You might think that it’s all getting a bit robot-mad around here at present, but in my defence this is one of the most anticipated games of the year, particularly on Xbox One (though, of course, it’s worth pointing out you can play it on 360 and PC as well).
The Titanfall Beta began on Friday 14 February. So, “What’s it like?!” I hear you ask. In a nutshell this game takes the first-person shooter genre and adds another level to it, in this case the one I’m talking about isn’t the massive robots – although they do change up the gameplay considerably – but playing vertically.
Making your way around maps designed to allow pilots to take advantage of going up and down as well as side to side makes the experience incredibly refreshing. Plenty of other games have done this before, no doubt, but here the execution is excellent, lumbering titan-like strides ahead of even seasoned franchises with killer multiplayer like Halo.
Being a Beta, there is only some much which can be taken away, and as such my reactions are still held in check a little with the anticipation of the full whack we are due on March 11. That said, even with limited modes (just a standard deathmatch, king of the hill/conquest and Titan v Titan) the gameplay takes first place.
Graphical fidelity will be less than the full version of the game too, but still the game looks solid. It’s missing a few water effects which players may have become used to and other touches, which may be included at retail, but the animation is strong and not juddery considering the amount going on on screen.
A lot of blabbing has been done over both resolution and also the number of players per side. Firstly, the frame rate, which I personally think is more significant to gameplay, does well despite the game being online-only and secondly, the number of players feels right for the size of the maps so far, particularly when all the titans are in play.
The feeling of being in control of a titan is so powerful at times that you quickly forget how vulnerable you are as a colossal, reasonably slow-moving target. Maneuverability feels quite familiar, in that the titan is an extension of its pilot – we aren’t talking Pacific Rim scale after all, the titans are the size of a two-story building.
Dodging and sprinting make a big difference, though it takes a while to adjust the bulk and avoid getting stuck on lampposts and other debris. It almost seems a shame that this game isn’t one of the umpteen titles being developed on Frostbite 3, as destructive environments would really push this title to the next level.
Of course, it would quickly become increasingly difficult for pilots, so perhaps that’s why developers Respawn decided to not go down that road.
The two maps available in the beta give a hint of the excitement to come, reportedly these only scratch the surface, as you would hope, and the loadouts system seems promising. The default loadouts alone give enough variety to keep the gameplay interesting, particularly since you select titan and pilot weapons, equipment and abilities separately.
One area which will be uncovered in the full version is how the narrative is woven into the game, since it is multiplayer only, but even without that set-up, the Beta is well served by its comprehensive but not overly-long tutorial training.
In all Titanfall will definitely be a game that all Xbox One owners should want at the very least, not because it’s the first exclusive which PS4 owners will really start to feel some jealousy over (and then buy on PC), but because it’s a game which begins to flex the muscles of the system and bring fresh ideas to the table.
Online gaming today has more players and costs more money than ever before, so what happens next?
OK, so we can’t predict the future, and we don’t pretend to know any more than you, so don’t read on expecting undeniable facts.
What you can expect (read right to the end, we’re watching you), is our thoughts on where the online side of gaming is going, and what experiences we can expect to encounter.
A digital future
The two next-gen consoles stand primed to clash in the greatest technological showdown of our generation, but what about the games?
One thing is clear – offline-only games are going to be few and far between. The rise of online-only games was felt more this year than ever before, in both successes and catastrophes.
The latest Sim City gave players cause for concern when it’s online requirement backfired spectacularly, but the highest profile casualty has to be Grand Theft Auto Online.
While the game is, if nothing else, incredibly ambitious, Rockstar fell under pressure quickly when there were countless problems with the game – a free addition for players of Grand Theft Auto V.
Weeks after launch, and after several title update patches to try to iron out the issues, GTA Online still feels creaky and glitchy. Not to mention the race to level up has left many players behind, particularly in races where no amount of money can buy car upgrades which they haven’t unlocked yet.
With so much seemingly against online games then, why do publishers and developers keep pushing for more?
