Titanfall 2 - Analysis
From the outset, it seems that the basis on which Respawn has worked has been user feedback, listening to their requests after the first Titanfall, without forgetting their own design guidelines. In this way, on the one hand they have retouched everything, or almost everything, which failed in their first attempt at this title with giant robots, while, in addition, they have had more time to polish their production. It was precisely this last aspect, the time, that forced them to leave out their own campaign in Titanfall, having to opt for an online substitute that left almost nobody unhappy. That's why in Titanfall 2 one of the great points to keep in mind is that a specific single- player campaign has been created , with its story, narrative, playable evolution and epic ending.
In it we return to the bloody war on the border between the Militia and the IMC, 5 years after the events narrated in the first installment , this time in the skin of a character with name and surname, Jack Cooper, a simple soldier who dreams with piloting, one day, one of those glorious and gigantic titans that populate the battlefield. It is not a vain wish, since from the hand of Captain Lastimosa, a veteran pilot hardened in a thousand battles, he has been able to savor what is the experience of these heroes equipped in a suit of thousands of kilos and their own will. Luckily, for Cooper (and us), we shouldn't wait too long for us to end up inside the game's first battle, controlling the Titan of Lastimosa, BT-7274 (for friends, only BT). From there a fantastic journey awaits us that begins somewhat slowly and not excessively inspired, but that knows how to evolve to present multiple original and fun situations, despite being almost all the time too linear .
There are about six hours of game in which we will live all kinds of situations, from foot confrontations to massive battles between lots of Titans, going through sections with puzzles that remind us a bit of Portal (and we cannot - nor do we want to - explain more of the matter), various platforms, confrontations with final bosses ... As we said before, the first two hours of the campaign are not exactly the most interesting, but things start to take off until it becomes a most epic, varied and entertaining story . It must be said that its level of difficulty is not, far from high, something premeditated by Respawn, whose developers recommended us to make it difficult if we were veterans of first-person shooters or the previous Titanfall. We did so, and we only experienced a couple of points where we died more than expected, being able to finish the campaign in a couple of sit-ins, and without feeling the need to play it again.
This is because of the linearity of the experience , that the rigorous collectibles are not the most inspired either (look for pilot helmets scattered by each of the levels) and because there is no branch, secondary task or alternative section. This is perhaps the biggest mole in a story that appears to be the most entertaining and that also knows how to involve us in the relationship between Cooper and BT , which is much more than just a robot. So much so that our titan becomes a luxury companion, having constant conversations with him in which we can choose the answer we want to his questions (which contributes to creating an emotional connection with this metal hulk).
To this we must add a handful of changes in the playable that help to differentiate it even more from the multiplayer mode, although to a certain extent the Titanfall 2 campaign could be considered as a 'training' for the online battlefield. We mean, for example, that the types of titan in this single player mode are 7, by 6 in multiplayer , and we will 'collect' them little by little throughout the campaign, and then we can equip them in BT in any moment through its respective menu (a mechanic that, incidentally, has seemed somewhat forced). Added to this are a handful of playable tropes that do not appear in the competitive options, since they only make sense in a context with narrative and script. We must also differentiate that the capabilities of our character, Jack Cooper, are predefined, disappearing any hint of customization, beyond being able to choose the weapons we use when picking them up from the ground after each battle.