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#1 Edited by John_Matherson (2031 posts) -

Preface:

So, you guys haven’t seen a crazy overkill thread from me in a while. I know. Been busy. I do have a life, after all. March is going to be a crazy month for gaming so you’ll be seeing quite a few threads from me next month. Infamous: Second Son, Dark Souls 2, and I’m honestly not sure about a Metal Gear Solid: V hype thread. I may or may not make one…We’ll see. Anyway, for you Lems and Herms…You got Titan Fall. Not a fan of the game at all but it’s a major release so it deserves a hype thread. I hope I’ll have fun making this one, and hopefully I’ll be able to add some funny captions like I did in the Ryse thread. We’ll see. All my writing gigs for the week are done so I have some free time for now. Next weekend was when I was going to make this thread but I’ll most likely be really busy. Now is a better time. So here we go. Calm your tits, and wait for TitanFall.

Do you think it's predictable for me to use this pic?

Crafted by one of the co-creators of Call of Duty and other key developers behind the Call of Duty franchise, Titanfall is an all-new universe juxtaposing small vs. giant, natural vs. industrial and man vs. machine. Titanfall delivers fast-paced, near-future warfare that gives you the freedom to fight your way as both elite assault Pilots and agile, heavily armored Titans. Titanfall rethinks fundamental combat and movement giving players the ability to change tactics on the fly, attacking or escaping depending on the situation. Only the Titanfall experience combines heart-pounding multiplayer action with heroic moments and cinematic presentation from traditional campaign mode. Prepare for Titanfall.

Founded in 2010, Respawn Entertainment is an independent videogame development studio based in Van Nuys, California. The studio was formed by Vince Zampella and Jason West, former co-founders of Infinity Ward and two of the co-creators of the multi-billion dollar franchise Call of Duty™. You’ll see more on the developers later down the thread.

GameInformer Interview: Why make another shooter?

In this age of frequent layoffs, disappearing publishers, and the shrinking of the mid-core market, game developers who strike out on their own typically take one of three paths. Many follow the battle cry to the mobile space, where studios like Rovio and Supercell are striking it rich with no publisher to cut into profits. Others turn to the promise of Kickstarter, hitting up old fans in hopes that they see enough value in their new game idea to fund its creation. Some video game illuminati outright retire, like SimCity creator Will Wright and BioWare doctors Ray Muzyka and Greg Zeschuk. But when your last game made more than a billion dollars, you have other options.

When Call of Duty Vince Zampella and Jason West formed Respawn Entertainment and a large number of former Infinity Ward developers joined the startup, they weren't sure which direction the studio would head. In control of its own IP thanks to a partnership with Electronic Arts, the team could do anything it wanted. The studio looked at the mobile and free-to-play gold rushes, but ultimately felt that wasn't for them.

"It's something you look at – obviously a lot of games are going that way," Zampella says. "I think there is some truth to it being the future, but I don't think it's the only future. There has always been the blockbuster, and I think there always will be. Maybe people will buy less of them, but I don't always want to play a game where it's free to play and a dollar for this and a dollar for that. I have some, I play some, but it's not what everybody wants."

With the idea firmly entrenched that Respawn would make a console game, the next question was what kind of game would it make? After staring into the abyss of the blank page, the studio broke off into small groups to generate an avalanche of prototypes. Some worked on top-down hack 'n' slash games. Others kicked the tires on various plots in different genres.

"When you can do anything, what do you do?" Zampella asks. "Our team grew pretty fast, so we had a lot of people with a lot of ideas, and they all wanted their idea to be number one. So we had to figure out how do you focus that down and keep everybody happy. It was a pretty tough process."

When it came time to hone into an idea, the team had a moment of clarity regarding its strengths and weaknesses.

"The choice to do another FPS...we're doing something new, we wanted the idea to be different and new in terms of gameplay and mechanics," Zampella says. "Breaking farther beyond that and doing a racing game or something we're not familiar with wasn't the smart thing to do. For us it's something that's in our wheelhouse that we can innovate on and do something new and expand from there. It was just kind of a natural choice."

Thus, Titanfall was born. Given the game's amazing reception at E3, Respawn chose wisely.

FAST-PACED ADVANCED COMBAT

The advanced combat techniques of Titanfall give you the freedom to fight your way as both elite assault Pilot and fast, heavily armored Titan.

"The Titan moves with speed and grace normally reserved for general infantry and handles like an extension of the Pilot himself, holding a weapon in a first-person view." - Game Informer

THE FUTURE OF ONLINE MULTIPLAYER

Introducing the experience that combines fast-paced multiplayer action with the dramatically charged moments of a cinematic universe.

"A next-generation competitive multiplayer title that blurs the lines between traditional online shooters and single-player campaign." - Game Informer

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Expert (P)Review

With the Titanfall release date little more than a month away we got hands on with the latest preview build to see if it’s going to be worth the wait. If you want a rundown of everything we already know about the game then check out our Titanfall - Beta update, PC spec, release date, news and rumours article. Playing on both an Xbox One and a high-power PC, we got to experience the game on both a controller and using a keyboard and mouse.

What’s immediately obvious is how ‘next-gen’ it looks and feels on the surface. The high resolution textures, slick animations and massive polygon counts all do all lot to show just what the Xbox One (and presumably the similarly-specified PS4) are capable of. We particularly like the flaming titans as they stagger to their demise and the explosions that soon follow.

That said, in comparison to other next-gen titles it’s not anything outstanding, even on PC with all the settings cranked up. It’s certainly impressive but there’s a certain flatness to the world and the slightly generic looking ‘futuristic’ landscapes and characters don’t really draw you in.

TITAN FAIL?

The gameplay, however, is incredibly slick. Guiding your jetpack-equipped pilot around the levels, double-jumping and wall-running as you go, is a cinch, and great fun to boot. So much so, in fact, that when calling upon your titular Titan for a bit more heavy firepower, the sudden inability to leap about is actually quite a turn off.

Where Battlefield 4, for instance, ensures its various vehicles remain attractive alternatives by virtue of being genuinely useful, we found the Titans decidedly less so and often chose not to pilot them but only use them as bodyguards – as you can set them to follow you around the level and attack your enemies.

We're not totally sold on the Titans from a gameplay perspective yet, but watching one thud into the turf from orbit is always a thrill

One key reason is that the greater firepower of the Titans – with huge weapons such as quad rocket launchers and 40mm cannons – can’t affect your surroundings. If an enemy footsoldier flees into a building in Battlefield 4, it's no escape from a tank. Do the same in Titanfall and you’re safe as houses.

Reloading Titan weapons is suitably industrial feeling

There are a couple of new Titan classes that have been announced but weren’t available for us to play. The Ogre beefs up its armour in exchange for slower movement while the Stryder is speedier but more lightly armoured. We’ll just have to wait and see if these boost the enjoyment of taking over a Titan.

