Okay, I know this blog is not just supposed to be about first-person shooters, but rather other video game sub-genres based around the first-person perspective. But I have been on a "Titanfall 2" binge for the last 2 weeks and I want to express my love of the movement in that game.
So, to start things off, let's first describe what "Titanfall 2" is. The "Titanfall" game series is a first-person shooter created by Respawn Entertainment, that consist of 6v6 matches of "pilots" and "titans". "Pilots" are highly skilled soldiers that use parkour and jump jets to maneuver around the map. This creates opportunities for some high-speed action. "Titans" are giant, 25 feet tall battle mechs that pilots use to fight alongside them or control it themselves and fight as a titan on the battlefield.
Now enough about that, let's explain the movement system. As described before, "pilots" can use parkour and jump jets to maneuver around the map. This mainly consist of wall-running, sliding, mantling, double jumps, and some extra tactical abilities that can help with movement, like grappling hooks and speed boosts. The ability to tap a button to double jump and run across walls to create a sense of momentum is a simple concept that is used in some games, but is really well done in "Titanfall 2". It successfully takes the movement system and asks players to use it to define their play style. Are you a run and gun type of player? Then move around the map as fast as you want with a speed boost. Do like to take the tactical route in shooters? Then go ahead and jump on top of a building with a grapple hook to get a strategic advantage. Is taking the sneaky and quite way your style? Then go invisible, and flank the enemy team by running across buildings. It's a refreshing take on a movement system that has become stale in recent years.
(Example of the use of the grappling hook. Video by "ChristmasLights")
Ever since the release of the first Titanfall game back in 2014, other competitors tried to integrate movement systems into their games. For example, the last three "Call of Duty" titles have tried to push idea hard on all their players. The problem with this is that they were never really developed around the movement system, instead it just felt pushed in and unneeded. When we compare this to Titanfall, it feels like the game was built around the movement system and really takes advantage of the momentum based movement. Rather than it just being pushed in to a different type of game.
Titanfall 2 also does some interesting things with its single player campaign as well. While it is still a somewhat linear campaign and story line, it still takes full advantage of the movement. Respawn Entertainment decided to craft large open spaces for players to take advantage of. Because of this, players are able to choose how they want to play. It's a refreshing use of a movement system, that breaks the mold of linear first-person shooter campaigns.
In the end, Titanfall 2's momentum-based movement system remains, by-far, the best in the first-person shooter genre. With its well done design to incorporate fast and fun movement, and mold breaking of the slow and sluggish gameplay that I feel like a lot of first-person shooters have had as of late.
Does anyone else agree with me, or do you feel like shooters should be more boots to the ground style of gameplay. If anyone agrees with me, please suggest other games that incorporate a great movement system that incorporate momentum. The only other two I can think of right now are "Mirrors Edge" and "Dying Light".
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