Titanfall 2 SP inspired by Half life - says the developer

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B-Cell_v1legacy

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http://www.ign.com/articles/2016/08/11/titanfall-2-single-player-campaign-is-surprising

We've all been influenced by Half-Life and Bioshock and didn't really have the opportunity to bring that level of pacing and player-centric conflict to games like Call of Duty that are so much about a squad. So this was a really great opportunity to stretch our limbs
plus new gameplay footage

https://www.youtube.com/watch?v=ZtT7tYn0_jg

Is it marketing? or can it deliver?

to me SP looks somewhat ok. i was expecting complete crap.
 

Nazulu

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Jun 5, 2008
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Yeah, they say Half-life and Bioshock, but the level design I saw looks very generic. It would be amazing if they could actually pin-point what made HL's design so clever, because it really knows how to change up the views and challenges, so it never felt repetitive.

That TF2 game play vid reminds me more of Halo if anything.
 

Chimpzy_v1legacy

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Nazulu said:
That TF2 game play vid reminds me more of Halo honestly.
Perhaps the Half-Life2/BioShock influence is more in the story and world building department? Because like you said, the level design and gameplay are much more reminiscent of Halo with a healthy sprinkling of CoD. I do like that your mech continues fighting without you if you get out. Sort of answers the question of why enemies don't just roflstomp it the moment you leave it to go faf about. But I think the first game did that too.

I'm thinking Titanfall 2 needs a different abbreviation than TF2 tho, considering there's already a game out there using it (and much more well-known by that name). TiF2? TiFa2? TFall2? TitFall2?
 

Zhukov

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Ehhh, I've seen worse I suppose. I like that I saw some nice open level design.

The gameplay however just looks like fighting the bots from the first game's multiplayer. Not impressed.

Not really seeing any specific HL2 influence and certainly no Bioshock. Looks more like the recent Call of Duty games than anything else.
 

Nazulu

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Chimpzy said:
Nazulu said:
That TF2 game play vid reminds me more of Halo honestly.
Perhaps the Half-Life2/BioShock influence is more in the story and world building department? Because like you said, the level design and gameplay are much more reminiscent of Halo with a healthy sprinkling of CoD. I do like that your mech continues fighting without you if you get out. Sort of answers the question of why enemies don't just roflstomp it the moment you leave it to go faf about. But I think the first game did that too.

I'm thinking Titanfall 2 needs a different abbreviation than TF2 tho, considering there's already a game out there using it (and much more well-known by that name). TiF2? TiFa2? TFall2? TitFall2?
Makes sense. I remember Half Life more for the level design than the story. I didn't play HL till 2015, so I missed that innovation too :p

TiFall2? T-Fa2? Tall2? lol

Edit: I thought about it a little, and I reckon TiF2 would be the best. For writing anyway, it doesn't roll of the tongue that well.
 

Poetic Nova

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I cannot help but have the feeling that it tries, and fails, to mimick Killzone for some reason.
 

mad825

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"developers from Call of Duty"
It shows.....And as of a result I'm not buying it....Wasn't going to buy it anyway.
 

Nazulu

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Smilomaniac said:
The Half-Life comparison is useless now. Back in 98 the scripted events were mindblowing, such as seeing jets fly overhead, launching a frickin' rocket into space and having your train cart fly off the rails. When coupled with the pretty amazing soundtrack, these were highly engaging moments that were completely unique and previously unseen in gaming.
Now, we're running along walls, dropkicking a guy in the face and jumping over a railing to enter your mech and instantly engage another mech with artillery level weaponry (all in real time) and at best it evokes a "meh". In perspective, while it's completely understandable, the cynicism is also kind of mindblowing.
You're comparing two completely different things there mate. It's all about execution. It's not just that Half-Life did these things, but it knew when and how to do them really well, surprising new comers even today.

When it comes to the game play, it really depends what you want to play (if you want to go to the effort doing all these actions), which don't mean a lot in the end when you are performing the same moves 100 times. It's like a picking a style that's your favourite, and Titan Falls is not superior on it's own. The meat of a great experience is the design/execution in a crafted experience.
 

Nazulu

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Smilomaniac said:
Nazulu said:
You're comparing two completely different things there mate. It's all about execution. It's not just that Half-Life did these things, but it knew when and how to do them really well, surprising new comers even today.

When it comes to the game play, it really depends what you want to play (if you want to go to the effort doing all these actions), which don't mean a lot in the end when you are performing the same moves 100 times. It's like a picking a style that's your favourite, and Titan Falls is not superior on it's own. The meat of a great experience is the design/execution in a crafted experience.
Y'know, I wouldn't be surprised if the campaign has just as many scripted events and design considerations as Half-Life did, if not more. I don't mean the gameplay mechanics replace the "crafted experience", only that gamers are extremely jaded when it comes to what they/we are impressed by :)

My point is that Half-life is design-wise heavily outdated and a poor game to compare itself to today, for so many reasons, one including the cthulu'esque storytelling of the player not knowing what the hell is going on for 90% of the game. Note that I don't mean it's a bad game at all and I don't mean to rag on an obvious classic, but while barely anything compares to the whole experience today, every design section and component of Half-life has been done far better since then, including pacing.