PLAYER LIMITATION

Another concern we have is the decision to try and ensure players survive for long periods of time. This is achieved by having teams of a maximum of 6 players, with the bulk of units on the map made up by AI grunts. While making the game more approachable it does take away the sense of satisfaction you get from beating an opponent. In addition the AI Grunts seem a little too hopeless for our liking, at present you can waltz past a trio of them with barely a scratch.

The AI Grunts are unrealistically inaccurate and slow to react

Similarly there’s a real sense the game overall is dumbed down. For instance the so called sniper class uses a pistol that will automatically hit several targets at once with a fatal shot – just keep the players in view for long enough to lock on and that’s it. Respawn specifically wanted to reduce the impact of scoped sniper attacks, which is a noble cause but we’re not sure this is the right compromise.

As with Call of Duty there looks to much fun to be had tooling up your Pilot and his Titan

The two maps that have so far been shown are a fairly compact urban one called Angel City which is immensely enjoyable to bounce around, and a more expansive level called Fracture – so called because the planet is smashed into pieces that float in space. Both offered plenty of fun for both pilots and titans.

The maps don’t quite offer the scale you’d expect given you’re controlling fast moving pilots and hefty mechs. Conversely they’re not compact enough to offer the claustrophobic non-stop action of Call of Duty. Also we do miss the central set pieces of Battlefield, such as the skyscrapers and aircraft carriers.

Publisher EA and developer Respawn have done a great job of making Titanfall a highly polished, frenetic first-person shooter that adds some innovative new twists to the genre – especially given this is the first of probably many outings. It’s immediately fun to pick up and offers plenty of initial depth. However, it’s just how deep the full game will be that concerns us.

Titan Fall seems to feature two factions: The Militia and the IMC. The Titans themselves are robots and we’ll see more on them later in the thread, but for now this is just what’s known so far about the two factions. I’ll add more as I find out more. I have no interest in playing the game but for you guys that do, I’m sure you’re already researching and thinking about which faction you’re choose. May the fastest hands win, I suppose. I’d like to hear from you guys on this part. Outside of the factions within the game itself, we also have the PC Gamers Vs. Console gamers, or Keyboard/Mouse Vs. Controller faction war. How do you guys think this will affect the gameplay? Are PC Gamers with keyboards and mouse going to outperform console gamers with controller? I’m not even sure if Steam Machines will see this game. It seems Origin is required—as far as I know so far—for playing the game on the PC. But I definitely want to see you guys discuss this. Now’s the time to start taking shit. PC controls Vs Console Controllers. Let’s hear it.

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Now…back to TitanFall…

The Interstellar Manufacturing Corporation (IMC)

The Interstellar Manufacturing Corporation, or IMC, is a sprawling commercial empire that started as a small company under the name of Hammond Engineering. Starting small, the company specialized in natural resource extraction, but within 15 years, the demand for Titan manufacturing materials, combined with the company's unique planetary survey technology and map database rights, led to explosive growth of company. After nearly a century of acquisitions and mergers, the once small Hammond Engineering has exploded into the huge conglomeration that it is today.

Whilst not having the cleanest of reputations, especially regarding exploitative behavior on the Frontier, there is little criticism from their shareholders and customers living in the Core Systems who enjoy the material conveniences and products provided by the IMC. With the Frontier’s valuable shipping lanes and vast planetary resources ripe for exploitation, the IMC is dedicated to maximizing profits and shareholder wealth, using the legal application of force when necessary.

Graves:

In the IMC command structure, Vice Admiral Graves is formally known as the CINCFRONT, or Commander-in-Chief, Frontier Command. Despite the elaborate title, Frontier operations are notorious for their lack of adherence to traditional protocol, allowing Graves to personally command IMC forces in the field, and to operate far more informally than commanders in the Core Systems. Graves has a reputation as a maverick within the IMC. His calls for policy change have often been deemed too risky to IMC forces, and too lenient to Frontier citizens. During the inquiry into the Odyssey scandal, Graves maintained that the ship was forcibly commandeered by MacAllan and his band of mutineers.

Blisk:

In the IMC command structure, Vice Admiral Graves is formally known as the CINCFRONT, or Commander-in-Chief, Frontier Command. Despite the elaborate title, Frontier operations are notorious for their lack of adherence to traditional protocol, allowing Graves to personally command IMC forces in the field, and to operate far more informally than commanders in the Core Systems. Graves has a reputation as a maverick within the IMC. His calls for policy change have often been deemed too risky to IMC forces, and too lenient to Frontier citizens. During the inquiry into the Odyssey scandal, Graves maintained that the ship was forcibly commandeered by MacAllan and his band of mutineers.

Spyglass

Spyglass is a physical manifestation of the IMC’s vast computational network identity, handling logistics, navigation, deployment, and communications between all IMC forces on the Frontier. Spyglass units are built on a modified Spectre chassis and are considered expendable in the field, often accompanying ground forces aboard dropships to provide up-to-date mission information and live surveillance.

____________

The IMC started out small, in natural resource extraction industries, under the name Hammond Engineering. Increasing demand for Titan manufacturing materials, combined with Hammond's market-cornering planetary survey technology and map database rights, contributed to explosive growth for the company. Over the course of a century, a series of acquisitions, mergers, and re-brandings lead to the transformation of Hammond Engineering into the ruthless commercial empire that is the IMC.

With the Frontier’s valuable shipping lanes and vast planetary resources ripe for exploitation, the IMC is dedicated to maximizing profits and shareholder wealth, using the legal application of force when necessary.

The Militia

The Frontier Militia represents the military arm of the Frontier systems' territorial defense pact. The Militia is a loosely governed mishmash of homesteaders, bandits, mercenaries, and pirates, all rising up as 'citizen soldiers' when the need arises. Many homesteaders have taken on a ‘can’t beat ‘em, join ‘em’ attitude regarding working alongside different criminal groups. Naturally the people in this melting pot don’t always see eye to eye on how to deal with the IMC’s exploitation of the Frontier, but they are unified in fighting against it.

MacAllan

A highly decorated veteran of the Titan Wars, MacAllan served as the executive officer of the IMS Odyssey, under the command of Vice Admiral Marcus Graves. The Odyssey’s mission was part of a peacekeeping operation on the Frontier for the IMC. Official IMC reports indicate that MacAllan led a mutiny aboard the Odyssey fifteen years ago, citing numerous grievances with the IMC’s treatment of Frontier citizens. However, these reports have not been proven, in the absence of the ship’s flight data recorder, which was lost when MacAllan and his people escaped with the Odyssey, and disappeared into an uncharted sector of the Frontier.

Bish

The name Bish is short for Bishamon, the mythological god of warriors within the Japanese Seven Gods of Fortune. Bish is an IMC-trained electrical engineer, born and raised on Earth. After getting screwed over by the IMC on a Frontier job placement that cost him all his savings just to move out there, he ended up in the right place at the right time – the notorious ‘Bish bar brawl’ - to take the Militia’s timely offer of employment.

Bish now serves as a Combat Intel Specialist, remote hacking into IMC systems during combat on behalf of ground forces, tracking mission progress, and giving tactical guidance to Pilots on the ground.

