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Titanfall 2

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Titanfall 2
Titanfall 2 box art.jpeg
Cover art showing protagonist Jack Cooper and his Titan BT-7274
Developer(s) Respawn Entertainment
Publisher(s) Electronic Arts
Director(s) Steve Fukuda
Producer(s) Drew McCoy
Designer(s)

Todd Alderman
Mackey McCandlish

Programmer(s) Richard A. Baker


Artist(s) Joel Emslie
Writer(s)

Steve Fukuda
Manny Hagopian
Jesse Stern

Composer(s) Stephen Barton


Engine Source
Platform(s)

Microsoft Windows
PlayStation 4
Xbox One

Release

WW: October 28, 2016

Genre(s) First-person shooter


Mode(s) Single-player, multiplayer

Titanfall 2 is a first-person shooter video game developed by Respawn Entertainment


and published by Electronic Arts. It is the sequel to 2014's Titanfall and was
released worldwide on October 28, 2016 for Microsoft Windows, PlayStation 4 and
Xbox One. In Titanfall 2, players control Titans, mecha-style exoskeletons, and
their pilots, who are agile and equipped with an arsenal of skills ranging from
wall-running to cloaking. Six new types of Titans were introduced to the game, with
each having unique skills. Set in a sci-fi universe, the single-player campaign
follows the story of Jack Cooper, a rifleman from Frontier Militia who bonds with
his Titan BT-7274 after an accident. Together, they embark on a quest to stop the
Interstellar Manufacturing Corporation (IMC) from launching a superweapon.

Development of the game began in mid-2014 and the title had a two-year development
cycle. The decision to add a single-player campaign to the game was made as the
team wanted to expand the game's player base. The team came up with different
ideas, known internally as "action blocks", and integrated them together to form a
single coherent campaign. Gargantia on the Verdurous Planet and buddy cop films, as
well as video games Half-Life inspired the game's campaign and narrative. The team
also overhauled the progression system and made subtle changes to the multiplayer
to make the game fairer to players. A heavily modified version of Source was used
to power the game. Stephen Barton returned to compose the game's music.
At launch, the game received critical acclaim. The single-player campaign was
praised for its design and execution, and the multiplayer modes for building upon
the foundation of the original game. Despite the positive reception, Titanfall 2
underperformed commercially, with most attributing the underwhelming performance to
the game being released in a crowded release window. It was nominated for multiple
year-end accolades, including Game of the Year and Best Shooter awards from several
gaming publications. Respawn continued to support the game upon release, releasing
several updates and free downloadable content.

Contents

1 Gameplay
1.1 Single-player
1.2 Multiplayer
2 Synopsis
2.1 Setting
2.2 Plot
3 Development
3.1 Single-player
3.2 Multiplayer
3.3 Technology
4 Release
5 Reception
5.1 Critical reception
5.2 Sales
5.3 Accolades
6 Sequel
7 References
8 External links

Gameplay
In this gameplay screenshot, the player attaches the player character to a Titan
using a grappling hook.

Similar to its predecessor, Titanfall 2 is a first-person shooter game in which


players can control both a pilot and their Titans � mecha-style exoskeletons. The
pilot has an arsenal of abilities which enhance their efficiency during combat.
These abilities include cloaking, grappling, and parkour � such as double-jumping
and wall-running � with the aid of a jump kit.[1] These movements can be chained
together in order to travel between locations quickly.[2][3] The game introduces
several new gameplay mechanics: a sliding mechanic, the pulse blade, which is a
throwing knife that reveals the location of any nearby enemy, the holo-pilot, a
holographic pilot that mimics players' action to confuse enemies, and a grappling
hook, which can be used to slingshot players to a building or an enemy it attaches
to. The pilots have a large arsenal of gadgets and weapons, such as shotguns,
submachine guns, pistols and grenades to fight against enemies.[4] At close range,
players can execute their opponents from behind.[5]

Titans are significantly less mobile than the pilots, but they have stronger
firearms and armor. Replacing the three classes featured in the first Titanfall,
seven Titans are introduced, namely Ion, Scorch, Northstar, Ronin, Tone and Legion.
Ion uses a directed-energy arsenal. Scorch engaged in combat using area-denial
incendiary weaponry, Northstar excels in long-range precision attacks, setting
traps, and is the only Titan that has the ability to hover. Ronin specializes in
close quarters combat, utilizing a shotgun and a sword. Tone focuses on midrange
combat with its target locking weapons. Legion utilizes a minigun designed for
defense and controlling combat zones. Finally, Monarch (added post-release via
DLC), a Vanguard-class chassis that can upgrade itself on the fly.[6] The Titans
have their own sets of move sets which are different from that of the pilots. For
instance, they can quickly dodge to evade attacks.[7]
Single-player

