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Pokemon X and Y – Torchic Distribution

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Pokemon X and Pokemon Y is set for a world-wide release on the 12th of October which is only four days away and, as you can probably imagine, fans all around the world are going wild with anticipation and excitement. With all the “leaks” circulating the world wide web in the past week or so I feel like it’s about time we report on some “Official” news. While this little bit of information has been around for a while, I think it deserves a little bit more spotlight considering we’re only a few days from release. A special Torchic is set for world-wide distribution on the launch date of the game. The Fire-Starter from the “Ruby, Sapphire, Emerald” generation of games will be given to us at Level 10 with the moves; Scratch, Growl, Focus Energy and Ember already learned  by the Pokemon.

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Torchic will come with the Hidden Ability “Speed Boost” which raises the speed level of the Pokemon at the end of every turn. It’s a fantastic ability which is used a great deal in Official Tournaments.  Torchic will also be distributed with the item “Blazikenite” which, as you are all probably aware of, is the item that allows Blaziken to Mega-Evolve which is going to be one of the biggest assets in the newest generation of Pokemon so you’d be a chump to miss out on it! Now remember; Pokemon X and Pokemon Y (as well as Torchic) are set for a world-wide release on the 12th of October  on the 3DS and the information for the Pokemon Distribution can be seen in more detail here.

 

BlazBlue: Chrono Phantasma Announces Limited Edition for English Release

BlazBlue: Chrono Phantasma prepping to release in English, so Aksys has revealed a special limited edition version of the game that packs plenty of bonus additions to the newest in the fighting series. Just what can hardcore BlazBlue fans expect from the upcoming release? Luckily they have a list:

  • 40-Page Art Book – Presented in full color, collecting art from both the game and special art from artists
  • Official Soundtrack CD – Filled with new music composed by Daisuke Ishiwatari
  • Rachel Alucard Nendroid – A nendroid of one of the fan favorite characters of the BlazBlue series
  • Mystery Item – An additional item yet to be revealed

Even without knowing what the last item is, the BlazBlue: Chrono Phantasma Limited Edition looks chock full of great additions. But, what do you think? Give your thoughts on the limited edition bonus material and what you think the final mystery item will be in the comments below.

Space Hulk Blasts Open A New Campaign

space-hulk-new-campaign-1“In the Grim Darkness of the Far Future There is Only War” 

Space Hulk is the Warhammer 40k based, strategy board game adaptation that fans had been waiting for for years and for the most part it received a decent reception. However, it was not without its problems and those came mostly in the form of bugs which are being patched along with the release of a brand-spanking new 3 mission campaign called “The Messenger of Purgatory”. In this exciting new campaign players will be tasked with commanding a squad as they blast and hack their way towards the remains of their fallen comrade, Captain Atarius, who they must retrieve to complete the mission.

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Full Control, the studio behind Space Hulk, had this to say about the expansion, “We wanted to give the community a big ‘thank you’ for the wonderful support they have shown, through the first stage of launch, and we think that fans will really love the Messenger of Purgatory campaign.” Space Hulk is available on Steam, Mac, and iOS.

Constant C Moving at the Speed of Light onto XBLA

Constant C may have been one of the lucky hundred titles that were chosen for Steam’s Greenlight back in August, but the game is looking at an even brighter future as well. Original developer IGS and 5pb Games have announced that the title will be reaching XBLA in the Spring of 2014.

Telling the story of a robot trying to fix a research space station that is frozen in time, Constant C is a puzzle platformer that lets players control gravity, momentum, and time to solve the mysteries of the space station. With more than 100 levels, players will have plenty of challenges to face and now the XBLA version will see enhancements like improved localization.

Those wanting to see more on Constant C can check out the official trailer embedded below. Constant C was previously released for PC, but this newer improved version will be hitting the Xbox 360 XBLA next Spring.

Lords of Xulima on Indiegogo

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Lords of Xulima is a Turn-Based RPG with the 2D isometric feel of classic games like Baulder’s Gate made by Numantian Games; with a release date set for early 2014 on the PC, Mac, and Linux, but Numantian Games is looking to the crowd sourcing giant IndieGoGo to help them reach their goal and provide even more content to the players.

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In developing a game as complex as Lords of Xulima, we needed to make a lot of decisions about what aspects to include and which ones to exclude. Even though we would like to be able to do everything to make Lords of Xulima the best game possible, unfortunately we need to adjust our vision to match our budget. For this reason, we have decided to launch this campaign and ask you to contribute to improving Lords of Xulima.

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Lord of Xulima boasts more than 60 hours of gameplay as well as a vast continent to explore, “with different environments and climates”. The landscapes are hand-drawn, keeping with the old-school feel of games like Diablo  and Fallout, but with a modern and intuitive interface.