Sarah

As a child, Sarah lost several close members of her family to incidents in which the IMC displaced Frontier citizens by force. As a result, she vowed to take revenge on the IMC at every possible opportunity, refusing to rest until they have been removed from the Frontier. For most of her career, she served in Covert Operations for the Militia, before moving into the command ranks of the Militia’s Marauder Corps. Her long list of successful attacks on IMC installations landed her on the IMC’s High Value Target List, where she remains listed as one of the 50 most dangerous Militia operatives still at large.

___________

The Militia is loosely divided into Brigades. Each Brigade is responsible for fighting in an assigned section of Frontier territory, which might span as far as several planetary systems. The Marauder Corps, a.k.a. the M-COR, is a small part of a much larger Brigade tied to the Freeport System. Although some brigades are little more than vast pirate organizations, the Militia has enough resources to be a real obstacle to the IMC's ambitions on the Frontier.

The Militia often claims that direct action against the IMC is in the best interests of the homesteaders whom they allegedly represent, but not everyone on the Frontier sees it that way.

The Pilots

Didn’t notice this before but actually pretty cool. I’m guessing these Pilots are also AI robots that can be used in the game. Cool.

As with Titans, the Frontier contains Pilots of many different styles and experiences. Titan Pilots are rated by 'certifications', most of which apply to civilian applications, such as construction, shipping, and heavy salvage industries. The most prestigious of these is the Full Combat Certification—a widely published series of tests that grade a Titan Pilot's abilities. Because of the extreme physical and mental challenges of mastering both Titan combat & dismounted parkour movement, a fully combat certified Titan pilot is a rare find, and the combat skills of active Pilots in the field varies widely throughout the Frontier.

SEE BENEATH THE WEAPONS SECTION FOR EVERYTHING KNOWN SO FAR ABOUT THE TITANS

Here’s more information on both Pilots and Titans:

Pilots Vs. Titans (as seen on VentureBeat.com)

Playing Titanfall like Call of Duty will get you killed. Playing it like Battlefield 4 will get you killed. The only game that can prepare you for fighting against soldiers and giant robots on the same map is, well, Titanfall.

Titanfall is the first game from Respawn Entertainment, a studio made up of former employees from Call of Duty developer Infinity Ward. Coming to Xbox One and PC on March 11 (followed by the Xbox 360 version on March 25), the first-person multiplayer shooter pits two factions against each other: the Interstellar Manufacturing Corporation and the Militia. Both sides use 20-foot tall robots known as Titans and the jetpack-wearing soldiers that pilot them.

Since switching between a pilot and Titan is a little jarring when you first play, I decided to break them down to their essentials: how they move, how they fight, and how they work together. The information here might just give you an edge during the public beta happening later this month for Xbox One and PC.

Respawn's big first-person action game uses Xbox Live Compute's dedicated servers. Respawn

Pilots command large, intimidating robots called Titans.

Movement

Pilots

When I asked Titanfall’s lead designer, Justin Hendry, for some tips, his No. 1 suggestion was to keep moving. A pilot’s most dangerous asset is their speed. With their jetpacks, they can jump twice in the air to reach tall ledges and run across walls. Skilled players can fly through maps in seconds if they chain enough movements and land at the right spots.

But movement does take a few matches to get used to. I lost count of the number of times I slammed into a wall while trying to jump from one building to another.

This Titan is part of the Atlas line.

Titans

Titans aren’t the kind of sleek, sexy robots so often fantasized about in sci-fi stories. These mechs are slow and bulky — less Gundam and more Pacific Rim. The first thing you notice after stepping into the cockpit is the slight bob of your screen as you start moving around the map. You can feel the immense weight behind every step and every kickback from firing its impossibly large guns.

But for machines that can tower over small apartment buildings, they’re also quite nimble: Titans can break into full sprints and dash out of the way (up to two times before their stamina meter has to recover) of more immediate threats.

Basic Combat

Pilots

Once you get over the slight learning curve of bouncing around the battlefield, you’ll feel right at home with the combat controls, which Respawn wisely modeled after other online shooters. In addition to having an assortment of rifles, pistols, and grenades to choose from, pilots have a special category of weapons designed for fighting Titans, such as rocket launchers and guns that can fire small missiles. And while going toe-to-toe against a Titan is a dumb idea, you can increase your odds of surviving by turning on your invisibility cloak.

Titans

Titans are basically bipedal tanks. During my short time with the game, I used a semi-auto 40mm cannon and a quad launcher that shot four rockets at a time — pilots didn’t stand a chance against me. Instead of having a smaller firearm for backup, they have Rocket Salvo, a weapon that unleashes a swarm of rockets.

The playing field is more even when it comes to Titan-versus-Titan clashes. With so much firepower at their disposal, they can tear each other apart very quickly, which is why dashing is such a key strategy in combat. When you do lose your Titan — and hopefully react fast enough to eject out of the suit — it’s not that big of a deal. You only have to wait 2 minutes before you can summon a replacement. Players can reduce that time even further by killing A.I.-controlled enemies (Spectres and Grunts) and other pilots.

This guy clearly didn’t read his “How Not to Fight a Titan” guide book.

A.I. teammates

Pilots

Though matches only have 12 players in all, battles feel much bigger because of computer-controlled teammates and enemies. They come in two flavors: Grunts and Spectres. Grunts are mostly there for cannon fodder and serve as easy targets for players to pick off. They aren’t very smart, and they’re slow to react, even if one of their fellow A.I. buddies is getting shot just a few feet away. But what they lack in intelligence they make up for in numbers, making them good for distractions when they’re attacking Titans.

Spectres seem a bit smarter. They tend to maintain some distance from the Grunts. I only came across two or three of these robotic soldiers. But if you spot one, grab it! You can rewire their allegiance by hacking them, and they’ll fight for you until they die.

Titans

You don’t always have to jump inside the cockpit. For objective-based modes like hacking computers in Hardpoint, I thought Titans were more useful if I let their artificial intelligence take over. With a simple push on the D-pad, you can order your Titan to either guard the area or just follow you. One strategy I kept using was to hop in a Titan, push through to the next objective, hop out, and then set it to guard mode while I tried capturing a control point.

The Titan will let you know when it engages the enemy, and it’ll even tell you if it’s fighting pilots, soldiers, or other Titans. If the battle becomes too hectic, you can either jump back in and try to save your Titan or escape the area while it sacrifices itself.

FIRST TO FALL

EA and Respawn have been touring the globe putting Titanfall in the hands of gamers and press for the first time. From Gamescom in Germany to the United States for PAX Prime and on to Tokyo Game Show and Eurogamer Expo in London, many fans have had the chance to be the First to Fall. We know Titan Fall was announced last year and yeah people haven’t shut up about it since then. Have you seen Titan Fall? Huh? Huh??? Anyway, here are some reactions from gamers and press that will hopefully get you more hyped about the game.