Unlike its predecessor, Titanfall 2 has a single-player story campaign with


gameplay split between commanding the Titan and controlling the pilot.[8] It
features a linear story, but levels offer players multiple paths to explore.[9] For
most parts of the game, players are accompanied by the Titan BT-7274, which can
change its weapon loadouts under players' command so that it can maximize its
efficiency when combating different Titan variants. These loadouts are unlocked
after players defeat an enemy boss.[10] Players are allowed to use multiple ways to
complete objectives and attack enemies, such as utilizing stealth, or using the
long-ranged or short-ranged weapons provided in the game. Maps are sprawling, and
there are multiple paths for players to choose from in order for them to reach
their destination.[11] In addition, the game features platform elements, which task
players to make use of Cooper's parkour abilities to solve environmental puzzles,
and travel to the previously inaccessible areas. Some weapons are level-specific,
and can only be used in certain regions.[1][12] There are also level-specific
gameplay mechanics. For instance, in the level "Effect and Cause", players are
required to shift between modern times and the past with a temporal device.[13]
Players can also select dialogue options and talk to the Titan at certain points of
the campaign.[14] The single-player also features a training gauntlet, which acts
as a tutorial for players. The faster they complete the gauntlet, a higher position
will be obtained on a leaderboard.[15]
Multiplayer

The multiplayer mode introduces a Titan meter, which fills up slowly when the
player is playing the game. It fills up faster when the players kills an opponent,
inflicts damage on enemies, or completes certain objectives.[16][17] When a certain
percentage of the meter is filled up, the player can summon a Titan, which then
descends from the sky.[18] A Titan can crush opponents if it lands in top of one
when summoned.[19] When the Titan meter is filled up completely while in a Titan,
the Titan can use their core ability, which inflicts a lot more damage than typical
attacks do.[7] Players can rodeo an enemy's titan and steal its battery, which will
cause damage to the Titan. The battery can also be taken and implemented on a
friendly Titan, which will recharge its shield and fills up the Titan meter.[17]
[20] Players can disembark from their Titan at any time, and it will continue to
attack nearby opponents under "follow mode", in which the Titan follows the pilot
as closely as it can; alternatively they can set it to "guard mode", in which it
will stay put.[7]

Players earn "merits" based on their performance in a multiplayer match, regardless


of whether their team wins or loses. Merits are experience points, through
participating in the match or getting access to unlocks. Players need to accumulate
merits in order to level up, which further unlocks more weapons, abilities and
more. There are also other ways to earn merits, such as through surviving the
evacuation phase when the players' team lost in a match. In addition, players earn
Credits, a form of currency used to buy weapons, boosts, Titans, or abilities
before they are unlocked. They can be earned through earning merits and completing
challenges.[16] Customization options is expanded significantly in the game when
compared to its predecessor. Players' outfits and weapons, as well as Titans'
appearances and combat efficiency, can be extensively customized.[17][21] Boosts
replace burn cards featured in the previous game. They are tactical abilities that
enhance the players' combat efficiency. Each boost has their own specific access
requirement. For instance, Ticks, which are explosive mines that track enemies,
required 65% of the Titan meter filled, while Amped Weapons, in which players
inflicts more damages with their firearms, required 80%. Players need to decide
which boost they are going to use before a match begins, and they cannot swap their
boost during the game.[22]
Titanfall 2 features a number of multiplayer modes at launch. These modes include:
[7]

Amped Hardpoint: In this mode, teams received points if they can hold control
points for an extensive amount of time. The team that accumulates more points wins.
Bounty Hunt: Players are rewarded with money if they kill enemies opponents or
AI-controlled grunts. Players need to return to specific points to deposit the
money. Players can also steal opponents' money by killing them. The team that has
the highest score wins.
Pilot vs. Pilot: A standard team deathmatch mode but players cannot summon any
Titan.
Capture the Flag: Players are tasked to retrieve an enemy flag and bring it
back to their team's own base while preventing opponents from stealing their own
flag.
Attrition: A standard team deathmatch mode in which players can summon Titans.
Points will be rewarded to a player's team when they kill a human-controlled enemy
or an AI-controlled grunt. When a team gets enough points, the game will transition
into another phase, in which the losing team needs to reach the evacuation zone and
escape while the winning team needs to eliminate all opponents.
Skirmish: The mode is similar to Attrition, but there is no AI-controlled grunt
and the scores needed for phase transitioning is lowered.
Last Titan Standing: A standard team deathmatch mode but players cannot eject
from their titan.
Free For All: Players are tasked to kill each other in this mode. All other
players will be marked as their opponents.
Coliseum: This is a one-versus-one multiplayer mode in which the player is
tasked to eliminate the other player. Players can gain access to this mode through
Coliseum tickets, which are earned through playing other multiplayer modes, buying
them with credits or receiving them in gifts, granted when the player levels up a
faction.[23]
Titan Brawl: A standard team deathmatch mode but players spawn with their
titans and cannot eject or disembark from their titans.
Frontier Defense: A PvE multiplayer game mode where four players must face up
to five waves against Enemies

