This year’s Electronic Entertainment Expo (E3) introduced some major video-game systems but what’s kept people talking after the event are the games.
Games like Titanfall, a science fiction first-person shooter developed by Respawn Entertainment. Titanfall stood out at E3 by redefining the first-person shooter with innovative gameplay.
Jumping the Gun
During the design process of Titanfall, the Respawn team observed that most first-person shooters limit gameplay to a single plane of movement. In those games, players are usually restricted in where they can go, even in Multiplayer mode. Titanfall‘s designers made expanding player mobility one of their primary goals. And with maps designed to open up the space for players to freely double-jump and wall-run during combat, a rocking good time was had during the E3 demo. Think of it as part Mirror’s Edge and part Halo.
- Play As Titans: Titanfall rewards kill streaks (consecutive kills) by air-dropping giant robots (Titans) onto the battlefield for players to pilot. While robots are stereotypically considered to be slow and clunky, the Titans have the same agility and navigation as regular players.
- Titan Weapons: Each Titan has its own unique arsenal that can change battlefield situations.
- A Closet Full of Metal Jackets: There’s no limit to the number of Titans a team can acquire. Since each player has an equal chance to gain a Titan, teams will no longer be fighting amongst themselves over resources.
- Gameplay from the Source
While E3’s gameplay demo turned heads, it was also the technical side of Titanfall that impressed the crowds. Titanfall is built using Valve’s Source game engine—the same engine that powers Source Filmmaker. Source Filmmaker lets players animate their own video-game movies or make machinima, and is a versatile video capture and editing application.
Do battle from inside a mechanized robot armor in Titanfall.
Titanfall was impressive at E3 and we can’t wait to spend more time with it.
Still, for hardcore gamers (and aspiring game designers who want to make great games), questions remain. Mainly things like game balancing. Is there a realistic chance for players to consistently take down opposing Titans without Titans of their own? Will players be able to choose what type of Titan they get to pilot? And just how hard (or easy) will it be to pilot a Titan?
We’ll find out in 2014 when Titanfall is released for the Xbox One, Xbox 360 and PC.