I don't subscribe to the rose-tinted nostalgia nonsense that people so often spout and I definitely agree that there is an element of execution that has been lacking in games for decades, but then that's not exactly what they state that they're trying to be "inspired" by. Instead, that would be the intermission "action block" gameplay, which Half-life had as well, such as the airstrike section, which was a fiddly and annoying piece of shit, even if it was impressive back then, or messing with the railtracks for twenty minutes... Basically what was interesting then, is a nuisance now and that's what they think is so great.

For what it's worth, I have more faith in the parkour of titanfall, than I did in the ridiculous "skyway" in Bioshock Infinite. I don't think the wall running and jumping will be as repetative as say, the melee executions of DooM 2016.
Yeah, I completely disagree. If every design section and component had been done better, then that would mean these other games would have more interesting designs and better execution than Half-Life, which I haven't seen yet. The game is very diverse with it's layout, so it's understandable that not everyone will like every part, but none of it is difficult to work around at all, and the story was obviously not the main focus. Sometimes it's better to include less if it can't be done well all the time, which is exactly my problem with HL2 and with a lot of other popular games.

Dumping in more scripted events doesn't mean jack shit without execution. This is what many people start to notice when they grow up, and what a lot of clueless devs don't realise. So when you say people are extremely jaded to what they are impressed by, do you really know what you're talking about? Do you understand those little differences in execution that can make something that feels flat and transform it into a work of art with just a change of the lighting, sounds, angles and/or timing? It's a very complex thing.

Not that it doesn't have a load flaws though, and like you said, I had no idea what was really going on till the end. However, I was sucked in by the fact that nearly every new room I walked into either had a different challenge or one from before from a different angle (how many games do that?). Not even Black Mesa got the execution right, and the invasion intro looks so crummy in comparison.

You know, it really sucks to defend classic games, because you always feel you're going to be labeled nostalgia blind or some crap, so thanks for not doing that. I first played Half-Life in 2015 so it couldn't be true anyway.

Also, I hope the actions in TiF2 won't be as repetitive as DOOM's. That became tiring very quickly.
 

Nazulu

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Smilomaniac said:
Execution can be a subjective thing. I don't mean to be pedantic, but you'll have to be more specific on whether you mean the mood/atmosphere or the "puzzle" of a specific room, or the combination or the variation of them between rooms, etc. of a specific set piece or all of them combined.
Does execution ever become better than originality and is something still original, if it tricks you into thinking it is, such as by using the same challenge from a different angle?

What I'm getting at, is that execution is a buzzword to cover every design decision of a particular set piece. When I keep mentioning scripted events, that's because it's an easy example that Half-life did exceptionally well - I also imply that they have to be used effectively and not just because; I hope you know that. Scripts such as enemies moving in, things breaking or sounds starting up upon you reaching certain points, that's not only part of execution, but in Half-life that was a near constant occurance to make everything look like a living breathing world that reacted to your presence.
That's meticulous, tangible design that we can point to and distinguish from other games, because designers use less obvious scripted events now and rely more on AI and pathing for you to engage when you want to in a living world. On more than one occasion, you could see soldiers or aliens wait until you walked ahead by a couple of centimeters. You don't see that anymore in big titles, but in reverse you saw that a lot in Quake and Quake 2 if you moved outside the expected path.

Deus Ex (released 2 years later) already improved on the world interaction by not letting anything happen until you screwed up by getting seen or trespassing, or engaged enemies. That's one example of doing something better, though the game was flawed in other ways, such as letting aiming be a skill that you had to level up (making gunplay really hard and unforgiving, almost unnaturally so. A game design choice, but a bad one in my opinion). Another aspect of that was the multiple approaches and open areas used to effect (unlike open areas being the play itself like it is in sandbox games).

When things are done right, players rarely notice these things. When you finish a set-piece in a new game, you're more likely to have already seen everything in it from other games than not. This is where I think the jaded mentality comes from.
As games become increasingly easier as well, you can brute force through everything and don't have to suss out what the developers intended the challenge to be (which I admittedly very rarely do).
When something is done wrong, again DooM 2016, you can pinpoint it though, such as the incessant "hell in a cage" style set-pieces where you can't turn back, but are forced to fight in an unexplored location for a set amount of enemies.

We can just look at new games and state that we hope they have the right execution, but it becomes a nebulous term and doesn't make for a good discussion or argument. That's why I focus on what they'll do that sets the game apart, because I already assume they'll some sort of execution. From the video that's linked in the top, it seems to be alright, but then again I have to know what specifics you mean to relate it to.