Matchmaking is also enhanced, with the game automatically helping players to find a
new match after the end of every match.[24] The game also introduces a new features
called "Networks", which allows players to form a group, similar to a guild. The
game automatically groups both the player and other members of the network together
in a match. Players can join more than one network, and can switch between joined
networks in-game.[25] Each network has its own "happy hour". If the player plays
the game during this period time, they will gain extra merits.[16]
Synopsis
Setting

The conflict of the game takes place in "The Frontier", a region of star systems
far removed from the "Core Systems" where Earth is located. The Interstellar
Manufacturing Corporation (IMC) and the Frontier Militia battle for control of the
Frontier; the IMC seeks to exploit the Frontier's rich resources regardless of the
consequences for planetary environments and civilian populations, while the Militia
fight to expel the IMC and gain independence for the Frontier. In the wake of the
Battle of Demeter, the Militia is on the offensive; battling for resources and
control of the Frontier planets. The IMC, though weakened by the lack of
reinforcements from the core systems as a result of the destruction of the
refueling facility by James MacAllan, are still a dominant fighting force
attempting to drive the Militia out and put down any resistance to their control of
the Frontier.

In the singleplayer campaign the player assumes control of Jack Cooper, a class
three rifleman from the Frontier Militia, who is sent to the alien planet of Typhon
and must ally with his former squadmate's Titan named BT-7274 to fight against both
local alien creatures and human enemies from the IMC.[14]
Plot

Jack Cooper, a class three rifleman in the Militia, aspires to become a Titan Pilot
for the Militia, and is receiving off-the-books training from Captain Tai Lastimosa
in preparation for Cooper's candidacy. The two are part of a Militia force which
attacks the IMC-held planet of Typhon. In the initial battle, the Apex Predators, a
group of mercenaries contracted to the IMC and led by Blisk, mortally wound
Lastimosa and incapacitate his Vanguard-class Titan, BT-7274. Lastimosa transfers
control of BT to Cooper, and BT explains that Cooper has also inherited Lastimosa's
mission, Special Operation 217: to rendezvous with Major Anderson and assist in the
completion of their original assignment. Anderson's last known position is at an
IMC laboratory. BT and Cooper are forced to take a detour through a manufacturing
plant where they are ambushed and separated. Cooper fights through the factory
alone until he is trapped in a combat simulation being run by the mercenary Ash,
who is using captured Militia soldiers as test subjects to test the potency of IMC
machine units. Cooper escapes, and after being reunited with BT, defeats Ash.

BT and Cooper continue on to the IMC laboratory only to find it destroyed, finding
the corpses there artificially aged due to time-travel distortion. Anderson is
present, though also deceased from a time-travel mishap. Cooper learns Anderson was
gathering intelligence on a new IMC device, the 'Fold Weapon', which utilizes time-
displacement technology to destroy entire planets. The planet Harmony, which houses
the Militia headquarters, will be the first target. Fortunately for the Militia,
the Fold Weapon is dependent upon a power source known as the Ark. Cooper and BT
hijack an IMC communications array and broadcast a signal to the Militia fleet. The
transmission contained sensor data on the Ark's electromagnetic signature so that
the Militia could find and seize it.

After receiving the transmission, Militia's military unit, the Marauder Corps,
leads an assault against the IMC-held installation where the Ark is being kept.
Arriving too late to prevent it from being loaded onto an IMC transport, the
Militia give chase in hijacked IMC ships. The mercenary Viper nearly kills BT and
Cooper by throwing them off their transport, but freelance pilot Barker rescues
them by catching them with his dropship. Cooper regroups with a friendly mercenary
group called the Six Four, and the Pilots secure the IMC ship nearest to the
Draconis, the transport carrying the Ark. Barker drops BT off with Cooper and they
face off with Viper, who, after a short skirmish, falls out of the sky. BT and
Cooper attempt to board the Draconis but are once again interrupted by Viper. In
the battle, BT loses an arm, but Cooper kills Viper by shooting his exposed body
after his titan's hatch is blown off.