It’s not about the money, money, money
Building an online platform, especially from scratch, is a massive undertaking which requires a lot of initial investment and on-going maintenance.
For big publishers like EA and Activision, these sorts of technologies are already on hand and so often can be adapted or acquired more easily, but for many games there isn’t so much backing on tap.
The title which really stands out in this regard is Defiance, whose developer Trion Worlds reportedly invested $70million to get the game up and running for multiplatform release earlier this year.
Despite a shaky start, the game performed well and lived up to nay-sayers who suspected it would never work. Unfortunately it has struggled more recently as the player numbers have began to fall.
Thinking inside the box
Where Defiance has an opportunity to remain relevant is the fact that first and foremost it is a multimedia enterprise, married up with TV network SyFy who have created the companion TV series alongside it.
Could multimedia hold the key to a sustainable future for online gaming?
Microsoft is very well placed for a multimedia revolution and the likes of Netflix (available on all consoles bar the Nintendo ones…) are announcing exclusives and special shows on an increasingly regular basis. Will we see games which tie-in to these net-based shows?
Then there’s the game spin-off TV shows themselves. Halo is working with the well-respected director Steven Spielberg and there is also a live action Need for Speed film in the works starring Aaron Paul of Breaking Bad fame.
Of course tie-ins of the latter sort are nothing new, indeed there have been plenty of embarrassing crossovers in the past, but with the opportunities of distribution through this new round of the consoles all the more smooth can we expect more?
It’s in the game
The way we play has also affected the games themselves, not just driving titles to being always-online (to get those coveted ‘living, breathing worlds’), but in terms of how they are structured and how they play.
Hotly anticipated next gen title Titanfall foregoes a traditional singleplayer campaign, opting instead for a skirmish-based cooperative campaign. The cooperative part is key, since the game wants you to play with others and grow with your characters and your team.
The risk here is that without a singleplayer campaign, players won’t get sucked into the story elements or the lore of the title and end up merely taking it at face value.
In a similar boat is Bungie’s Destiny. Responsible for establishing the Xbox with the original Halo, the company clearly know what they are doing when it comes to gaming.
Bungie simply describes Destiny as an ‘action’ game, suggesting that players will enjoy “a compelling storyline, competitive multiplayer, cooperative gameplay choices, wide open public combat destinations, and third-person community spaces where you can repair and rearm before going out on your next adventure.”
Once again, despite also offering player vs player modes, the main focus is cooperative, one of exploration and creation. It remains to be seen whether players will lose themselves in Bungie’s new world, or if they will just spend their time grinding for new items to use in team deathmatch.
The power needed to keep all of these games afloat is potentially limitless, as countless players around the world all interact, much as they have for years, except with bigger, richer and more dense worlds to explore.
That computing power has to come from somewhere, and it’s likely that cloud-based processing power will become increasingly important, especially as the games grow and change to adapt to their developing environment.
It’s unclear how effective or how close gaming will realistically get to the potential of the technology. The biggest stumbling block, and criticism, particularly in the UK is that internet speeds simply aren’t quick enough yet.
The cloud can take over processing power for things which might be able to be sent back through the web without the player seeing a lag, but for things like fighting games where split-second timing is key it’s unlikely the cloud would ever be able to ‘take over’.
The end game
The opportunities and possibilities of the continuing trend of converging media have the potential to make gaming more mainstream than ever before.
Ubisoft’s The Division sees players fighting in teams over a sprawling, dystopian world map. This game will use multimedia to link into players real-world lives and draw them back in by sending messages straight to their phone or allowing players using tablets to interact directly with players on the console through a meta-game function generally known as ‘commander mode’.
What is key to the success of these sorts of big ideas though, is whether players actually make use of them, and that gaming companies actually make money out of them.
Micro-transactions, DLC and in-game advertising are a whole other side to the funding debate entirely, but what will be the proof of the sorts of innovations above is if they substantially lengthens the lifespan of the game.
What to expect from next gen online gaming then? In a nutshell more of some of the things we know already and plenty more coming besides that. Better warm up the router now…it’s not going to get a lot of rest soon.