“I sprint past the enemy, now locked in a duel for the ages. I take special care not to die beneath its enormous feet—a particularly egregious death both in terms of physical pain and embarrassment. Once past, I turn and sprint toward—yes, toward—the enemy Titan, leaping onto its back. They call it "rodeoing." I call it terrifying. I rip open one of the Titan's access panels. Inside is a bundle of wires that look vaguely important. I aim my gun at the Titan's innards and pull the trigger. The Titan is doomed, and the enemy pilot knows it. He mashes the eject button, and the top portion of the once-mighty machine erupts, catapulting us both into the sky alongside with it. To add injury to insult, I shoot and kill the pilot while we're temporarily weightless, a quarter-mile above the surface.”

“It's fun. That's the thing. It's chaotic, it is loud, it batters your senses with alarm systems and dialogue and explosions, but it is fun. And it flows. I felt it straightaway. The same feeling as Quake Arena, the same as Team Fortress. There is a lot of discover, and who knows how the game will hold up on public servers against hundreds of super-talented gamers. But once you've jumped in a titan and fired off four spiraling missiles at another giant mech across a neon-lit sci-fi city, you don't want to get out.”

The internet is abuzz with Titanfall today as the embargo lifts on preview events, flooding the infoverse with fresh takes on Respawn's upcoming Xbox and PC mech shooter. We couldn't make the event, so instead we've rounded-up the best new looks our colleagues in the gaming press have to offer.

The assembled gaming press is painting a rather pretty picture of the first major current-gen exclusive online multiplayer exclusive shooter. The controls are spot-on. The visuals are striking. The action, while a bit sluggish when all the big robots come out to play, is quite satisfying. They're cranking the hype engine, already overloaded from news of the upcoming beta test, into overdrive.

The assembled journalist were invited to play three game modes — Attrition (Team Deathmatch with fodder), Hard Points (a meter-filling Conquest mode) and Last Titan Standing, which is exactly what it sounds like. Along with the previously seen Angel City map, they also played on a new map called Fracture, a remote colony planet dotted with small buildings and rocky outcroppings. Some played on PC. Some played on Xbox One. It doesn't look like anyone was playing on the Xbox 360.

You'll see those in the video previews in a moment. First, let me share with you a snippet of a preview from PC World's Hayden Dingman, who calls the game "surprisingly deep" and then goes on to prove it, describing an encounter with an enemy pilot in delightful detail.

As we’ve all known from the start, Titan Fall doesn’t have a single player campaign. If you care, sorry—go cry in the corner. The game seems to take itself seriously so I’m sure all the modes are immense and won’t feel tacked on. Before we explore each modes, here’s an article from Polygon…It should tell you most of what you want and need to know. And it should also make the thread longer and make your browser crash, and give you a reason to complain to me and give me a reason to tell you to go ahead and FIND yourself. Anyway, here's an article about the different modes..

Respawn is actively experimenting to create ingenious modes for its anticipated multiplayer shooter Titanfall, a process that takes plenty of trial, error and laughs.

"We don't make decisions lightly and we try to choose what is right for the game and what is actually fun, and sometimes people are like, 'That sounds awesome,' and we are like, 'Well, actually, we tried it at the studio,'" community manager Abbie Heppe told Polygon. "But we are trying to be smart about it and trying to figure out what would be fun for players and lot of cool options for modes."

"You know almost every possible game mode that you can think of: pilots-only, Titans-only and many, many variations of that stuff is most likely things that we have tested at the studio," Heppe said when asked about the possibility about human-only or Titan-only servers. "And I know that the team right now is working on different game modes and cool stuff for it."

As Titanfall is still in active development, the studio is still figuring out exactly what all of the modes will be but there are plenty more planned for the shooter, Heppe said, sharing some of the failed modes that didn't make the cut.

"We definitely tried a mode with way more Titans than probably should be on a map and it just turned into this cluster bunching. It gets ridiculous," she shared. "I remember once we tried one-on-one and stuff like that. We tried a lot of different variations of other things that you have seen in other shooters, but yeah, we are still in the process of creating things like that. I'm excited to see what they have done in the past six weeks to see what made it into the game."

The gameplay demo currently making the convention rounds features one Titan class with three set loadout schemes, with more Titan classes set to be included into the final game.

"I can't say how many [more will be added] but there is more than one but I can say that the other Titans are different and look different and are fucking cool," she said, confirming that that they will all be bipedal Titans. "The Titans mimic humans — that way it is so easy to go from human to Titan, you want that control scheme to be exactly the same. Your more casual gamer wants to get in, have a good time controls and play easily."

When rumors of Titanfall first began to leak, Respawn was concerned that the rudimentary murmurs of "mechs" would misrepresent the game and its controls as being slow and cumbersome due to the stigma that comes with the term.

"We were worried enough with like before we announce the game there were leaks saying that we were working on a mech game and we were like, 'Ah, we are trying not to use the name "mech" because it brings up a lot of associations in people's heads,'" she said. "I don't think that [mech] is really descriptive of Titanfall; it's fast and casual. 'Mech' has a stigma with a lot of gamers."

"There was this concern that people would see the mech rumors and just tune out," Heppe said. "And because it was leak stuff and we weren't talking about it yet, we couldn't hop in and say, 'Hey, just so you know, there is this whole other element to it and it is really good. You know, it is fast stuff!' You don't get the chance to correct leaks in that situation, so it was like, 'Oh joy! Time to announce.' So yeah, that was a rough one."

When Titanfall's gameplay is bought up with its developers, they often talk about the arduous task of getting players to unlearn the military-shooter ground-base play style and adopt the wall-run, double-jump and bunny hop movements that the jetpack-equipped pilots allow.

"But you want to think about clever routes, there are a lot more ways to get around the map then you traditionally have," Heppe said, saying it is more about thinking creatively and like not playing like you would normally play because your map is three-dimensional. "Why go through the building when you can go over it? Or around it on walls? It is all about finding those approaches."

According to Heppe, it takes six to eight minutes for a player to shirk the cover-based shooter muscle memory and figure out the wall-running mechanic. Titanfall's gameplay also makes it easy to live for a substantial period of time, says Heppe, allowing players to take part in crazy "action movie chase sequences."

"You can land your Titan on enemy players, which is really difficult because the motion is so fast [...] it is easier in these demo games because people are still getting use to the wall-running and jumping and you get more people on the ground. That is when you get them. And that is really fun.

"When there is someone the back of your Titan you can either get out and shoot them off or you can use the electric smoke to get them off your back," she said. "My favorite combo is when you have pilots on your back and you can melee them out of the air, which is most satisfying. There are so many other tactics that we can't talk about."

"You know, I wall-run here and I get up to a roof and get around this building and come behind somebody and then I go up to the tallest building, because there is a guy always up there," she said.

Heppe recalled a time when an enemy player went to the effort of wall-running up one of the taller buildings, only to be jump-kicked off by another player with a "boop."

