After gorging myself on Titanfall for the past few days, I just wanted to re-affirm my impressions from earlier.
Essentially, Titanfall is the quintessential wirehead game: an absolute orgy of sensory experiences surrounding a hungry engine of time destruction. Respawns take less than five seconds. Time-to-Kill is better measured in mouse clicks. The game is so frantic and fast-paced that the 90 seconds inbetween matches feels like an eternity. This is the sort of game where nobody would have time to type “GOGOGO” if there were even a chat interface in-game, which there isn’t. There’s one in the lobby, but it’s sole function seems to be pre-game prognosticating (“Lame, they have two G6 players. GG”) and post-game trash talking/ragequits. There is also voice chat, but it too seems superfluous – what sort of coordination is possible or even necessary when your foes could be cloaked and across the map in 15 seconds or less?
I have never owned a Call of Duty or Medal of Honor game, so this could all be old news for some of you. I cut my teeth on Counter-Strike and Halo and Battlefield 2 which, at least back in the day, seemed to take a bit longer.
What is somewhat sad is my motivation for playing the game. Essentially, I’m playing it as a PlanetSide 2 substitute. They aren’t really comparable games at all, but sometimes you just want to shoot people in the face, sci-fi style. PlanetSide 2 was failing on the “people to shoot” front, and there is every indication that it’s eternal beta is catching up with it. Specifically, either it’s hemorrhaging players or hemorrhaging paying customers (or both). Anything less than a 24v24 hex is a waste of time, and even the few freebie kills from the spawn room of hopeless defenses is losing its luster.
And by the way, can I just reiterate how asinine faction-specific game experiences can be? I chose VS more than a year ago and have almost all of my unlocks and such spent on that character. There is not a single moment in which I have not regret that choice. I have infinite more fun on my TR and NC alts based solely on their faction-specific missile launchers. Infinite! About the only redeeming factor for VS is the Lasher (which is garbage 98% of the time) and the fact that the Scythe fighter jet thing doesn’t have bars across the cockpit windows. That’s it. A single TR or NC dude with a rocket launcher is a threat; a single VS dude with a missile launcher is a threat 10 minutes from now.
I brought up the Titanfall vs PlanetSide 2 comparison for another reason: I’m realizing the inherent imbalance of level-based unlocks. In Ps2, you are given a menu to select upgrades from. In Titanfall, you unlock things at certain levels, or occasionally based on achievements. I recently unlocked Satchel charges, for example, and it is better than grenades by a factor of a little over 9000. Most upgrades are technically sidegrades-with-downsides, but usually you’ll find that you can more than compensate for the trade-off. What you can’t really compensate for is that your guns or whatever can/will be weaker than those who played longer.
In any case, the one thing Titanfall absolutely must fix (and soon) is it’s utterly repulsive and/or non-existent matchmaking system. There is a “beta” version out there for Attrition and Hardpoint modes, but I cannot begin to imagine what that is supposed to mean in any context. Is it really that difficult to not have matches like this:
Those special symbols are sorta like the Mass Effect 3 multiplayer tags, e.g. it denotes a player who hit level 50 and reset their progress to level 1. After “Generation 2” it also requires you to earn 4-5 special achievements in order to unlock the, ahem, next generation. It’s not fucking titan science to, you know, spread those guys around. Hell, I don’t even care if the G5 player is a skill-less noob somehow (pretty difficult to imagine), it’s just goddamn demoralizing heading into a 6v6 match of any kind looking down that sort of barrel. Give us the G5 and G2 and let them keep the G4 and G3. Bam! Balance! What’s worse is that you’re stuck in the same lobby of people from match to match unless you specifically leave, which tends to cement the winning teams harder and harder.
Anyway: Titanfall. Shooty-shooty, explosions, instant-kill jump kicks, wall-running. I spacebar through the 5-second kill cams so I can perma-sprint into the adrenalin high faster.
In an effort to both delay poor decision-making and assuage the pain of not having purchased Titanfall for $48 via GMG, I decided to download and play Hawken this weekend. Apparently the game is still in open beta (since December 2012), even though I could have sworn it had been released already, but whatever.
