The piece that you guys are missing is that the devs have gone out of their way to reference deathmatch shooters like UT, Quake, and Doom as an inspiration for Titanfall. They say they are trying to get away from the hitscan, spray-heavy, short kill time style of modern shooters, and go back towards oldschool mechanics.
From: http://www.theguardian.com/technology/ga.../titanfall-vs-destiny-future-of-shooters
Of course, saying and doing are two different things. In the gameplay footage released, I haven't seen much that resembles the elements toted in the quote above. Sure, there is wall running, wall dodging, dashing, etc, but I haven't seen the kind of rocket/plasma shootouts common in Unreal and Quake. Hopefully this is just cause it's early and very little footage has been released.
Mainly I'm hoping that even if this game doesn't measure up to Unreal standards, it at least sets a trend against COD clones, and towards more skill-based, creative gameplay involving advanced maneuvering and projectile weaponry. It could really serve to pull FPS out of the dark age they've been in since ~2005.
From: http://www.theguardian.com/technology/ga.../titanfall-vs-destiny-future-of-shooters
According to producer Drew McCoy, Respawn started with an interesting question: what would be the FPS version of mixed martial arts? So they started looking at classic titles and sub-genres, pulling in ideas from Doom, Counter Strike, Battlefield and more. "We went through a long prototyping process," says McCoy. "Our guys were trying all sorts of crazy stuff. It was all really rough, but it gave us an inkling of what could be good. And early on, one of the key things was movement, which has evolved into wall-running and double jumping - that sense of verticality. The other thing was survivability in a multiplayer game.
"The current trend is high lethality, one shot and you're down. It's popular, but if you go back 10 years, you had health and armour in Quake and Unreal, you could shoot guys 50 times - we wanted to try play with that, to lengthen the player's life without upsetting that quick kill balance. That's where the titans came in. They act as a kind of second life for you - you can take damage then eject out. Also you have AIs running around which are often easy to beat, so you get that quick kill loop."
There's also an ambition to add longevity to player vs player encounters, to get out of the twitch core rut that some well-known military shooters have ploughed. "The movement and face-off gameplay was influenced by Doom, especially the rocket launcher and plasma gun," says McCoy, "Those were projectiles that you could see coming, that you could dodge - there was this really cool back and forth dynamic. So Titans bring in a lot of that - they shoot a LOT of projectiles. And with the dash move, you can get in and out of cover real quick. This way, you're really fighting someone. It's not 'I shot first so you're dead', it's knowing the environment, knowing how to flank - we looked at a lot of old games for that."
Of course, saying and doing are two different things. In the gameplay footage released, I haven't seen much that resembles the elements toted in the quote above. Sure, there is wall running, wall dodging, dashing, etc, but I haven't seen the kind of rocket/plasma shootouts common in Unreal and Quake. Hopefully this is just cause it's early and very little footage has been released.
Mainly I'm hoping that even if this game doesn't measure up to Unreal standards, it at least sets a trend against COD clones, and towards more skill-based, creative gameplay involving advanced maneuvering and projectile weaponry. It could really serve to pull FPS out of the dark age they've been in since ~2005.