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11

FEATURE

GAMES

espawn Entertainment began as a

collection of former Infinity Ward

employees. The studio's first title,

Titanfall –

an Xbox exclusive

released

back

in 2014. Now, following the huge success of

the original, they’ve dropped a follow-up.

The inaugural

Titanfall

was a notably

multiplayer-only experience. For the game’s

sequel, the team wanted to enter new

territory. “Coming out of

Titanfall

, we realised

that multiplayer was neat, and it was a good

idea at the time, but we wanted to

move the series forward,” offers art

director Joel Emslie. “We still wanted

the two teams to work in tandem,

and not have this disconnected

experience.”

One of the most crucial elements

in the evolution from multiplayer to

single-player was continuity in the AI.

If the game’s namesake titans weren’t

controlled, meticulous and responsive,

there wasn’t really much point.

“Even though we evolved [AI] more

for

Titanfall 2

, its origins were already

great. It just came down to figuring

how to work all these things into a

narrative – balancing it all together and

finding the right ingredients of the AI

from multiplayer to translate it into

single player as well.”

The aforementioned narrative drew

heavy inspiration from – you guessed

it – James Cameron’s

Avatar

, amongst

other things. “The story itself has a

little bit of

Portal

, a little bit of

Half-Life

– some inspiration from

Blaster Master

on the old Nintendo”, laughs Emslie.

“There’s a tiny bit of a Metroid vibe. There are

all these inspirations that we were thinking

about when we were writing it. The root of

the story is your interaction with BT – this

giant robot. So there’s definitely a little bit of

James Cameron in there.“

Players are able to get in and out of these

giant robots as they please, increasing the

potential for exploration – and collectables.

“When BT’s walking around, when no-one’s

piloting him, he goes left handed,” says

Emslie. “It was just a detail to drive home

the fact that he’s on his own. When the pilot

hops into BT, he becomes a righty. I’ve played

through single-player maybe five times, and I

keep going back to it and finding new things,

because of the fact that you can get out of

your Titan.

“As you become more confident interacting

with your titan, it opens the world up to you.

There are a lot of little opportunities along the

way to find secret areas and arenas to fight

as a pilot. There’s a real replayability to the

single-player, which I love.”

Customisation changes were

also a focus for the team when

heading into the sequel.“ There's an

extraordinary level of customisation

available,” says Respawn Entertainment COO

Dusty Welch, “not only for the pilot, but now

the titans as well. The progression system,

too, is amazingly deep in terms of the unlocks

and propelling you forward. You’ll be able

to level up your pilot independently of your

titan, and independently of your

weapon. We wanted the players to

have as many options as possible to

make the game as personal an experience

as we could get.”

Welch goes on to describe the new

mechanic introduced for

Titanfall 2

:

pilot and titan interplay. “It creates this

wonderful dynamic between not only your

pilot and your titan, but other people’s

pilots and titans as well. For example; you

can have a small pilot on the back of

a titan trying to rip his battery pack

out, and the pilot then goes and puts

it into his titan, or a friendly titan,

and you end up working together to

demolish the other guy. It’s a great

new mechanic.”

Emslie adds that

Titanfall 2

is

more co-op focused, where its

predecessor was very much a lone

wolf experience. “When we went

to

Titanfall 2

, we were thinking to

ourselves, how can we put a sense

of team and camaraderie into the

players, where they’re actually

communicating with each other and

doing crazy tactical stuff? I've seen it

shift the balance of war.”

It’s clear that the team at Respawn

always have the players in mind –

Titanfall 2

will receive full post-launch

support, gratis. Although Welch

reminds us that this was the practice

with the first game.

“If you think back to

Titanfall

, we

provided eight to nine major content

updates for free, and we’ll be doing

the same this time around. We have

said publicly, multiple times, loud

and clear, that we are going to always

provide the maps and weapons and

modes for free. People aren’t going to

have to pay for that kind of stuff. We love

building our audience, and we love giving

back to them. As long as people are loving

the game and playing it, we’re always

going to continue to support it.”

Joel Emslie:

“When it comes to doing the tech test, I want to get this out loud and clear – the

team responds, listens to all that feedback. We agonise over it. We read every sentence, we’re all

over it. Our ears are wide open. If something isn’t working in the game, and the community really

doesn’t like it, it’s not going to stay that way – we’re going to fix it. We want to make the best

game possible, and the only way to do that is to actually have a large community of people being –

surprisingly, and some cases extremely - passionate about the way things were in the past. We’re

too close to the project in the studio; but once we do something like a tech test, we receive really

passionate feedback. Something I'm most proud of on the tech test is that we heard feedback one

weekend, and by the next weekend we had those fixes in place and working. That’s something that

you don’t get with these larger teams."

Respawn

listens

Titanfall 2

is out now