Cooper and BT successfully get aboard the Draconis holding the Ark, and they secure
it before the ship crashes. BT becomes incapacitated from damage sustained in his
fight with Viper, and the duo are captured by Blisk and his second-in-command,
Slone. BT surrenders the Ark to save Cooper, but is destroyed by Slone for trying
to help Cooper escape. However, BT gives Cooper his data core before he dies, and
Cooper used this data core to revive BT by installing it in a Vanguard chassis
provided by Briggs after he escapes captivity. Reunited, Cooper and BT fight their
way to the base where the Fold Weapon is being prepared for use against Harmony.
They kill Slone, earning Blisk's respect; Blisk spares Cooper because the IMC never
included killing Cooper in their contract and he doesn't work for free. He offers
Cooper a place in the Apex Predators before departing. BT and Cooper then launch
themselves into the Fold Weapon's superstructure where the Ark has already been
installed. BT hurls Cooper free before sacrificing himself by killing himself,
destroying the Ark and the Fold Weapon and the planet Complex.
The game ends with a monologue from Cooper, talking about having his status as a
pilot affirmed and being inducted into the Marauder Corps, as well as reminiscing
over his experiences with BT. The Titan neural link to Cooper's helmet flashes with
the message "Jack?" encoded in binary.
Development

The game was developed by Respawn Entertainment, founded by Vince Zampella. Respawn
entrusted a team of 90 people to develop the game.[26] The original Titanfall's
director, Steve Fukuda, producer, Drew McCoy, and composer Stephen Barton returned
for the sequel. Production of the title began in mid 2014 and the game had a two-
year development cycle,[27] with publisher Electronic Arts providing funding and
marketing support.[28] Development of the game was completed on September 29, 2016,
with Respawn confirming that the game had been declared gold, indicating it was
being prepared for duplication and release.[29]
Single-player
�We wanted to make a single player [campaign] but what we didn�t want to do was
literally grab those mechanics, pick them up and then plonk them down into a
typical shooter because it wouldn�t work. In fact we tried that and it definitely
didn�t work.�

�Mohammed Alavi, senior designer for Titanfall 2

Titanfall had a low engagement with players post-release despite huge initial sales
and Fukuda believed that the dwindling size of the community is mainly due to the
game's lack of a single-player campaign.[28] Zampella added that the introduction
of a single-player campaign was intended to expand the player base,[30] and McCoy
believed that the addition of a campaign can make the overall package more
complete.[31] The team's vision for the campaign was to make it different from
other first-person shooters, especially Call of Duty.[28] This proved to be a
challenge for the team since many of them worked in Infinity Ward, the developer of
Call of Duty before joining Respawn and they had become accustomed to making the
campaign of that style. According to McCoy, the team initially tried to put all the
mechanics from the first Titanfall to the campaign but it did not work out for the
team.[32] As a result, the team decided to host numerous game jams within the
studio, in which team members were free to create new designs and experiment with
technology with little constraints other than the fact that they must adhere to
Titanfall's existing mechanics. The team was tasked not to follow traditional
shooter campaign's design conventions and were free to build prototypes for the
campaign, which would then be integrated together to form a coherent campaign.
These prototypes were internally referred to as "action blocks", which allowed the
team to introduce "ideas after ideas" in the full game since these blocks were
often independent of each other and had unique gameplay features. For instance,
players would be time traveling in one level and assaulting Titans in the next.
These blocks enabled the team to discover new ideas and found out the structure of
the overall campaign, which was called internally as "211", in which every level
consists of two parts involving Pilot combat, one part involving pilot movement and
puzzle solving, and one part involving Titan combat.[28]
Military technologies such as the Boeing AH-64 Apache helicopter inspired the look
of BT-7274.

The "action blocks" approach meant that the game's gameplay was designed before the
story. The team intended to make the game similar to the Half-Life series, in which
a mystery takes center stage of the story and that players will be hooked to
continue exploring it, thus drawing them to complete the campaign. Portal also
influenced the game's design.[30] One of the major components of the campaign is
the interactions between the player character Jack Cooper and his Titan BT-7274.
[28] Fukuda described it as a "buddy" story, inspired by buddy cop films like
Lethal Weapon or Beverly Hills Cop, as well as anime Gargantia on the Verdurous
Planet.[33] "BT" stood for "Buddy Titan", which is a name the team hated but Fukuda
insisted on having. To increase the chemistry between the duo, the two characters
have opposite personalities: Jack was enthusiastic, while BT is robotic and calm.
[34] Jack Cooper was difficult to write for the team since his personality may not
align with player's choices or vision for the character.[35] While the team
intentionally avoided making BT similar to Optimus Prime and cute robots such as
Wall-E, they found BT's personality difficult to write, as they must find a balance
between making it "a lovable partner and 20-foot-tall war machine". Early drafts
made for BT's scripts were deemed too "bossy", and five writers took five months to
rework it. To make BT more human, the team designed a large emotive eye for BT so
that players would know where the titan is looking, and a small pair of robotic
arms that allow it to interact with other characters in a more natural way. The
front of BT is filled with colored paints which inform the players the Titan's head
movement.[36] Inspired by narrative games like BioShock and Uncharted,[37] the team
added a design choice that let players communicate with BT, which enabled players
to bond with the Titan without using any cutscene. This also provided players with
more insights regarding the game's world,[30] though some staff questioned the
decision since Half-Life's protagonist is silenced. To make player feel that Jack
Cooper and BT are separate entities even when they are controlling the Titan, the
team made several small graphical hints to remind players and that BT will still
continue to talk to the player character.[35] To create the unique physical
appearance and the expression of BT, animator Shawn Lee Wilson was inspired by
Akira Kurosawa films and Clint Eastwood and Sam Elliott's cowboy roles. Apache
helicopter and other military technologies also inspired BT's design. Lee Wilson
provided motion capture for the Titan.[28]

