A brilliant campaign singleplayer and systems weapon exceptional make this a first-class FPS. |
BT FTW! GOTY gongs are elected by the staff of PC Gamer through the vote and the debate. To publish a prize a day to Christmas, with staffs of the PCG team selections. Stay updated with all prizes so far here.
Chris Thursten: who saw this coming? Given a second stab at a set of ideas that never came to fruition in the promise but poor first game, Respawn explosion in from left field to deliver by far the best shooter of the year campaign. Titanfall 2 shows a style valve available to play with the basic formula of the game, remix of shooting, parkour, and mech combat in a different way in each mission. Levels of outstanding, in the abyss and cause and effect - party visual spectacle with brilliant concepts high science fiction that would not be out of place in a sequel to half-life. Yes, it is true that good.
Tom Senior: Titans-solitary pilots interaction creates the most tactically interesting and intense combat times of the year. Nowhere another can wrench a battery out of the back of a Titan, jump on the back of a friendly, slide-machine gun Titan a pilot enemy and reassemble the Titan enemy and dropping a grenade into the slot of the battery just vacated. Movement systems that allow this are extraordinarily robust and intuitive and easily some of the best I have found in an FPS. It is difficult to describe the feeling of chaining a series of heroic maneuvers in a takedown of several pilot or titan. There is almost no friction between thought and action at the moment, only the thrill of carving a path through a frenetic warzone driven by beautifully designed class systems, the movement and gun. It has been a great year for shooters, but Titanfall 2 destroys the competition.
Andy Kelly: Titanfall 2 click on for me when I started to reprogram my brain FPS to take advantage of the mobility of my character. Facing an enemy with shield in hand, my first thought was to run behind him and gun him on the back. But then I realized that could do a slide of fresh knee toward a wall along it, turns, landing behind him and after shotgun in the back. And suddenly everything made sense. This movement of a liquid nature combined with thickness, satisfaction of combat and a procession of imaginative tricks step by step to create one of the best FPS campaigns for single player I've played in years.
Phil Savage: The movement and the level of design, especially that level, are deserving of praise. But what really surprised me was the feeling of the weapons. Thanks to Doom and 1 battlefield, it has been a good year for strong, burly arms. I've spent much of 2016 enjoying the crack of a rifle's bolt and the profound explosion of a super shotgun. On the other hand, weapons Titanfall 2 elegant and subtle feeling. Feel powerful and deadly, but information is handled in another way - which means that combat not mastered audio mixing. It is a refreshing approach, and a different texture that distinguishes it from the year gives you 2 Titanfall other great shooters.
Chris Livingston: I hear a lot of people saying that they love the movement of the pilot, and is undoubtedly great. Fast, flexible, frantic, that gives us many ways to deal with enemies and the environment. But I fear that simply not I appreciate it so much like everyone else because I just hate to not be in my titan. Whenever I have to go running on foot I am completely miserable. Just go back to pick me up and put me on you, the huge robot! I know I can run walls and knee-slide and all that, but I had much rather be encased in a giant robot friendly Pisa Protecto to mirror edge-ing while people shoot me. I love to both titan that I can not stand to part ways. If you could install a small refrigerator and WC in the same, I would never get out.
Tim Clark: The level that all apparently still dare not name (Statute of limitations of spoiler?) is the most exciting thing I've played all year. Titanfall 2 campaign is a ridiculous ideas of great design, condensation hits album more creativity in their six or fewer hours that some series handle many games. That said, absolutely not buy the line that Titanfall 2 purely was sentenced by naive EA programming. Even if it had been released earlier this year, away from the twin monsters of CoD and Battlefield, I am not sure that would have sold much better. The problem, I suspect, is that you only have one shot at the launch of a new shooter. And Titanfall 1 players remember him is a great multiplayer game that failed to find a large enough audience and disappeared quickly. I think that nails tacks in a short campaign, though critically acclaimed, was always going to be enough to convince the players, many of whom are well aware of the value, which would get worth the second time their money. That is a huge shame, because I'm not sure what other comeback could reasonably have done and probably condemns any hope of a third installment.
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