The rare occurrence when something truly falls into the "easy to pick up and play but hard to master" definition, with a skill ceiling which can only instill admiration, if not dread, to whoever really dared to challenge it.

You can outrun jets in Ace Combat. You can outflank mechs in Armored Core. You can become untouchable, here, in Titanfall 2.

The time-to-kill of this sequel is less forgiving than the original but still manageable: sitting just a tad over games like Call of Duty, the experience will vary a lot based on how much you rely on the movement system, the weapons you're using and landing the shots themselves, obviously. Weapons which can either fall in the category of hit-scan or projectile-based: useless to say, if you use hit-scan you're missing out on the fun, even if you gain the indisputable competitive edge... Or do you?

Run, jump, stick on a wall, your movement speed increases. Jump out of the wall, land on the ground while crouched, jump just right in time in order to, again, stick to another wall, while running.

Momentum.

To build it, it's easy. To keep it up, is hard. Once you manage to do so, it's time to air strafe around: to become a pain in the ass to other players. To become speed. To outrun, outflank, outsmart, and ultimately overcome. There's a plethora of tools which will help you: abilities, lethal, and tactical grenades. "Tools", given how they can be creatively used in order to gain and keep momentum, to obtain ad advantage over enemy pilots and titans.

Titans which still retain some hints of load-out customization, but they all share an heavy characterization, while each and everyone of them defined by a role they cover: heavyweights, middleweights, and lightweights with either close or short range specialization. If the pilot is ultimately an expression of free-form gameplay and movement, the titan is a welcome change of pace. Its presence changes the match flow fundamentally, becoming both a target and a menace for enemy pilots.

Don't hesitate, though. Boldness is heftily rewarded in this game. Gain the titan faster by exploiting your enemy's weaknesses in a moment of doubt. Weaken them while their attention's drawn by another enemy. Focus on pilots, titans or NPCs in order to ultimately win the match. Which is all that matters. Like Attrition: the only mode truly worth playing, in the end.

Become the ultimate fear of CAR and Tone meta users: embrace the grenadiers, grapple and frags. To everyone aiming at you and trying to land shots at you: become ungovernable.

Born to re-gen
World is a fuck
I am trash grenadier
410,757,864,350 dead hitscan users


Originally sandwiched in between the releases of two of the biggest franchises in its genre, and arguably in its industry itself, Titanfall 2 still somehow managed to retain the interest of a way, way smaller than deserved number of people. The multiplayer's free of any bullshit you'd find in other competitors, compromised of a lot of stuff to unlock. The single-player is super solid, a must-play. The cooperative, added in an update, it's also worth your time.

No one truly yearns for this game. It's always been there. It's still here. What some yearn to is a "return-to-form" of other, way better established franchises. They will not find that here.

Respawn Entertainment was never meant to replace anyone in the industry. They were only looking for a place where they belong. And just as those stories tend to go... Time was not lenient at all to Titanfall 2.

You can still make up for it, though.

All you need to do, is to play it.

Reviewed on Oct 10, 2023


Comments