While designing the game's single-player, one of the team's goals was to retaining
the energy present in Titanfall's multiplayer.[38] The team wanted to make the
campaign more creative instead of simple having robots in the campaign, and that
both the unique traits of pilots and Titans must be utilized and expanded upon.
Therefore, the team decided to create both intricate environments for pilots'
transversal and large open space for titan combat, instead of making a corridor
shooter. According to gameplay designer Mohammed Alavi, this granted players
greater control and freedom over the character's movement.[35] The team put a huge
focus on platforming, which was designed to further expand the use of the pilot
movement sets. Many team members created action blocks dedicated to platforming,
with ideas such as having players solving puzzles to find a new surface to wall-run
on, and Titan being able to throw the pilot so that they could travel over long
distance. The concept of Titan throwing pilots was ultimately discarded from
gameplay and became part of a cinematic cutscene because the team had trouble
implmenting it due to its lack of interactivity.[28] The game also features a wide
variety of puzzles inspired by BioShock and Half-Life, in which players maintain "a
certain level of speed" while solving puzzles.[37] There are also puzzles which
change the game's pace and require players to stop to think of a solution.[39]

The most acclaimed level "Effect and Cause", which involves time travel, was an
action block created by designer Jake Keating. Keating was inspired by X2's
Nightcrawler and documentary series Life After People. Keating had the idea prior
to the development of Titanfall, and he experimented the idea with one of the
multiplayer maps of Titanfall. The action block was warmly welcomed by the entire
development team, with some feeling that it has the potential to be the main
feature throughout the entire game rather than confining it to one level. However,
Keating insisted on limiting its use to one level so that the mechanic will not
beoming boring for players.[40] To make the level, the team created two building
computer models with one on top of another. As the player switch timeline, they are
teleported from one building to another. Fukuda added that it was the landmark
level the team looking for and that the level did not require demanding technology.
However, he added that the level created additional workload to the team since the
two buildings, each with different features and characteristics, need to be built
twice.[28]
The game's single-player starts with simple missions before gradually introducing
players to more complicated situations which demand more skills and precision.[41]
The game story also supplements this, as Jack Cooper transformed from a normal
grunt of Frontier to a skillful pilot at the end.[28] The campaign was created as a
stepping stone for inexperienced players by providing a more "relaxing" environment
that teaches players' the basic gameplay mechanics, training them before they join
the multiplayer matches.[42]
Multiplayer

The team evaluated the multiplayer for Titanfall and listened to both feedback and
analytical research from gaming journalists, and singled out two major concerns:
there was not enough content for players, and that at times the game became too
chaotic. The team slowed down the gameplay pace of multiplayer so that players can
make decision actively thus relying less on reflex. The team also improved the
game's map design by introducing more verticality to each map. Fukuda described it
as the 3D swiss cheese effect. The team also employed the strategy of "window
pane", in which each map has three obvious paths: left, middle and right. This
helped to make each map's environments more predictable to players.[43] The game
also features a brighter color pattern and environment when compared with both the
first game and other military shooters,[37] with the team aiming for graphical
quality that is "postcard-worthy".[44] There were also a larger variety of
environments featured in the multiplayer maps, ranging from industrial centers to
outdoor maps with more foliage.[45]

The game also made various revisions to the game's multiplayer mode, but McCoy
described these changes as "subtle" as the team focused more on adding slight
modifications to existing mechanics. The Titans were redesigned so that players can
"tell at a glance everything what [they] need to know" so that players can stay
prepared in each combat encounter.[46] This also enabled players to have a clearer
picture of the combat situations thus facilitating players to learn from each
defeat.[47] The team also introduced cosmetic modifications for the pilots and the
six Titan class with distinct visual characteristics so that players can identify
an opponent easily.[48] The team also attempted to add more depth to the gameplay
by introducing more Titans, gadgets and pilot abilities, which allow players to
play in accordance to their own playstyle, while adding more variety to the game so
that there were more things for players to discover and master.[27] The extensive
customization options featured in the game and the class-based progression system
aimed at retaining players so that players can "get the most out of the game".[42]
Unlike its predecessor, Titans need to be earned through certain gameplay actions.
The principle behind such design was to make Titan gameplay more satisfying and
rewarding.[49]
Technology