Deus Ex (all of them, even the 2nd one), System Shock 2, Aliens vs. Predator, Red Faction, Painkiller, No one Lives Forever, VTM: Bloodlines, Prey, Bioshock, Dishonored, Wolfenstein (the newest one) and probably a lot more than I can remember are all very good games that in some ways are better than Half-life. If you can't find *anything* you think is better executed in any of those, even in some of the CoD games, bulletstorm or something like RAGE, then I think you might be either biased or too general :)
It's all a subjective thing! It's all buzz words too! Hell, all the critics I've watched try to point out on how one fart joke works better than another, and I don't think we'll ever get a proper answer. That's how fucking complex these tiny little differences can make. No one can explain it completely.

There is no point on me being specific, I'm not trying to prove what the best is, just to make you understand that it's not easy to nail down what actually is "impressive". Do you really think when you tell me which games you believe to be better than Half-Life that it actually tells me anything? Also, I didn't say "everything" is executed better. Half-Life did what it aimed to do better than any other so far is what I'm saying.

To try and be more specific, I reckon it has the most clever narrative and design (or maybe narrative design?) I've seen yet. How you go through all these intense events all the time with interesting puzzles and action block parts is currently the most fun ride I've experienced so far. It never felt tedious (the air-strike is now a little after the first time), it is still scary and challenging without bullet sponge enemy's you need to kill, and like I said earlier, each section feels very different.

I loved how there are so many dangers in the blast pit. You just walk into this open area and you're suddenly next to a ballsquid and explosive canisters, immediately followed up by some charging dog aliens. Then you get the time to look off into the distance and notice all the monsters lounging around (some difficult to notice), some on small bridges next to more explosive cannisters, and you don't really think before you shoot and run into that mess. Then you go inside and get treated to some loud banging before seeing one of the scientists pulled away by some huge tentacle thing, finding out you have to actually go in there O_O. After finding out how ineffective almost every weapon is against the beast, you hopefully have some nades left to distract it and make it into the lower floors. There you are treated to more weird noises, tongues confused with rope, a broken lift, toxic shit, dangerous devices to activate, water now conducting electricity, a giant ass killer fan, more aliens in inconvenient places, what else did I forget? Finally when you fire up the beast, you nearly get killed from a long drop, and then nearly drown looking for the way out. Do you know what I mean? It constantly does this!
I'll try and make a comparison.

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Bioshock for example, did more with it's story and dialogue beyond just explaining the basics like in Half-Life, and obviously that makes it more interesting story-wise, adding to one of it's strengths. I can see how people would prefer BS over HL. However, I found the game play in BS kinda sloppy, and the design started feeling repetitive rather quickly.

It's hard to explain how firing on enemy's didn't create much of an impact when you can see there health bar trickle down slowly and they'd still be charging towards you at full speed. Or how I ended up just leveling the wrench because it just made things easier (2nd time). Or how I have so many weapons and abilities to keep track of that I feel like I'm forced to use at certain moments instead of using them at my leisure (which is underwhelming). And how I'm playing the same hacking mini game often to get the most out of each area. As well as that one fucking bug that forced me to have to reset my game the first time, grrrr! (nah, I forgave it ^^). I found it nowhere near as fun in the end.

Bioshock has all this extra shit like upgrades and 3 types of bullets for each gun and what not, and none of it felt like it made a big deal. They are all just weak tools to get through the same enemy's. And while the level details look great, I'm just shooting, hacking and zapping whatever I lure next. The big daddy's don't even make a fun boss anymore when you start wasting everything on them or timing the psychic catch on their grenades, because it's the same problem, unlike the big blue aliens you lure into traps in HL.
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I don't want to compare the best moments, which is best way to find how it impacted me. As you can see though, with each game you brought up, I can point out what I think their best qualities are and what I also felt dragged down the experience as well. I don't know why you're just mentioning FPS games. Undertale also has better execution than most games too and that was mainly with a clever but simple style, colouring, music and timing, along with an interesting story.

Hoped this all helped, otherwise I can't say much more :p
 

Ambient_Malice

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"We've all been influenced by Half-Life and Bioshock and didn't really have the opportunity to bring that level of pacing and player-centric conflict to games like Call of Duty that are so much about a squad."

Except you spent a decent chunk of Half Life 2 managing a squad.
 

Dragonlayer

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I hope this means we don't have to secure the Militia's freedom by balancing drums over wooden planks every five minutes. Game looks quite exciting so far, especially if it can deliver a big epic war of secession plot-line like they claimed with all the mention of the US Civil War/American War of Independence. I also like the addition of dialogue choices, I just hope they provide more then straight-faced or snarky responses to any given situation.

Ambient_Malice said:
Except you spent a decent chunk of Half Life 2 managing a squad.
Getting stuck in doorways behind rebels who keep pestering you to reload your weapon, seconds after they watched you swap magazines does not count as squad management. I say more developers need to steal the squad management systems from Freedom Fighters and Full Spectrum Warrior: simple, effective and addictively fun!
 

JUMBO PALACE

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Looks lonely. I was hoping they'd go for larger scale battles with lots of titans and soldiers running around. Isn't that part of the reason why there were bots in the first game? To create that sense of being on a battlefield? If it's fun cool but it looks pretty bland.