Looking Back at Titanfall: How Respawn Changed the FPS Genre
A New Era in FPS
Back in 2014, a game emerged from a new studio called Respawn Entertainment. This wasn’t like any other gaming studio. Its founders had a pedigree unlike any other at the time. Respawn was founded by the late Vince Zampella and Jason West, key figures at Infinity Ward who helped create the multi-billion-dollar Call of Duty franchise.
West and Zampella left Infinity Ward on uneasy terms and formed Respawn Entertainment. Their first project would become known as Titanfall with EA as its publisher. Titanfall was an Xbox exclusive titles, when exclusives carried weight on which console you owned.
Pilot Mobility: Redefining Movement
Titanfall wasn’t just another first-person shooter. Zampella, West, and their team aimed to challenge gamers’ perceptions of what a first-person shooter could be on consoles and PC. The team over at Respawn didn’t rely on the established game design and storytelling norms of the time, sought to innovate. And innovate they did at Respawn.
Titanfall is a sci-fi, 6-on-6 multiplayer first-person shooter that blended high-mobility characters capable of wall-running, double-jumps, and traversing large areas with incredible speed. The gameplay was smooth and fluid, with aiming that was precise but not unforgiving.
Titans: Mechs That Changed the Battlefield
Respawn didn’t just evolve character movement, they added a whole new layer of strategy with Titans, massive, heavily armored mechs that changed how players approached the battlefield. Each Titan had its own strengths and weaknesses, allowing players to find the one that best complemented their play style. Titans were also highly customizable, letting players tailor both their pilot’s and their Titan’s loadouts to their preferences.
What Respawn Entertainment created was a gameplay loop that rewarded players willing to invest the time to master it not only their characters but their Titans as well.
Vertical Gameplay and Map Design
The game’s vertical gameplay and expansive arenas encouraged players to explore every nook and cranny. This level of verticality hadn’t been seen in a shooter since the days of Quake Tournament. The closest modern FPS to approach this was Bungie’s Halo series at that time.
Reception: Praise and Criticism
Titanfall was a change of pace in the mundane FPS environment and gamers flocked to it in droves. Fans praised its character mobility, Smart Pistol system, balance, and overall accessibility for players of all skill levels. It wasn’t without its critics, however some fans lamented the poor enemy AI, lack of community features, and limited multiplayer modes.
Conclusion: Lessons from Titanfall
Respawn didn’t simply take the FPS genre as it existed and create a derivative shooter. They pushed the boundaries of what a first-person shooter could be and that’s exactly what they achieved with the original Titanfall. The design elements seen in Titanfall and Titanfall 2 that have since become staples in the shooter genre.
That innovation was thanks to Respawn Entertainment. It’s now time for the next generation of developers to innovate again and redefine what gamers expect from first-person shooters. Titanfall represents an evolutionary step in game design and development one we should remember and continue to learn from.
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