There has been an undeniable hype surrounding Titanfall. It’s hard to judge a game upon first glance that has received such great attention. Visually, it’s a nice looking game, favouring the familiar grimy environments often favoured in war-based games. Although the game is programmed through a heavily modded version of the Source Engine, it feels a lot like the Unreal engine. Think Halo mixed with Call of duty. Though not particularly revolutionary, there is a certain smoothness in its simplicity.
Running flawlessly even with my measly 3.0ghz processor, Titanfall is incredibly optimised, with fast-paced and fluid mechanics. Its biggest asset is its ease of movement. Not held back by awkward mechanics, you are able to run from wall to wall with ease, whilst simultaneously engaging in combat. This adds a certain novelty to a familiar concept, and lets face it…who doesn’t want to leap from wall to wall, defying the laws of gravity? While bringing a freshness to a first-person shooter, Titanfall also boasts a depth to its combat that is both accessible yet memorable. There’s no moment of joy, greater than pulverising a soldier with flying kick. It’s a new approach that leaves you on edge and wanting more.
And now onto the Titans themselves. They are giant robots, capable of raining bullets on anyone that stands in their way. Put simply, they are awesome. Surprisingly, the Titans are free from any sluggishness- the movement not that different from being on foot. There are three classes of Titans, all of which provide a unique niche in combat. Their signature drop-from-the sky is an exhilarating experience, one that never fails to excite you every time. Rather surprisingly, running around as a Titan was not the peak of Titanfall for me. There is instead, far more joy to be found in facing said giant robot on foot. Nothing is more satisfying than destroying a seemingly indestructible foe.
Unlike most tutorials, Titanfall managed to create one I actually enjoyed. Short and sweet, there was very little repetitive commands when compared to many others. Like the rest of the game, the process is incredibly simple. From there, you are entered into the campaign, made necessary in order to unlock all of the Titans. The campaign continues on the training from the tutorial, pitting you and your team against other players.
The game modes themselves are fairly simple, consisting of attrition, last titan standing, hardpoint domination and capture the flag. These are highly familiar and I must admit that, for a game that centres itself almost solely on multiplayer, its game modes are surprisingly limited. Although I respect the decision to focus on multiplayer, I can’t help but wish for greater variety. The storyline itself also seems an almost hollow attempt to appease the masses. The campaign is less of a narrative and more of an unnecessary addition.
As well as familiar game modes, Titanfall favours the familiar mechanics of challenges and XP in order to unlock new weapons and classes. The customisation of classes is simple enough, allowing you to choose differing abilities, all separated into tiers. The default classes provide a good starting point. There are three pilot classes to choose from, as well as three Titan classes.
Titanfall is an exhilarating game, bringing to life combat that is both merciless yet fluid. The mechanics are perfect, never hindering parkour-like movement and the visuals add an urban edge. Although the story seems hollow, Titanfall sells itself as a multiplayer shooter and it remains true to that. Those seeking a rich and flowing narrative may be disappointed, but I defy anyone to not be won over by the sheer magnitude of the Titans. While not revolutionary, Titanfall provides a unique freshness to its genre. It is an undeniably addictive game that I would recommend to anyone.

