{"id":21440,"date":"2016-08-22T12:08:02","date_gmt":"2016-08-22T11:08:02","guid":{"rendered":"http:\/\/ps4pro.eu\/?p=21440"},"modified":"2016-08-25T10:12:24","modified_gmt":"2016-08-25T09:12:24","slug":"titanfall-2-eject-eject-from-the-alpha","status":"publish","type":"post","link":"https:\/\/thegeek.games\/2016\/08\/22\/titanfall-2-eject-eject-from-the-alpha\/","title":{"rendered":"Titanfall 2 – EJECT! EJECT! — From the Alpha"},"content":{"rendered":"
<\/p>\n
The game has currently three modes available for testing, Bounty Hunter<\/strong><\/em> – which replaces attrition – allows the players to collect money from AI \/ player targets upon killing them, and returning it to the bank. The team with the most money in the bank at the end of the session win. Then there is Amped Hardpoint<\/strong><\/em>, a 6vs6 mode where players have to capture three points ( Titans can be used here also).<\/p>\n Then there’s pilot vs. pilot, that has no AI enemies or Titans, a basic Team Death Match mode<\/strong><\/em>. We also get two maps for the beta (Boomtown and Homestead), and two titans to try out.<\/p>\n <\/p>\n The problems with Titanfall 2<\/strong><\/em> will be glaring for those who played the first game, for those that did not well even they seem to be realizing something is amiss. Players, and Titans are no longer that unique, as Titans now cannot be customized, and players have to level up to gain gear and weapon modification.<\/p>\n This would not be so bad if it weren’t for the fact that the design between the two teams looks identical. In the first game, you had two distinct sides, the Corporation and the Militia. Here however even if you choose either the Apex Predators or the 6-4 group you will not see any differences between the models. Sure there is some customization options, but certain loadout seems to be locked behind classes.<\/p>\n The grappling hook that was advertised in trailers, is also only a selectable item. The use of it is a bit slow, but allows the player to traverse the open maps much quicker. There is also the slinding mechanic which is reminiscent of Vanquish. It is a neat mechanic and allows for some hectic combat scenarios, but because of the low TTK it is not the best thing.<\/p>\n <\/p>\n Not just loadout, other options for weapons, skin are locked behind level and credit options. Unfortunately, our weapons are not that great if they are not leveled up. Except the one hit one kill sniper rifle, which ruins the game. Although most weapons are now one, hit one kill types, and boy does that show. I remember complaining about Destiny’s\u00a0 time to kill, but Titanfall 2<\/strong><\/em> takes the cake. The game became “I can see him before he sees me. Therefore, I win” situation.<\/p>\n Titans were also nerfed to the ground regarding availability and durability. There are no more timers, and Titans are now locked behind killstreaks ( the devs claim they are not but hey – I’m the one not getting a Titan for two whole matches), oh and they also do not have any shields now.\u00a0\u00a0 Their armor is average, and we cannot dash with them ( at least in this alpha), so they are a just big slow giant walking death traps.<\/p>\n A lack of atmosphere has also been plaguing the gameplay. While Titanfall 1<\/strong><\/em> had lively chatter from commanders, soldiers, and even the walking dead machines themselves, there is none of that in Titanfall 2<\/strong><\/em>.<\/p>\n It feels empty as hell and really easy to snipe with even the most basic weapon.<\/p>\n <\/p>\n The question has been echoing through the internet: Should this game be delayed and Respawn<\/strong><\/em> Entertainment think it through before release?<\/p>\n It is not a bad game, but many such as me when went back and played Titanfall 1<\/strong><\/em> realized that the sequel feels barebones. It is the literal one step forward, two steps back issue. While EA and the developers will probably won’t delay it, the negative press the game has been getting might force EA and the devs to truly rethink this game.<\/p>\n Titanfall 2<\/strong><\/em> is in a weird situation. The first game had its problems, but the sequel instead of streamlining or even trying to fix those issue, just decided to rip them out. Respawn<\/strong><\/em> Entertainment has two months to try and fix these problems, or the Singleplayer will have to carry the sequel.<\/p>\n -Dante-<\/strong><\/em><\/p>\n + Mech showdowns look awesome<\/strong> – 12 players per match seem low in this day and age<\/strong> Publisher:<\/strong> Electronic Arts<\/p>\n Developer: <\/strong> Respawn Entertainment<\/p>\n Genre: <\/strong> First Person Shooter<\/p>\n Relase date: <\/strong> Okt. 28, 2016<\/p>\n","protected":false},"excerpt":{"rendered":" EJECT! EJECT! — From the Alpha<\/p>\n","protected":false},"author":7,"featured_media":15252,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4],"tags":[4378,4373,3851,57,4377,321,4379,298],"yoast_head":"\nStripped to the core<\/h3>\n
MOBA-Fall<\/h3>\n
Delay?<\/h3>\n
Could be good:<\/h3>\n
\n + Next gen only (finally)<\/strong>
\n + Singleplayer story shows promise<\/strong><\/p>\n<\/div>\nCould be bad:<\/h3>\n
\n – Lack of maps, and modes<\/strong>
\n – Lack of support after release<\/strong><\/p>\n<\/div>
\n