"A lot of the time I just use my Titan for either cover fire or you can use it in the level to distract someone and then come around behind them," Heppe said. "There is a rocket launcher on this heavy explosives Titan featured in this build, the spiraling rocket launcher, it is very slow. I equip smoke, throw that up and fire a bunch out of there, and then dart around a building and come up behind another Titan and then start melee-ing on them. I love it when it just turns into robot boxing — I mean, it is so goofy."

Pilots and Titans have unlocks and progression, with a few Titan abilities including the electric smoke, which acts as a smoke screen and damages other players, and the vortex blocker that collects enemy bullets and ammo that and can be thrown back at them. A few announced abilities for pilots include a satchel charge that players can sling at enemy Titans and a cloaking ability.

"For when you are traversing an open area because not every level is like Angel City," Heppe explained. "There are some maps that have much larger space where you have to traverse and having that cloak makes it less easier for Titans to see you."

ATTRITION

If you have never played classic Titanfall before, this is the place to start. Kill anything on the enemy team to earn Attrition Points. The winning team is the one that hits the score limit first, or has the highest score when the time is up.

Feedback from Beta

“This mode is basically a score racking team game whereby you must shoot and murder as many of the opposing team's players, in and out of Titans, and AI soldiers as possible. Sometimes in the face. Artificially intelligent Grunts and Spectres (slightly above Grunts in the bad-ass scale) are employed by both sides to bolster numbers and award the least amount of points for a kill. Taking down one of the other players awards more points. Taking down one of the other players when they are in a Titan, even more. The team with the most points at the end of the time limit wins.” We mostly lost.

HARDPOINT DOMINATION

Capture and hold the three hardpoints in the map for your team to earn points. The more hardpoints you hold, the faster you win. Capture neutral hardpoints by standing near them for a short period of time. Retake enemy-held hardpoints by standing near them for a longer period of time - a hardpoint must be rendered neutral before you can begin to capture it. If enemies are near a hardpoint, you must find and eliminate them before any capturing or neutralizing will happen.

Feedback from Beta

Hardpoint Domination is the traditional "capture a location and hold it" multiplayer mode, but with Titans around it's far from standard fare. There were plenty of times during our two rounds playing the mode when, even though we managed to secure a check point indoors, a Titan would poke his nose into a window and, more important, a heavy calibre machine gun and blow us away. It was also only towards the end of the entire session that we realised that Titans could also crouch down. To our detriment and demise.

LAST TITAN STANDING

In Last Titan Standing, everyone starts in a Titan. Your team must eliminate all of the enemy team's Titans or Pilots to win. This is a round-based mode, and the team that wins the best of five rounds wins the match. Within each round, there is no respawning, and there are no replacement Titans, until the next round starts.

Feedback from Beta

The last of the gameplay modes tested during the couple of hours - save for a Beta megamix of all the different modes at the end - was Last Titan Standing and we have to say it was our favourite. The clue is in the name. Each team's players start in their Titans and the aim is to eliminate all of the opponent Titans while making sure at least one of yours survives.

Remarkably, given our previous performances, we managed to win both rounds at this. And not just because of our sneaky strategy of exiting the Titan, putting it in guard AI mode and using it to entice enemy Titans while hiding nearby and in rocket range. And as one of the classes of Titans also has a self-destruct nuclear mode that causes devastation to its immediate surroundings when about to overload, you can also sacrifice yourself for the good of your teammates quite spectacularly, we found.

I’M HONESTLY NOT SEEING MUCH DETAILS ABOUT THE MODES…I’LL ADD MORE AS I FIND MORE

Hmm…For the ambition of this game I’m guessing the maps are to be huge…I’m actually disappointed about the amount of information they have provided so far on the maps. Only four have been confirmed so far. I’m sure you guys playing the beta have experienced them. The amount of maps in the game haven’t been confirmed. Anyway, here’s another long PolyGon article on Titan Fall Maps…It also states more details about the gameplay so I’ve highlighted the important parts…

Titanfall maps can be packed with nearly 50 combatants including AI, players and Titans

A 12-player headcount in matches of Titanfall is the sweet spot for the game, the title's lead designer tells Polygon. Any less and things threaten to get boring. Any more and the game becomes so intense it's off-putting. But that doesn't mean matches will be limited to teams of six running around trying to take one another out. Each map also supports up to 12 AI-controlled characters per side and each of a match's six player-controlled characters can, in theory, have a Titan following them like over-protective, weaponized pets. So counting AI, counting players and counting Titans in guard or follow mode, a match can feature nearly 50 characters trying to kill one another. But the decision to keep the player count to six per side wasn't based as much on worries about a crowded battlefield as it was the reaction play testers had to the intensity of the experience, said Justin Hendry, lead designer at Respawn.

"The higher the player count, the more uncomfortable the game gets," he said. "Unlike in most games where you can sit there and guard the two ways in, in Titanfall the guy can come in through the window right behind you, he can come from the window to your left, he can come from straight ahead, he can come in from the stairway and he can come in from the doorway, or whatever. Essentially there are five directions you can get killed from and the higher that player count, the more likely you are to get killed from behind and the more difficult it is to kind of manage your surroundings."

That's because of the particular design of Titanfall. When not in their Titans, pilots aren't really meant to walk or even run along the ground, they're meant to traverse maps by wall running. And the more a player wall runs, the faster they move.

Combine that with the fact that players can essentially create their own approach into a building, up a building or around a building, and toss in those mammoth Titans, and suddenly a player's brain has a lot more to think about than in a typical shooter.

The increased speed that comes with wall running and with being in a Titan also means that players can find one another much faster than in your typical shooter, so player count doesn't have to be inflated to create action. The action is always seconds away.

So player count, while important, became less about delivering a number to match other online shooters and more about finding what felt the most fun and the least overwhelming.

Throughout development, Hendry said, the team played around with a wide variety of team sizes. The game started with 8 or 12 players per side and slowly drifted down to eight, seven, five even two per side before the team eventually settled on six versus six, he said.

"It's been this number for months," he said. "We are pretty avid players in the studio. People speak their minds and we listen and make changes. This is the number that felt best.

"WHEN PEOPLE START PLAYING TITANFALL LIKE TITANFALL, THE PLAYER COUNT BECOMES A NON-ISSUE."

"The game is essentially built to be six on six."

And that headcount won't impact map size, he said; Titanfall has all sorts.

"There are at least two maps that are really big, one of those is huge," Hendry said. "The map size isn't a technical limitation, it's what felt best. It's, 'How do we make this thing feel good?' Some maps are smaller, some are medium size and some are bigger.

"I think the only thing that the player count does is really affect the overall chaotic level of the game."

Number of players also won't impact the sorts of modes the game has, though Hendry declined to say what they'll be beyond the two publicly shown. The reaction to the game's player count, announced in a tweet earlier this week, didn't necessarily take the team by surprise. There seems to be an understanding at the studio that Titanfall isn't quite understood yet by people not directly involved in its creation. By design Titanfall is meant to be a game that while easy to drop into, is hard to master and understand the nuance of.

