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Titanfall Review



Whether you like Titanfall or not largely depends on whether you like online shooters, so that is really the first and most important question you have to ask yourself. If you do enjoy online shooters, the next thing you need to ask is if you like slow and methodical or fast-paced and hectic. Titanfall tends to fall (no pun intended) somewhere between a realistic military shooter and a run-n-gun arcade shooter. While you can indeed camp with a sniper rifle, it's not really as viable an option as it is in other shooters, so if that's the only thing you enjoy, you should probably steer clear. A lot of Titanfall's fun comes in the insane mobility – take the time to learn the art of wall-running and you'll be richly rewarded. If there's one thing other developers can learn from Titanfall, it's how to handle mobility.

I personally find Titanfall to be quite enjoyable, which I actually found rather surprising. As I said in the beginning of this review, Counter-Strike (all of them) and Team Fortress 2 have been the only competitive multiplayer shooters I've thoroughly enjoyed – I could never get into the Call of Duty or Battlefield franchises. While Titanfall certainly borrows a lot from Call of Duty and should thus appeal to Call of Duty fans, I think it also differentiates itself enough to appeal to non Call of Duty fans. There's also just something innately satisfying about jumping into (or onto) a giant mech.

One of the best things about Titanfall, and why I feel I can recommend the game, is that it's quite balanced. Sure there are some things I'd like to see changed (like throwing satchel charges a hundred yards, making them better grenades than grenades), but for the most part, there's no one weapon, ability, or tactic that dominates the game. And the one primary weapon that is above average at all distances, the R-101C Carbine, is available at level one, so every single player always has access to it. Furthermore, and arguably most impressive, is that Respawn somehow managed to balance pilots and Titans.

Aside from the balance, the other major selling point is the variety of maps. While they may not necessarily look all that different from a color palette standpoint, the varied layouts make each map play drastically different from one another. And because there's no map voting, there's absolutely no fear of one or two maps dominating the rotation as happens in most, if not every game with map voting.

Now the real question is whether the game is worth $60. It's hard for me to tell you what to spend your money on, especially a game with only an online component. Because there's no single-player component, I think $60 may be a bit steep. That being said, the game did launch with fifteen maps, which is more than most games launch with, and while the game modes are a bit lacking at the moment, new game modes will be released over time for free. However, it's important to note that the game has recently been on sale for around $40, and at that price, it's much easier to recommend – $40 does seem to be the perfect price point for what the game currently offers.

  1. Titanfall Introduction
  2. Titanfall Page 1
  3. Titanfall Page 2
  4. Titanfall Page 3
  5. Titanfall Page 4
  6. Titanfall Page 5
  7. Titanfall Page 6
  8. Titanfall Videos: Last Titan Standing & Hardpoint Domination
  9. Titanfall Videos: Capture The Flag, Attrition, & Pilot Hunter
  10. Titanfall Conclusion
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