The game utilized a heavily modified version of Valve Corporation's Source as its
game engine. Numerous improvements were made to the engine on aspects such as
physically based rendering, texture streaming system which was developed in house,
high dynamic range and depth of field. The team also made audio changes, such as
introducing sound occlusion and reverbation.[45] According to John Haggerty, senior
software engineer, the team broke part of the engine's code regarding level
progression and saves when they were making the first game, and the programming
team found it a huge challenge to fix and reinstate these codes to accommodate the
sequel's single-player campaign. The team also made a scripting system from
scratch, allowing designers to quickly assemble an action block.[28] The game's
artificial intelligence was significantly enhanced, with new moveset and behaviors
for pilots and titans in both single-player and multiplayer.[27] As Respawn's first
game developed for the PlayStation 4, the engineer team spent more effort and time
to get the game running on the platform.[45] A virtual reality version of the game
was prototyped but it never went into full production, because according to Joe
Emslie, the player would "vomit all over their controller."[25]

Combat animation can be interrupted by players movement, which grants players more
direct control instead of needing to wait for the animation to end.[30] Most
Titanfall's pilots movesets returned in Titanfall 2 but with some slight
modifications. For instance, players no longer fall off as they are wall running
near the tops of wall. Before players begin to wall run, the game's camera will
also tilt slightly so that players can anticipate the movement.[50]
Release

In May 2014, two months after the first game's release, publisher Electronic Arts
announced that they would collaborate with Respawn Entertainment for more
experiences set within the Titanfall universe.[51] A sequel was officially
confirmed on March 12, 2015 by Zampella at the 12th British Academy Games Awards.
He also confirmed that the game would come to PlayStation 4, unlike the first game.
[52] EA opened their press conference at EA Play 2016 with Titanfall 2, and
announced that the game would be released worldwide on October 28, 2016,[53]
meaning that the title would have to compete with other triple-A first-person
shooters including Battlefield 1, made by one of EA's studios DICE, and
Activision's futuristic Call of Duty: Infinite Warfare, developed by Zampella's old
studio Infinity Ward.[54] According to McCoy, the release date was confirmed by EA
long ago and that the team could not change it.[55] The game's Collector's Edition
and Vanguard SRS Collectors Edition, which include additional content, were
released on the same day as the standard edition.[56] Titanfall 2 was added to EA
Access and Origin Access on July 7, 2017,[57] while an Ultimate Edition, which
bundles the base game and all the additional updates as well as some bonus content,
were released on the same day.[58]

EA partnered with several catering companies to promote the game. Players who
purchased food or drink at any Buffalo Wild Wings restaurant would receive a free
customization item and access to a multiplayer mode. Similarly, players who
purchased Mountain Dew or Doritos would be given a code granting them double XP,
early access to a new multiplayer mode, a Titan, and Titan customization items.[59]
EA also partnered with toys manufacturer McFarlane Toys to produce a toyline for
the game which includes a 7-inches tall Jack Cooper figurine, and a 10-inches tall
BT-7274 figurine.[60] Respawn prepared two technical tests for the PlayStation 4
and Xbox One users in August 2016, allowing players to try out some of the game's
multiplayer modes and maps.[61] Respawn made several major gameplay adjustments
after hearing feedback from players participating in these tests.[62] The official
Titanfall Twitter account, controlled by EA and not Respawn, also help promoted the
game, resorting to suggesting the game to Twitter users who indicated that they
were looking for games to play,[63] to mocking its competitors.[64] Players who
purchase Battlefield 1 and this game also had exclusive access to a Titan skin
inspired by World War One.[65]

At E3 2016, Respawn announced that that all the updates and downloadable content
prepared will be free for all players. Inspired by Evolve's free maps model, the
team hoped that this approach can make players more satisfied with the full-priced
package.[52][66] Respawn supported the game with multiple pieces of downloadable
content in the first year after the game's release, including the following:
Downloadable content
Name Release date Notes
Angel City�s Most Wanted November 30, 2016 The Angel City�s Most Wanted
is Titanfall's first downloadable content, which remastered the map "Angel City"
from the first game, as well as a weapon called Wingman Elite Pistol. Other content
include execution animations and Titan kits.[67]
Colony Reborn March 30, 2017 Colony Reborn introduced a remastered version
of a Titanfall map, "Colony", a weapon R-101 Carbine, execution animations as well
as cosmetics for multiplayer Titans including Northstar and Legion.[68]
A Glitch in the Frontier April 25, 2017 A Glitch in the Frontier introduced
two maps named "Glitch", and "Deck", which is a map dedicated to the Live Fire
mode. The DLC also included several gameplay adjustments, a faction named MRVN, and
a menu overhaul.[69]
Monarch's Reign May 30, 2017 Monarch's Reign introduced the Monarch Titan,
which belonged to the Vanguard class, as well as new Titans skins. "Relic", a map
from Titanfall, was also remastered and included in the package.[70]
Operation Frontier Shield July 25, 2017 Operation Frontier Shield
introduced a cooperative multiplayer mode named Frontier Defense, in which four
players fight against waves of AI-controlled enemies. It also added new maps into
the game, including the remastered "Rise" map from the first game and "Township", a
map for both the Pilot vs. Pilot mode and the Live Fire mode.[71]
Postcards from the Frontier August 29, 2017 Postcards from the Frontier added a
Live Fire map named "Uma", three maps for the Frontier Defense mode, "Exoplanet",
"Drydock" and "Angel City", as well as weapon cosmetics and warprints.[72]
Reception
Reception
Aggregate score
Aggregator Score
Metacritic (PC) 86/100[73]
(PS4) 89/100[74]
(XONE) 87/100[75]
Review scores
Publication Score
Destructoid 8.5/10[76]
Eurogamer Essential[77]
Game Informer 9.5/10[78]
Game Revolution 4/5 stars[79]
GameSpot 9/10[80]
GamesRadar+ 4.5/5 stars[81]
IGN 9/10[10]
PC Gamer (US) 91/100[82]
Polygon 7/10[83]
Critical reception