Take the game's AI-controlled characters. They aren't there to fill in the roster or load out a map that only supports six players per side.

They're meant to serve several different functions. On one level, the AI characters are there as fodder for players who simply aren't good enough to kill other player-controlled characters. They also serve as an easier way to load up on the experience needed to call in a Titan. And they're meant to provide a sort of backstory and narrative to a game lacking any sort of single-player element.

Essentially, they're there so everyone has a chance to feel like a hero, no matter how good or bad they are.

Then there's another type of AI in the game, the one that can control your Titan. While the Titan is a walking tank that players can board and directly control, you don't have to. Instead, a player can put a Titan in guard mode, hop out to capture a hardpoint, and then return when they're done, knowing that the Titan will mop the street of enemies while you're gone. You can also place the Titan in follow mode, either to have it find you after you respawn, or to be your building-sized back-up as you make your way through a map.

All of this, the player count, the variety in play, the AI, the Titans, is also designed to be welcoming to both hardcore shooter fans and folks just dipping their toe into the often daunting genre. There are even gadgets and weapons designed specifically for those players not as dexterous as long-time fans of the genre.

"IT'S UP TO THE DEVELOPER TO MAKE THE BEST CHOICES AND CREATE THE BEST EXPERIENCES."

"I've watched people come in and play the game that just don't have the twitch reflexes," Hendry said. "They'll get in the Titan and have fun."

The team at Respawn understand some of the reaction to the player count. In this particular genre, traditionally, more was often argued to be better.

"It just comes back to what makes the game fun," Hendry said. "If you're making a game and you're making decisions that's not based on fun because you're trying to please someone or trying to match numbers, you're not doing the right thing.

"Why not make Call of Duty 256 players, or Battlefield 256 or 512? Maybe that would be awesome. Maybe that would be awesome for that type of game built around that, but you can't just jam players into a game and say this is what is ordained."

Hendry points to games like Gears of War and Left 4 Dead, both titles that had relatively low player counts, as titles that succeeded without having to go big.

So the team is quite confident in their decision to cap the player max to six per side and they're not reexamining that decision based on this week's reaction.

"It all comes back to the same thing," Hendry said. "I can see why it's hard for people, why it's hard for it to make sense. But it's up to the developer to make the best choices and create the best experiences."

NOW FOR THE ACTUAL MAPS

ANGEL CITY

When the IMC instituted martial law in Angel City, massive walls were built and a system of security checkpoints was created to divide the city into many smaller districts. The unfortunate residents of the Harbor District, now unable to move freely throughout the city, are only able to view the glittering skyline from afar. Pilots fighting in the city gravitate to the highly accessible rooftops, using them to cross entire city districts without ever touching the ground.

FRACTURE

The IMC's discovery of fuel-rich veins beneath this once-beautiful community led to aggressive, systematic fracking of the area, turning it into a seismically unstable shell of its former opulence. Titans rule much of the jagged terrain, forcing Pilots to move through and take cover within the interiors of the abandoned buildings. The best Pilots will carefully time their Cloak usage for the precise amount of time that is necessary to move between the protective interior spaces, or use every available square inch of vertical surface to string together complex wall-run routes.

LAGOON

Lagoon is a map that is one of the three maps that is confirmed for the game. The map takes place in a shanty town that is run down.

Not much is known about this one yet…

THE BONEYARD

The new map, Boneyard, is a desert environment set amidst the ruins of an old engineering facility. Huge leviathan-like creatures wander the distant backgrounds, warded away from the battlefield with dog whistle-like apparatuses. Boneyard is the result of a malfunctioned dog whistle, with the tremendous bones of a fallen leviathan setting the surface-side stage for combat. Respawn says players can fight within the huge skeleton and even perch atop it and snipe. Indigenous flying NPC creatures can also swoop down to pester your allies and enemies, creating a livelier match. Down below the surface is the facility itself.

“Boneyard is a little more friendly to Titans,” says Respawn Entertainment lead artist Joel Emslie. “The scale cues and the stuff you can take cover on is a little more Titan focused. There are areas that you’d want to wall run on as a Titan are more in the bowels of Boneyard. It has some really nice spots where a Pilot can really get the drop on a Titan. These big hallways where the Pilot can hide up in the girders and get down on the Titan. But it also has some really kick-ass spots for the longer shooting game of Titanfall where you can use these marksman weapons. There are these cracks in crevices where you can ambush Titans and jump off a rock down here and get on top of one.”

THAT’S ENOUGH ABOUT MAPS…NOW ONTO MY FAVORITE PART OF ANY SHOOTER HYPE THREAD….ZEH WEPPUNSS

Here’s a little note from TheEscapist on weapons and load outs and tactical stuff:-

According to leaked videos -- which we won't post directly here -- Titanfall players will be able to customize two load-outs, one for the pilot, and one for the Titan. Pilots, who will be your primary character doing the running and gunning, will get a primary weapon, an anti-Titan weapon and a sidearm. In addition to the weapons, pilots will also have a slot for "Tactical Abilities," an Ordinance slot for grenades and two kit slots.

Tactical Abilities include a timed cloak, while examples of kit slot items include a Power Cell which will recharge your Tactical Ability faster and a Minion Detector that reveals Grunts and Spectres controlled by AI. As for Titans -- what the game calls its mechs -- it gets only one weapon, but it's insanely powerful. The rest of the Titan's load-out options are the same as the pilots and these include a Regen Booster for the mech's shield, an Auto-Eject mechanic, a way to make your Titan degrade slower called "Survivor," and Nuclear Ejection, which acts similar to Martyrdom from Call of Duty -- but instead of dropping a grenade upon death, the Titan explodes for damage. Lastly, Titans will also have access to Core Abilities, which will be available in-game after a countdown once you've hailed a Titan.

From what I know, I think the weapons and load-outs are divided into two categories: Titans and Pilots. We know about the IMC load-outs but haven’t seen anything about the Militias yet. So here’s all the weapons revealed so far. Keep calm, and start planning how you’re going to use them to your advantage.

ASSAULT PILOT LOADOUT

R-101C Carbine

The R-101C Carbine is a medium to long range, automatic assault rifle. The R-101C was originally known as the RSPN-101, short for Respawn. The R-101 fires basic standard issue ammunition, though the exact caliber has yet to be revealed. Because the R-101 is a fully automatic weapon, it is perfect for ground suppression of enemy forces and assault utility. In exchange for the rate of fire, however, one must be careful to pick the correct targets, as the damage rating is somewhat low. The R-101 seems to be a futuristic incarnation of modern-day assault rifles such as the M16 and Ak47.

Mods:

The R-101 can be modified by the addition of various modifiers. Each Modifier changes the firepower and extends the effectiveness of the main weapon. The AOG mod adds an AOG sight to the R-101C Carbine. The HCOG mod adds an HCOG sight to the R-101C Carbine. The mod Holosight adds a Holosight sight to the R-101C Carbine. The Iron Sights mod adds iron sights to the R-101C Carbine

B3 Wingman

The B3 Wingman is a specialized revolver. Judging by its shape and size, it is most likely a lower caliber weapon, either boasting .22 or .38 center-fire ammunition (due to the hammer design). Little has been revealed about this gun, but it is suspected to be either .22 or .38 centerfire. The B3 Wingman looks like a futuristic equivalent of modern day revolvers, notably the Mateba Autorevolver.

