on his XBox One to install and play the game while he was away (it’s weird to say “my friend let me play with his XBone”). After a good couple of hours of hands-on, mech-blasting combat, the game feels both rehashed and refreshing at the same time, and I’m pretty sure I mean that as a compliment.
Titanfall feels right like Modern Warfare 2, which it wasn’t anything breathtakingly-new, but breathed new life into console online FPS. And who was the team behind that game? None other than many of the guys who formed Respawn Entertainment and made Titanfall, which explains why so much of it feels familiar. I don’t mean “familiar” like the mothball smell that pervades every square inch of your great-aunt Betty’s house; I mean “familiar” like the hoodie you got ten years ago that you’re not going to part with until it disintegrates into rags all on its own. Titanfall offers plenty that Modern Warfare still doesn’t: wall-running, double-jumping, oh, and vehicles Titans. Some of those don’t belong in Call of Duty, but series vets should feel right at home with the on-screen HUD layout, reticules, controls, voice cues. In some ways, I couldn’t get over the feeling I was just playing the world’s biggest Modern Warfare DLC, but I liked the advantages of the new system.