By default, everyone belongs to the Advocate Network, but players can create or join their own. "Networks," introduced in this game, are groups of players, meant to build and nourish community, through which communication and matchmaking are facilitated. It’s like a bar with one person in it: nobody’s going to look in the door and think, “this seems like a happening place.” More confusing still is that it’s unclear (to me, anyway) whether the players simply aren’t there, or whether it’s a fault of one of the odder new features of Titanfall 2’s multiplayer. The worst thing about low player counts is that it’s self perpetuating.
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I could only reliably find full matches in the Attrition and Bounty Hunt modes, and at times the connection was controller-hurlingly bad. Sadly, in my experience, Titanfall 2 multiplayer is also peerless in the sense that there are no peers to connect to. The thrill of doing well, either on foot or in a Titan, is near peerless. Matches can be utterly brutal, thanks to an insanely low time-to-kill, which is testament to the sheer speed required to compete. The game modes offer a range of challenges, with the best offering a mixture of AI- and player-controlled enemies.
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The insane range of customisable options (you, your Titan, and every individual piece of gear each gain XP and unlock upgrade trees) enhance the superb player movement, offering fun weaponry and borderline game-breaking abilities to bust out when in a tight spot. Once one gains a degree of proficiency over the basic skills, matches are exhilaratingly fast and exciting. What’s more, all of these levels communicate their ideas through the game’s fundamental verbs - run, jump, shoot. Its central mechanic is simple and brilliant, utilised for puzzles and combat alike, and it’s virtually guaranteed to be copied and iterated upon ad nauseam. The best mission, “Effect and Cause,” is so great that I can't bring myself to spoil its surprises. Another has players skating around a massive starship as it hurtles towards a fiery demise. One glorious setpiece has players fighting on a titanic construction line while a prefab city is built around them - a beautifully meta encapsulation of the map-creation process. Each level introduces novel and well-executed ideas, none of which outstay their welcome. For example: in a nod to Total Recall, the Schwarzenegger sound-alike is named Richter. Though the remaining characters don’t tug the heart-strings, the villains are built of amusing broad strokes, each with a different silly accent. BT’s likeable in the same manner as Guardians of the Galaxy’s Drax: the banter between Cooper and his robot (there are even dialogue options!) revolves around misunderstood human idioms and accidentally heartwarming logic. Though protagonist Jack Cooper is completely forgettable, his mythologising of the Pilot-Titan relationship is backed up by unusually strong characterisation on the part of his Titan, BT. But if you think - as I do - that there's something oddly adorable about a lumbering mechanical Titan gingerly grabbing its pilot and placing them into its face-cockpit, you’ll find a lot to love in Titanfall 2’s buddy-movie plotline. Led by the people behind several early, beloved entries in the Call of Duty franchise, the team brought all of its experience to bear via strong level design, clever gameplay mechanics, exceptional pacing, and a surprisingly affecting story.ĭon’t get me wrong - this is still a big, explosive sci-fi action spectacle. In today’s ecosystem of multiplayer-first gameplay, Respawn could have garnered praise simply for making an adequate campaign, but instead the studio went all-out, delivering a focused and at-times ingenious single-player game. Titanfall 2’s campaign feels almost retro, in the sense that it exists. Developer Respawn also went one further, adding a single-player campaign that ranks among the best in recent memory. It’s taken the already-great pillars of its predecessor - fluid character movement and brutish mech suits - and further refined them, building a multiplayer experience more immersive and exciting than most shooters. Nobody’s playing this game.Īnd it’s a shame, too, because for the most part, Titanfall 2 is terrific. Titanfall 2’s tone right now, however, is one of cold isolation. Are they sizeable enough to reliably fill matches? Are they gracious when losing and humble when winning? Do they play well, with good sportsmanship? These things can define the character of a game, from the racist screeching of 12-year-old Call of Duty players to the comparatively diverse and better-behaved citizens of Overwatch. Multiplayer games live and die on their player bases.