Sidewinder AT-SMR (Anti-Titan Weapon)

The Sidewinder AT-SMR is a rapid-fire rocket launcher; many consider it to be the leveling factor between the pilots and Titans. It is one of the most useful anti-Titan weapons. The Sidewinder AT-SMR utilizes rockets as ammunition. This weapon is best used as an anti-Titan measure (as hinted to by its name element AT, or anti-Titan).

Frag Grenade

The Frag Grenade is a thrown explosive projectile used by Pilots. They have a 3 second fuse and are capable of killing pilots with a single explosion if well placed. High Damage Fragmented Grenades. Grenades can be used effectively in firefights as a defensive or offensive move. Grenades can be thrown behind many forms of cover in order to flush out the enemy. In the event an escape is necessary you may wish to throw the grenade as a deterrent to anyone wishing to follow you. Grenades can be used effectively in firefights as a defensive or offensive move. Grenades can be thrown behind many forms of cover in order to flush out the enemy. In the event an escape is necessary you may wish to throw the grenade as a deterrent to anyone wishing to follow you.

Cloak

Cloak is a Pilot Special Ability, confirmed in all loadouts, that allows the user to become invisible for a short period of time using a cloaking device.

TACTICAL PILOT LOADOUT

Smart Pistol Mk5

The Smart Pistol looks like a handgun in appearance, but fires bullet like projectiles that lock onto enemy pilots. It is extremely efficient at landing headshots, but the lock on radius is short. In order to lock onto targets, they must stay inside of a frame like reticule on your screen. Target acquisition is fast, and while you can acquire multiple targets, they are only acquired one at a time. Given that the ammunition changes direction mid flight, the projectiles are probably a form of microjet rather than inert bullets, making the smart pistol a form of Gyrojet. The Smart Pistol is likely a futuristic version of modern 9mm pistols.

Mods

The Smart Pistol Mk5 can be modified by the addition of various modifiers. Each Modifier changes the firepower and extends the effectiveness of the main weapon. The Suppressor mod disables the map notifications displayed when a weapon is fired, at the cost of reduced damage and fire rate. The Iron Sights mod adds hard iron sights to the pistol. The Iron Sights mod adds hard iron sights to the pistol. The Extended Magazine mod adds 6 bullets to your magazine capacity.

THE TACTICAL PILOTS ALSO GET THE B3 WINGMAN (See above for details on the B3)

The Magnetic Grenade Launcher or MGL (Anti-Titan Weapon)

The MGL fires magnetized grenades that will attach onto Titans. The MGL may to be used in direct Pilots to Titans warfare. The magnetized grenades effectively disable the Titans and may force the Pilots from their cockpit.

THE TACTICAL PILOTS ALSO GET THE FRAG GRENADE AND THE CLOAK SPECIAL ABILITY (See above for details)

CQB PILOT (Close Quarters Combat) LAODOUT

EVA-8 Shotgun

The EVA-8 is a semi-automatic shotgun. The EVA-8 is a semi-automatic shotgun. The EVA-8 is a small arms semi-auto shotgun best used in closed combat situations. Due to the EVA's lack of range and versatility it is best to be kept as the Pilots side arm. The EVA-8 appears similar to the AA-12 Semi-Automatic shotgun, without the bulky revolving clip.

Mods

The Suppressor reduces the map notification of your location upon firing, at the cost of damage and range, while subtly increasing accuracy. The Leadwall mod reduces damage, while increasing accuracy. The High-Capacity Drum increases the magazine capacity by 3 shells.

Hammond P2011

The Hammond P2011 is a semi-automatic handgun. Ammunition is unknown at this time. Ammunition is unknown at this time.

Archer Heavy Rocket

The Archer Anti-Titan Launcher appears similar to a normal rocket launcher with a futuristic display and high-end RPGs built specifically for destroying the Titans and Pilots possibly located inside. It has high recoil, making it hard to fire multiple times at a moving target. And a slow reload time for damage control and balance. The Archer fires one auto-aiming Gyrojet RPG capable of incapacitating a Titan in a limited amount of shots. The Archer Launcher has a massive amount of stopping power when used against Titans and if used well against Pilots. However the Archer's inefficient reload time and ammo capacity make it a unreliable side arm in a quick battle. This weapon should be used as intended, as a Anti-Titan tool with limited repercussions. The Archer Launcher has a massive amount of stopping power when used against Titans and if used well against Pilots. However the Archer's inefficient reload time and ammo capacity make it a unreliable side arm in a quick battle. This weapon should be used as intended, as an Anti-Titan tool with limited repercussions.

THE TACTICAL PILOTS ALSO GET THE FRAG GRENADE AND THE CLOAK SPECIAL ABILITY (See above for details)

Anyway, that’s it for the Pilot weapons loadout from what’s known so far. I’m actually underwhelmed : /

THE TITANS

The Titans, often deemed as an integral part to the everyday life of citizens and military efforts alike these evolved forms of exoskeletons are leading the charge within The Frontier. Titans have several uses throughout the world some being used for manufacturing other titans, some used for search and rescue efforts and possibly even commerce factors. However predominantly within Titanfall, Titans exist for helping the war effort.

THE ATLAS

The Atlas Class Titan is a creation of Hammond Robotics, it excels at being an all-rounder under most circumstances that it is required in. The Atlas represents the state-of-the-art in weapons platforms and provides good protection and increased mobility over the Ogre chassis. Whether the mission demands reconnaissance, rapid assault, fire support, tactical support, or a combination of all these, Atlas frontline elements are dependable, powerful and, importantly, get results. If you are looking for a safe-choice on the field of combat an Atlas could be advisable for you.

As a multi-role Titan, the Atlas excels where all other models fall short. The Atlas represents the state-of-the-art in weapons platforms and provides good protection and increased mobility over the Ogre chassis. Whether the mission demands reconnaissance, rapid assault, fire support, tactical support, or a combination of all these, Atlas frontline elements are dependable, powerful and, importantly, get results.

THE OGRE

The Ogre Class Titan is a creation of Hammond Robotics, it is the all-out Battle Tank from the Hammond Robotics range of exoskeletons and mechs. As a consequence, the Ogre places a premium on its armor and offensive capabilities. When your mission demands maximum survivability, the Ogre is the only battle platform which consistently out-performs, out-shines, out-lasts and outlives everything else on the battlefield. If you are wanting an all-out heavy brute of a Titan – This would be your calling.

There are no two ways about it—the Ogre is engineered to be the ultimate battle tank, in Titan’s clothing. As a consequence, the Ogre places a premium on its armor and offensive capabilities. When your mission demands maximum survivability, the Ogre is the only battle platform which consistently out-performs, out-shines, out-lasts and outlives everything else on the battlefield.

