Cross posting from the other thread:
This thread basically changed my perspective from pleasantly surprised to mildly disappointed. For me Titanfall 2 falls into the category of solid game that has been overrated due to being a departure from the norm.
I can definitely see where people in thread are coming from, I just don't agree with the premise that the game really executes its ideas well enough to be labelled as incredible or "amazing". I can appreciate the idea behind the platforming and movement mechanics but I don't think they did enough to properly integrate it into actual combat. I mean you could probably go out of your way to mesh them together constantly but it's not tightly woven into the level design by any stretch of the imagination. Most of the time combat and platforming felt like two separate games. Conceptually speaking the
level was cool but actually playing it felt like a chore up until the last part. The clear stand out was the
level which was quite brilliant. The way that particular mechanic was seamlessly activated and integrated within the actual gameplay was amazing. I'd go so far as to say the entire game should have been designed around that premise.
Again, Titans in theory are incredibly cool but the way they are implemented here is okay at best. It's not exactly hard to make them fun to play, they're mechs with gigantic weapons. Watching the grunts run straight for you only to die in droves with 2 seconds was pretty daft as well. Finally we have a FPS that had the potential for good boss fights but they somehow ended up feeling like one of the weaker aspects of the game. None of them were particularly hard or even interesting, and the tacked on "personalities" of each boss were pretty dire. The characters in general are basically non-existent and the story is just there (which for some people is a good thing). The Titan to player relationship was another fail for me - BT's dry delivery and literal commentary were a constant annoyance. The game length was relatively short which is normally fine, but I found the first 2 hours quite bland. When the entire experience is only about 6 hours long, that's one third that's not particularly good. The unskippable credits were another minor annoyance, especially when half of it just giving cheesy introductions to characters they spent 2 seconds on in the actual game.
The foundation and core mechanics of the game are very good. Gunplay is tight and all the weapons sound/feel great. This feels like a game which could have a potentially incredible sequel, but as it stands right now it's merely good.
I disagree. I don't think you need to go out of your way to mesh combat and the games movement systems together. There's ample opportunity to do so afforded by the level design. Significantly, the way I fought adapted as I learned more about the games movement systems. First I began quite grounded, then began using the movement systems to move between grounded positions, and then finally gradually meshing the two together, moving and shooting my path through. That's really emphasized during one of the final missions of the game.
I didn't dislike the boss fights as you did. I like that they're quite flexible, you can kill them in a myriad of ways and finish them off in a few different ways too. I think that's pretty cool and I like the idea of everyone playing the game in a different way. I think that sense of agency is what made me enjoy the game much more than most modern shooters. I've replayed a number of the games levels multiple time and each time I've played them it felt different. A different route, a different playstyle, carving a path through different enemies, seeing different rooms and portions of the map. The factory level is probably the best example of that, the level is huge and you can get through it while only seeing a small portion of the fight.
When the game did take those freedoms away it was only to introduce a cool new mechanic, facilitated by what I consider pretty good level design.
I agree with you that the games narrative wasn't up to much but I was able to forgive it for this sense of agency, solid gameplay and great level design. The narrative wasn't terrible though and I find the idea that you found much of it annoying a little odd. At worst I thought nothing of it, but getting annoyed by the dialogue, and even credits sequence seems unusual, I think you might have been holding these elements of the game to too high a standard. I don't think many people bought into Titanfall 2 expecting it to be the new Bioshock. If anything while the narrative wasn't especially remarkable, one should give it credit for not being forced down the players throat, it's so rare that Titanfall 2 takes control from you, making the dialogue and narrative perfectly ignorable if you don't think it's up to scratch. That's a far cry from the Uncharted's and Infinite Warfares, which will gleefully take control from you for countless minutes on end, only to suffer their trite narrative beats.
I think that interview proves that this game is dropping off pretty hard. There's no secret "oh it's doing very well."
Day 2 had modes that were dead. Then they shifted the playlists and then those modes stayed dead while others became dead.
I really do not understand who thought it would be a good idea to have 2 pages of playlists, or:
Amped Hardpoint
8v8 Variety (Amped Hardpoint + Skirmish)
I think you're reading into things that absolutely, weren't there.
The fact that day 2 had modes that were 'dead' was more an of an issue that it had modes that were hidden from the front page. Also, in many instances having modes that are less popular does not reflect the death of the game. Call of Duty has always had issues with the death of modes like Sabotage and a few others. That doesn't stop TDM, Domination and Sabotage having 95% of the player population.
Personally I think they should revamp and consolidate the playlists. If they wanted they could just feature three playlist. Mixed 6 vs 6, mixed 8 vs 8, and Custom mixtape. In custom mixtape you could select any gametype like LTS, Hardpoint etc. and it will just rotate those modes, putting you into games from the 6 vs 6 or 8 vs 8 playlist where appropriate. The thing about this game, unlike many others, is that it disbands and reforms the lobby every time a new match starts, which means that all of the capture the flag games that occur in something like the 6 vs 6 mixtape, should also be searchable in the playlist that is exclusively CTF.
The game should also not display a hard number of players per playlist and replace that with a percentage of the global population. Then you could create your own custom mix tape search, say for CTF, LTS and Attrition, and it would tell me that the total of the players also including those 3 game types within their search is equal to x percentage of the population. This would allow someone playing an obscure mode like LTS to keep themselves within a larger portion of the population playing the mixed gametypes.