Hawken is a F2P F2Download FPS mech PvP game. Considering it too has a 6v6 player limit, there are a lot of amusing parallels to Titanfall, actually. The mech combat feels legitimately like you are inside a mech – it takes time to get momentum going when moving, your turning speed is slow, and so on. That being said, your maneuverability is actually pretty good with the assistance of thrusters, allowing you limited ability to fly through the air, do quick dodges, and do a 180-spin. Some mechs have larger (regenerating) fuel reserves than others, and there are lighter mechs that can perform all sorts of mid-air acrobatics.
The shooting feels pretty good and the TTK (Time To Kill) seems reasonable; you frequently have enough time to register you are taking damage and get to cover without dropping past 50%. All mechs can repair themselves, but it leaves you insanely vulnerable for up to 10+ seconds, the first few of which do not repair you at all. There are a few other ways to get some repair action going (defeated mechs drop health orb things), but I actually like how “sticky” damage ends up being; the prevalence of cover-based firing plus regenerating HP in FPS games has led to an over-reliance of ultra-short TTK, in my opinion. In other words, in Hawken you can dance around cover taking potshots at enemies, but eventually you’ll have to give them the opportunity to rush your position.
Out of the very few games modes Hawken has, the most unique is probably Siege. Basically, each side attempts to gather power resources from either power stations or stealing it from downed mechs, and then deposit it back at their base. Once enough has been gathered, a capital ship appears and starts slowly flying towards the enemy base. At this point, the main goal is “capping” the AA turret in the middle of the map, as it will quickly destroy an opposing ship. If the ship gets within range of the enemy base, it will start damaging it, and your side wins when the base HP goes to zero. If both sides summon a capital ship, they will duke it out in the skies above.
Most interestingly though, your own mechs can fire at the capital ship and deal damage. There are exposed turrets that can be destroyed to significantly reduce the offensive power of a ship, and with enough time even a single mech can whittle the rest of the ship’s hull down with concentrated fire at the engines. All of which introduce neat little dilemmas throughout the battle: do you focus on gaining power, or slowing the enemy’s power gains? Do you bunker down on the AA and hope someone else on your team caps power? Do you assault the AA or do you spend time shooting the capital ships from the ground?
Having said all that, the main concern with these sorts of game are the progression/reward system. And it’s here that I feel Hawken flounders a bit.
Pretty much every single thing is an unlock you purchase with Hawken Credits (HC) or with the RMT Meteor Credits (MC). While you start off with a rather large sum of HC, each subsequent battle adds maybe +250 HC at the top end. Sometimes you get as little as 70 HC. Other mech chassis start at 3800 HC and go up to 12,000+ HC. While it is tempting to not spend any HC until you hit that first tier of new mechs, you forgo equipable items and passive abilities (costing anywhere from 300 to 3500 HC apiece) in the process, making you that much weaker for longer. And by the way, each equipment unlock is specific for that mech. Spend 3k MC on regenerating armor on one mech, and you’ll have to spend another 3k to unlock the same item elsewhere.
Is there any P2W? Strictly speaking: no. However, Hawken absolutely features strictly-better upgrades and arguably strictly-better mech types such that you can easily get creamed by more advanced players (who might have spent money to get there). At the most basic level, for example, items have one charge per respawn; their Mk III versions allows three charges per respawn. Thus, even though we might be able to say that grenades or EMP blasts or whatever is balanced, having access to them as essentially a spammable ability (cooldown aside) is not at all balanced in comparison to someone with just a single charge.
Overall, the game is decent enough for a 3.5gb F2Download title. There aren’t a whole lot of maps (7-8ish) or game modes (5) or even opponents (6v6), but the action nevertheless feels quick, responsive, and generally cool as a mech pilot blowing shit up. Hell, each mech’s ability to hover and dodge and boost forward almost made it feel like Titanfall for like a whole second there. Not the fairest of comparisons, of course, but there it is.