THE STRYDER

Survivability through speed and agility is the key to the Stryder’s considerable battlefield prowess. Faster than every other Titan chassis on the market today, the Stryder’s mobility is the culmination of many years of award-winning R&D into linear and rotary actuator technology. Of course, even with this agility advantage, the Stryder does not sacrifice any of the superior features your mission has come to depend on in the Hammond Robotics line of Titan battle platforms. For those that are seeking sheer agility to confuse the opponent, the Stryder would be your calling.

Survivability through speed and agility is the key to the Stryder’s considerable battlefield prowess. Faster than every other Titan chassis on the market today, the Stryder’s mobility is the culmination of many years of award-winning R&D into linear and rotary actuator technology. Of course, even with this agility advantage, the Stryder does not sacrifice any of the superior features your mission has come to depend on in the Hammond Robotics line of Titan battle platforms.

INFORMATION ON THE SPECTRE AND MARVINS TITANS IS COMING SOON

Titans are descendants of present-day fledgling military exoskeletons. In addition to the obvious combat applications, unarmed forms of Titans are used in heavy industries like cargo transport and deep space ship salvage. They are also used in special applications such as deep space search and rescue, and are very effective in inhospitable environments. The use of Titans is widespread throughout the Frontier in both combat and civilian life.

THE CONTROLLER

I’ve already ranted about the PC VS Console controls earlier so let’s get this section over with. Here’s Escapist on the game’s control:

“Titanfall includes Halo's "Bumper Jumper" controller layout, and other button configurations.

In news that should please shooter fans, Respawn Entertainment has confirmed that Titanfall will support multiple controller layouts. This was confirmed by Respawn developer "scriptacus" over on the official Titanfall forums , where he also confirmed an alternate controller method wherein jumping can be initiated by pressing the Xbox One controller's bumper.

There is a layout with melee and crouch swapped, as well as a variant that allows for jumping on a bumper. (my personal favorite, as it allows you to use the "look" stick while jumping)

More than one controller layout confirmed!

Jumping using the bumper on the Xbox controllers should be familiar to Halo players and is commonly known as the "Bumper Jumper" layout; while switching the melee and crouch buttons is something Call of Duty and Battlefield fans should be accustomed to. For reference, the default Titanfall control scheme can be seen in the image above, and is very similar to Call of Duty's control layout -- which shouldn't be surprising, since Respawn is comprised of former staff members from Call of Duty developers, Infinity Ward.

Xbox One Titanfall Limited Edition Wireless Controller

Own a piece of gaming history and fight in style with the Xbox One Titanfall Limited Edition Wireless Controller. Designed in partnership with Titanfall creator, Respawn Entertainment, it inspired the C-101 carbine used by the elite IMC titan pilots of the Frontier. Crafted in striking detail for maximum authenticity in color and graphics, the controller looks and feels like an artifact from the world of Titanfall. Available in time for Titanfall.

Not much is known about the PC Controls yet. Sorry, Herms. But here’s a really cool MadCatz Keyboard. You can order it from Newegg but probably won’t get it until the 4th.

TITANFALL | CAMPAIGN MULTIPLAYER MODE AND GAME CREATION

Take some of the world's finest first person shooter games designers, shove them in a room together, give it a shake and what comes out the other side? Titanfall...Matt Littler and Darren Jeffries were in Cologne for gamescom 2013 to chat with producer Drew McCoy about the ideas behind Titanfall.

Matt Littler and Darren Jeffries are in Cologne for gamescom 2013 to chat with producer Drew McCoy about the ideas behind Titanfall.

The small team at Respawn Entertainment have set out with high standards for their first title, with the concept focused around giant mech-walkers named 'Titans'. The Titans have been designed using motion capture to provide a sense of fluency and power when operating them, demonstrated in their ability to lift up and place the player in the cockpit or tear enemies out of their Titan.

Titanfall is a multiplayer experience with single player elements that occur around the players. Levels are introduced with a narrative and events occur during the online gameplay which add to the overall story. Even the ending features a bonus epilogue round in which the winning team try to hunt down the retreating losers before they can escape to their dropship.

We're here with Drew McCoy one of the producers for Titanfall, Respawn, brand new company, was there a temptation to start small and build up or was it just we're going Triple A?

Well you know we had big aspirations, but even though we're Triple A we're kind of small for what we do. We only have about seventy developers.

How does seventy developers even begin to make a game like Titanfall?

It was actually quite a daunting task, we didn't even have an office for while. We were kicking around in fold up chairs just trying to come up with an idea of something that was so fun that we couldn't stop playing it ourselves.

Titan is very unique, so where did that idea come from?

It was really our lead artist Joel Emslie. He created these fourteen inch tall, scratch built from hand robots, which were originally supposed to be just a power suit for a human. But then one day he took a little three inch guy and stood it next to the Titan model and said 'what about this?'and that really sparked the idea of this could be quite cool. You know, they've got hands, they can pick up the Pilot, they can grab guys out of the other Titans and they're motion captured. They're not traditionally animated robots. They have this feel to them.

How does this single player fuse with a multi-player?

In the campaign multi-player mode you will have something that introduces you to the level in the story of what's happening and then while you're playing there will be stuff happening around you, it's all part of the story. Then on the Angel City level you saw at the end the losing team trying to escape on a dropship and the winning team has to try and eliminate them. So the victor's already been decided but it's kinda like a bonus round.

I know it's early doors but a Titanfall movie?

Oh man...That's sounds great!

RESPAWN ENTERTAINMENT

Respawn Entertainment is an independent video game development studio formed by Jason West and Vince Zampella, former co-founders of Infinity Ward and creators of the multi-billion dollar Call of Duty franchise. The studio is currently working on its first title. Co-founder Jason West left the company in March 2013 with Respawn stating that his departure was due to family issues. On June 6, 2013, a leaked Game Informer article revealed Respawn's first title, Titanfall, a sci-fi mecha first person shooter for Xbox One, Xbox 360, and PC. Titanfall was officially revealed during Microsoft's E3 2013 press conference to much critical acclaim going as far as to win Game of the Show.

MORE PICTURES

WHAT YOU SYSTEM WARRIOS ARE SAYING

Yes, ever since the game was first announced and shown, people haven’t shut up about it…We’ve seen constant threads with both good and bad news. We’ve seen resolution and FPS complaints and what have you. We’ve seen damage infliction and damage control? We’ve seen it all. We’ve seen that a sticky had to be made just to control discussions about the game. Here are some of what we’ve seen from our favorite System Warriors so far.

THE END

…Except quite the opposite…

So, there you have it. Another Matherson blowout. I’m honestly disappointed by this thread. I couldn’t gather as much information as I would’ve liked. Even the game’s official site is extremely limited in terms of the amount of information I could get. I wish I could have posted more. There are just so many things missing that usually appear in my hype threads. Disappointed :( But there you have it J KEEP CALM AND WAIT FOR TITANFALL J