GamesRadar+ Verdict
Pros
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Fast
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slick FPS action
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Titans
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minions
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and parkour lead to epic moments
- +
Strong level design
Cons
- -
Lack of game modes is a bummer
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Pilot customization is underwhelming
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Multiplayer "Campaign" doesn't feel worthwhile
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A normal match of Titanfall is going to include at least two "Did you see that?!" moments. Like, two separate times where you literally say, "Did you see that?" Out loud. It might be when you dash through a ruined building, jump kicking half a dozen AI-controlled grunts to death. It might be when you pounce from rooftop to rooftop and barely make the leap to the evac ship as enemies try desperately to take you down. Or it might be when you eject from your doomed titan in the heat of a battle and watch from the sky as its nuclear core explodes, taking out every foe within a block. But no matter your skill level, and no matter how badly you're winning or losing, you're still going to feel the ꦰurge to scream, "Did you see that!?" because Titanfall--desp🔯ite a few shortcomings--is a game that demands to be seen.
You'll be amazed by how much is going on at any given time on the screen, even on the Xbox 360 version, which looks and plays almost exactly like its next-gen counterpart. The online-only FPS takes mechanics from popular modern shooters and mixes in new ideas to make for something that looks absolutely astounding. You're not battling in the streets of empty cities, you're fighting alongside AI soldiers, piloting massive mechs, and shooting at enemy players that can tumble through windows and run up walls. You kill fast,♔ die fast, and move faster than you do in most other shooters, making for short, brutal matches that you'll want to keep playing again and again. When you get into the groove of things, playing matches of Titanfall feels like munching on potato chips; good luck having just one.
If you were to strip away the unique elements you'd be left with a core that feels pretty familiar (which makes sense, considering the developer's history of making Call of Duty games), but that's easier said than done. The parkour? Those giant mechs? The AI minions? They're the bread and butter of the Titanfall experience. Minions might seem to be the least important cog in the machine because they're not as sexy as wall-running or mechs, but they serve the vital role of making every match feel bigger than it otherwise would. Though there are only 12 players in a session, there are at least twice that many AI-controlled allies and enemies running around at any given time. They skip around the battlefield and fight side-by-✤side with you, though they sometimes blow themselves up in absolutely remarkable displays of stupidity. AI units are downright dim-witted, which often leads to them staring at you like deer in headlights while you wave a shotgun in their faces. Their function is to die rather than kill, to fill the streets with corpses and serve as a morale booster.
The Xbox 360 version of Titanfall was actually handled by separate developer, and it did a fantastic job of bringing the larger-than-life battles of Titanfall to the last-gen hardware. The gameplay is virtually identical, and it doesn't look a huge deal worse. There's some screen tearing and the lower resolution means it's harder to see enemies far away, but those are really the biggest issues. Basically, it feels like the Xbox One version is on a PC running at High settings, and the Xbox 360 version is on a PC running Medium. That's it. The 🍒battles are just as fast, the AI is equally as st🗹upid, you can still run on walls and drop massive mechs on enemies.
More info
Genre | Shooter |
Description | The advanced warfare of tomorrow gives you the freedom to fight your way as both elite assault Pilot and agile, heavily armored Titan. |
Platform | "PC","Xbox One","Xbox 360" |
US censor rating | "Mature","Mature","Mature" |
UK censor rating | "","","" |
Release date | 1 January 1970 (US), 1 January 1970 (UK) |
Hollander Cooper was the Lead Features Editor of GamesRadar+ between 2011 and 2014. After that lengthy stint managing GR's editorial calendar he moved behind the cuඣrtain and into the video game industry itself, working as social media manager for EA and as a communications lead at Riot Games. Hollander is currently stationed at Apple as an organic social lead for the App Store and Apple Arcade.