The game's plot received mixed reviews. Nic Rowen from Destructoid found the game's
plot to be unsurprising and "by the number" sci-fi plot. However, he was
disappointed by the campaign five-hour length and noted that the emotional core of
the story lacked development.[76] Javy Gwaltney from Game Informer compared the
plot to a "buddy comedy", and remarked positively that BT is a relatable character.
[78] Peter Paras from Game Revolution praised the story for being an interesting
one, despite commenting that the nine-chapter story is basic. He also liked the
personality of BT, calling it a "straight-laced "I take what you say literally"
thinking machine" and that the interactions with the Titan successfully added more
context to the game's world and setting.[79] Jon Denton from Eurogamer praised BT's
character, saying that its lines were skillfully written.[77] Mike Mahardy from
GameSpot found the story to be poorly written and that it ended too abruptly.[80]
Arthur Gies from Polygon noted that the narrative was subpar, with mediocre voice
acting, "corny names" for characters, and insufficient context for players to truly
remember the story.[83]

The game's gameplay received critical acclaim. Rowen described it as "frantic and
exhilarating", and that the fluidity of gameplay further enhanced the quality of
the single-player campaign.[76] Gwaltney shared similar thoughts, saying that no
matter how players chose to approach a mission, combat or stealth, the experience
offered was satisfying. Further more, he found controlling the Titan an interesting
experience that resembles MechWarrior and Star Fox.[78] Mahardy similarly felt that
player movement controls remains "invigorating", but he liked the Titan combat more
for often presenting "David versus Goliath" scenarios. Mahardy described the game
as a "thinking man" shooter, adding that the title required players to think
tactically instead of simply having good reflex.[80] David Houghton from GamesRadar
praised the game's controls and movement options for turning many seemingly
gameplay obstacles and barriers into opportunities for players to manipulate.[81]
Chris Thursten from PC Gamer praised the game's large variety of weapons and their
sounds, and the "brilliant" freedom of movement.[82]

Rowen praised the level design, which he found to be one of the game "real stars".
He was impressed by the variety of settings and set pieces featured in each level
and praised the design for having tricky environments for transversal which
encouraging free movements. He singled out "Effect and Cause" as one of the most
imaginative levels featured in the game, comparing it favorably with Portal.[76]
Paras remarked that two chapters featured in the game were extremely impressive,
and that they "[re-examine] level design in most action games". Thursten also
enjoyed these levels, but added that not all levels share this level of creativity
and that he wished some of the novel concepts introduced "stuck around longer"
during his playtime.[82] Gwaltney liked the flexibility of the game's campaign,
which provides players plenty of freedom to handle combat encounters. He also
appreciated the inclusion of the game's puzzles, which requires players to "think
outside the box".[78] Both Paras and Houghton liked the levels for incorporating
both elements of Pilot gameplay and Titan gameplay, with Paras saying that it added
variety to the package,[79] and Houghton saying that it improved the game's pacing,
making the game very "exhilarating" to play.[81] Mahardy admired the pacing,
attributing its success to the fact that players can switch BT's loadouts to handle
various combat situations, presenting a dynamic that is different from multiplayer.
[80] Brandin Tyrrel from IGN admired the game's sense of scale and map design, in
which each level stage felt large but at the same time linear enough to direct
players' progression.[10]

