‘Titanfall’s Two-Sided Story Campaign Explained; Game Designed to be ‘Inclusive’

By | 3 years ago 

Over the last few days, Xbox One owners and PC gamers have been logging hundreds of hours in the beta for Titanfall. In fact, Respawn Entertainment’s first developmental effort has dominated the conversation for the better part of a week.

While that might change some as the beta comes to a close tomorrow, there is still plenty more to be revealed about the game, even beyond the various leaks. For example, Titanfall boasts a substantial story-driven multiplayer campaign, one that Respawn has kept relatively quiet about.

Of course that will soon change, as Titanfall is less than a month away from release, but for now a lot of the focus is on hyping the beta and making sure players know just what Respawn is trying to do with their new game. That being said, Respawn isn’t averse to answering questions about the game’s story, which they did earlier today.

More specifically, our latest details regarding the Titanfall story center on the dual campaign, which Community Manager Abbie Heppe says encourages at least two playthroughs. See, in Titanfall gamers are either on the side of the Interstellar Manufacturing Corporation or the Militia, Titanfall‘s warring factions. But, since real life players support both the IMC and the Militia, each faction needed its own narrative. So, in order to see the full breadth of Titanfall‘s story campaign, players will need to go through the entire narrative as a member of the IMC and then the Militia.

“With the campaign multiplayer, you’ll play once through as the IMC and once through as the Militia. Because it’s a multiplayer game, it’s always moving. It’ll start out with these scripted sequences, and there’ll be way more dialog and characters and way more context for the world than you would otherwise get in the classic modes, but it’s not a single-player game. It is still a multiplayer game with story elements woven in.”

Titanfall Preview - Titan Firefight

In conjunction with that, Respawn has designed Titanfall with its inherent “Wow” moments. But rather than those moments being scripted, like in every other single player campaign, Titanfall‘s are meant to be spontaneous and driven by player action.

“So when we talk about the game having single player elements, one of the things we’re really talking about is the quality of what you’re seeing in multiplayer. It doesn’t get done a lot, because normally you’re saving the high-quality art, animation, everything like that for the single-player and scripted portions of the game. For us, we’re trying to get that attention to detail and those big, epic moments and that really cinematic stuff, but have it happen in multiplayer.”

Obviously, there are a lot of questions surrounding Titanfall‘s story, many of which Respawn Entertainment appears not ready to answer. Thus far they are leaving little teases, while avoiding specifics.

However, while the narrative campaign has its appeals, many players will end up avoiding that portion of the game entirely, choosing to dive head first into the online multiplayer modes. We’ve seen some of what Titanfall has to offer as part of the beta – read our preview – but, again, Respawn promises they is a lot more for players to uncover. They want every player to find something to enjoy in Titanfall, which is part and parcel with many of the game’s key design elements.

The decision to put in A.I. grunts, for example, helps give novice or less skilled players a frustration-free way to contribute. Some might say the A.I. is “dumb,” but Respawn’s Fairfax McCandlish sees it differently:

“Titanfall doesn’t have bots. It has AI that has similarities to what you would find in a single player FPS, and it has AI-driven auto-titans. The AI do not act like players nor are they trying to. They are an essential part of the balance of the game.”

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Similarly, the game’s weapons have been designed with several different play styles in mind. There are some weapons built for players who like to lead their shots, and others that are more direct in their approach.

And then there are the Titans, which support a much more laborious play style as players chip away at their opponent’s health. Ultimately, there should be something for everybody in Titanfall, or at least Respawn hopes there is.

Will you be playing through Titanfall‘s story-driven campaign? Do you think it was important that Respawn include some form of story element? How do you feel about their inclusive approach to game design?

Titanfall launches March 11, 2014 for the PC and Xbox One; and March 25th for the Xbox 360.

Source: Polygon, Total Xbox