Titanfall and Verticality in Pilot movement, Lateral movement in Titans...

#11SigmaLongshot(Topic Creator)Posted 2/10/2014 3:10:48 PM
Actually no - I take that back - distilled genre formula games have since yielded Rayman Origins and Super Mario 3D World - I'm mistaken that Team Fortress 2 was the last. Though in terms of shooters - I stand by the notion.
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#12BoxTheMuppetPosted 2/10/2014 3:31:31 PM
I have nothing to add. I'm psyched for the beta.

I'm interested in seeing how the online campaign plays out.
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#13pez2k_Posted 2/10/2014 5:37:16 PM
I actually think the Titan gameplay is very reminiscent of Unreal Tournament. A lack of ironsights, projectile-based rather than hitscan weapons, dodging, and so on are all hallmarks of oldschool arena shooters. Even the energy shield / bullet capturing thing reminds me of the basic projectile-blocking options in UT99 and UT2k4.

The levels also effectively scale down in that mode, so what are originally wide open streets and buildings for pilots turn into tight corridors for a Titan, again kind of like retro level designs.
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#14Lawboy2Posted 2/10/2014 6:14:36 PM
After playing titnafall...I compare it to

COD
BF
Halo
Gears

And a lot of things that haven't been done in games before
#15Decimator11Posted 2/10/2014 8:36:50 PM
If you work for Ubisoft, you ought to apply for VIP status. Or is that something you don't want to do, for whatever reason.
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#16SigmaLongshot(Topic Creator)Posted 2/11/2014 12:36:40 AM
Decimator11 posted...
If you work for Ubisoft, you ought to apply for VIP status. Or is that something you don't want to do, for whatever reason.


I have sent two separate applications up, both seemed to be completely ignored, bud.
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#17SigmaLongshot(Topic Creator)Posted 2/11/2014 12:42:54 AM
pez2k_ posted...
I actually think the Titan gameplay is very reminiscent of Unreal Tournament. A lack of ironsights, projectile-based rather than hitscan weapons, dodging, and so on are all hallmarks of oldschool arena shooters. Even the energy shield / bullet capturing thing reminds me of the basic projectile-blocking options in UT99 and UT2k4.

The levels also effectively scale down in that mode, so what are originally wide open streets and buildings for pilots turn into tight corridors for a Titan, again kind of like retro level designs.


I partially agree with this point; the major notion being that the Titan gameplay evokes a very 90s-style of battle.

Tight manoeuvrability, restricted vertical movement but corridor-esque traversal really does offer an old-school feel. But in the same environment as the pilot battles, it changes your alertness to include more Halo-like alertness and reciprocity of attack. :)
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#18SigmaLongshot(Topic Creator)Posted 2/11/2014 3:32:02 AM
Lawboy2 posted...
After playing titnafall...I compare it to

COD
BF
Halo
Gears

And a lot of things that haven't been done in games before


I didn't notice a lot of Gears of War's design in the alpha build - which part of the design resonated with you to that end? Something I perhaps overlooked during my brief hands-on.

Cheers mateybubbles.
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#19181stCommanderPosted 2/11/2014 3:35:55 AM
You work for Ubi? Tell them we are tire of the AssCreed milking.
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#20lunaticcorePosted 2/11/2014 3:43:38 AM
Honestly I think the Titans could have borrowed more from Halo. The feedback of the shields in Halo when being shot and the snappiness of the shields popping when they are depleted would be nice. In the alpha build the Titans were very limited in loadout options and that gave the battles an almost rock, paper, scissors vibe. Fighting in the Titans vs Titans is almost more like a fighting or boxing match. However you have to be aware of pilots trying to jump on or shoot at you. Not only because the pilots are dangerous, but because they are easy points if you spot and kill them.