The game's multiplayer received critical acclaim. Rowen described it as "more than
solid" and praised the more complex and extended progression system for rectifying
Titanfall's lack of long-term appeal. While Titan's customization became more
limited, he felt that this is a necessary change to make the Titan combat deeper
and more rewarding. He noted that there were numerous "smart" gameplay adjustments
and design changes that emphasize players' skills, but he was disappointed that
there were not enough modes featuring AI opponents.[76] Gwaltney, however, felt
that there were no significant changes to the multiplayer, but with sufficient
subtle design adjustments making it more refined and improved than its predecessor,
though he still found the progression system to be lacking in substance. He also
appreciated the new gadgets, which make the game more tactical. He commented
positively on the game modes' structure, which prompts all types of players to
engage in teamwork.[78] Paras criticized the multiplayer for being unforgiving,
though he enjoyed some of the game modes, such as Bounty Hunt.[79] Mahardy praised
the six new Titans types for being easy to learn and difficult to master. As the
six Titan types have distinct controls and attack schemes, Mahardy noted that
combat resembles that of fighting game and multiplayer online battle arenas games.
[80] Tyrrel praised the overhauled rodeo mechanic, which promoted teamwork, and
Boosts, which make the game more balanced.[10] Gies described some of the design
changes as "odd" and "difficult to understand", including the rodeo mechanic which
he found mostly useless. In addition, he criticized the maps for being too
confined, which did not fit with the game's fast gameplay.[83]

Critics generally had a positive reception on the overall's package. Rowen admired
the game for being an imaginative and creative shooter, one that no other
competitors in the market can achieve.[76] Gwaltney described the game as a "must-
play" and that unlike most other shooters, the game offered a complete package with
both a fully-fledged single-player campaign and a refined multiplayer.[78] Paras
felt that Titanfall 2 successfully delivered the promises made by the first game.
[79] Tyrrel also shared similar opinions, calling the game a rare and exceptional
title that improved on every aspect of its predecessor.[10] Houghton called the
game as the year's surprise, calling it one of the most "creative and rewarding FPS
in recent memory".[81] Thursten worried that Titanfall 2 will suffer from the same
fate as its predecessor for having a short lifespan due to poor release timing, but
he noted that the single-player campaign was the game's true highlight.[82] Denton
strongly recommended the game and gave the game the highest possible rating, but he
shared the same concern as Thursten.[77] The game received "generally positive
reviews" upon release according to review aggregator Metacritic, with the
PlayStation 4 version attaining the highest score of 89 out of 100.[74] GamesRadar
selected it as their game of the year, while PC Gamer chose it as their shooter of
the year.[84][85]
Sales

Electronic Arts expected the game to sell approximately 9 to 10 million units in


its first year of release.[86] However, financial analysts predicted that the
game's sales would be substantially disappointing due to EA's decision of releasing
the game in late October, a period between the launch of EA's largely popular own
Battlefield 1, and Activision's Call of Duty: Infinite Warfare. Despite that, EA
expressed no concern about the release window, as they felt that the player base of
Battlefield 1 and Titanfall 2 would not overlap.[87]

The game was the fourth best-selling retail game in the UK in its week of release,
behind Battlefield 1, The Elder Scrolls V: Skyrim � Special Edition, and FIFA 17.
Its first-week sales only reached a quarter of the launch-week sales of Titanfall
despite Titanfall 2 being a multi-platform release. Digital sales of the game were
also down, only reaching a quarter of its predecessor's sales as well.[88]
According to the NPD Group, the game was the ninth best-selling game in October
2016 and the fifth best-selling game in November 2016.[89] In their earnings call
for the third quarter of the 2017 fiscal year, EA stated that the game's sales fell
below expectations.[90] However, EA CEO Blake Jorgensen went on to say that the
company was pleased with the positive reviews the game received and expected it to
have strong sales into the next fiscal year.[91] According to Zampella, Titanfall 2
sold well and was successful, but it could have sold even better.[92] In January
2017, financial firm Morgan Stanley estimated that the game had sold 4 million
units.[93]
Accolades
Year Award Category Result Ref
2016 Game Critics Awards 2016 Best of Show Nominated [94][95]
Best Action Game Nominated
Best Online Multiplayer Won
Golden Joystick Awards 2016 Critics' Choice Won [96]
The Game Awards 2016 Game of the Year Nominated [97][98]
Best Game Direction Nominated
Best Multiplayer Nominated
Best Action Game Nominated
2017 Annie Awards Outstanding Achievement, Character Animation in a Video
Game Nominated [99]
D.I.C.E. Awards 2017 Outstanding Achievement in Original Music Composition
Nominated [100]
Outstanding Technical Achievement Nominated
Action Game of the Year Nominated
Outstanding Achievement in Online Gameplay Nominated
SXSW Gaming Awards 2017 Video Game of the Year Nominated [101]
Most Memorable Character (for BT-7274) Nominated
Excellence in Multiplayer Nominated
Excellence in Visual Achievement Nominated
Excellence in SFX Nominated
13th British Academy Games Awards Best Game Nominated [102]
Game Design Nominated
Multiplayer Nominated
Sequel

In October 2016, Zampella claimed that the team would like to deliver more
experiences for the player set within the franchise, though a trilogy was not
planned.[103] When publisher Electronic Arts acquired Respawn Entertainment, it was
revealed that a new mainline Titanfall title was in development.[104]
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