Here's hoping to a strong showing from Titanfall 2. I'm hoping that Respawn puts the same amazing amount of detail into it- Titanfall's environments and maps are chock full of detailed buildings/interiors/skyboxes and carefully placed objects that really show the devs put a lot of time and care into a game that they really wanted to be new and incredible.
There's apparently a hidden plush animal (animals?) hidden in each level in a hard-to-find/reach place (most have gone undiscovered), and there was even hints at an ARG with the
Hammond Robotics website that no one figured out the point/purpose of (there's a login field at the bottom of the page).
I'm of the opinion that Titanfall 1 could've been a huge success, if it:
- Had two or three extra months of development time (to get Frontier Defense/Black Market at launch, and resolve some issues to get that extra layer of polish)
- Was launched at ~$40 (to alleviate no SP/lack of content criticisms)
- Better introduced players to wallrunning/had a time trial mode/allowed players to practice wallrunning (too many people I've seen pushed away from the game didn't abuse wallrunning to the amount the game wants you to- once you start bouncing off everything you never go back)
- Wasn't so unattractive to PC players (Origin only, no server browser, no mod support, locked framerate, stuttering/tearing, resolution problems, Azure/server instability)
- Launched on PS4 (yeah, wasn't gonna happen due to the
problems with development, but there's no denying this hurt the game's adoption significantly)
- Hadn't been hyped up so damn much
The bots were awful they have no place in a competitive Shooter. I play MP games to match wits With human counterparts. Shooting bots gave me no satisfaction at all.
Bots are essential to Titanfall, as they provide a secondary objective (though arguably just as primary in Attrition) that gets players in Titans faster (so they can fight the enemy Titans/players) and moving around the map (encouraging them to encounter enemy Titans/players), which is core to creating the chaotic and frantic feeling of matches that caused many journalists to hype up the game pre-release (and also compliment the slightly larger map size required by having up to 12 players in big robots). They also require players to become extremely adept at target recognition in order to play at a competitive level- most of my matches start with me trying to wallrun/bunny hop to the other team as fast as possible and picking out the players from the AI so I can get some drive-by action with my shotgun. If you want a tightly-packed arena shooter, wait a year or two for the new UT.