Check out the trailer for  Lords of Xulima below and also on IndieGoGo and don’t forget to vote for them on Steam Greenlight.

Assassin’s Creed IV: Black Flag Shows Off its Tats in Trailer

With the days whittling down, Ubisoft has released a brand new trailer for Assassin’s Creed IV: Black Flag and while it still has everything to do with piracy this time they went with a somewhat unique central theme. Showing off all Edward’s tattoos, the trailer focuses on many of them and gives a glimpse of the pirate life Edward has coursing through his veins.

From busting out of irons for some retribution, to leading a boarding party Edward has the very sea within his blood. Not only does the trailer feature some nice action from Black Flag, but it does give a good sense of who Edward is, especially with knowing what all those tattoos stand for.

Those wanting to see the trailer for themselves and check out all those sweet tats can find it embedded below. Assassin’s Creed IV: Black Flag will be releasing at the end of the month for Xbox 360, PS3, Wii U, and PC, and as a launch title for Xbox One and PS4.

Hills Of Glory 3D Review

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Hills Of Glory 3D Review
Developer: Mando Productions
Publisher: Chillingo
Platforms: iPhone (reviewed),  iPad, iPod Touch
Release Date: 27/9/2013
Price: Free (Available Here)

Overview

To be honest, back in school I never paid much attention in history class (ancient or modern) . So imagine my surprise when I found out World War II was won with simple touch controls and tower defence action over just 21 missions! Introducing Hills Of Glory 3D, a tower defence title with a World War II theme that for some reason thinks boasting it has 3D graphics is somehow still considered a selling point so significant it needs to be included in the title. Hills Of Glory 3D takes no risks in delivering a watered down strategy experience for casual gamers but comes in a nice, polished package for your thumbs to fiddle around with.

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Gameplay

Hills Of Glory 3D is a simple tower defence title. Well, they call it tower defence but you don’t really build any towers or turrets unlike most other titles. Instead, you just defend the base with the weapons you have, making for a much simpler gaming experience. This is a double edged sword however, as while it does take away much of the complexity, the game then becomes a little too easy. It then starts feeling more like a button masher (or should I say screen tapper) with very little strategy required….which kind of defeats the purpose of a strategy game. The simplicity does make it very easy to play though. Players take control of a military base and must protect it against all enemies. Tapping shoots a troop and you can rack up combos. Two fingers can unleash a machine gun, two fingers drops napalm, holding can bring out a mortar, you get the idea. Options and weapons are limited as well as variety in gameplay and what you see is what you get. It may take some getting used to remembering the way to use certain weapons but other than that there is a very small learning curve. Of course I should also note Hills Of Glory 3D is free, so you know the drill of what to expect: waiting to play a game, in-app purchases, advertisements, a strong focus on upgrading & power ups and other generic features.

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Audio & Visual

Like many of Chillingo’s published titles, presentation is pretty much as good as it gets on iOS. Graphics are bright, cartoonish, charming and not scared of having some fun. Oh yeah and in case you didn’t guess by the title, it has 3D graphics too! With smooth models, decent animation and nice textures the graphics department of Hills Of Glory 3D is surely a highlight. The soundtrack is pretty much what you’d expect from a military title with drums you’d be more than happy to march along too. Sound effects may not be spectacular but they get the job done. Sadly, voice acting isn’t present which would’ve been a nice touch.

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Overall

For better or worse, Hills Of Glory 3D is very simple, casual defence title. Without towers or turrets to build, gameplay boils down to tapping on enemies in a variety of ways to defend your base without much strategy to it. That being said, Hills Of Glory 3D could be a good gateway game to the genre for some gamers. With a decent soundtrack and bright visuals presentation is splendid and it’s also a free title, so why the hell not? With that being said, I’m sure most games will be left  feeling unsatisfied and wanting more out of their game.

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Capsule Computers review guidelines can be found here.

Battlefield 4 Interview with Creative Director Lars Gustavsson

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Capture from the EB Live! Battlefield 4 presentation. He’s not usually that stern looking….

EA Australia had a large presence at EB Games Expo 2013, with what was voted as ‘Best Game of Show’ in Titanfall, The Sims 4, FIFA 14 and more. But even more eye-catching and attention grabbing than the fallen mech from the former – in the back corner of the Xbox booth, mind you – was the life-size tank in the centre of the expo hall. And while t-shirts were being shot from its cannon into the crowd, and others lined up to play Battlefield 4, I was interviewing DICE Creative Director Lars Gustavsson. It was a real pleasure to speak with the man on the game, who came to Sydney all the way from Stockholm, Sweden.


The first thing I wanted to ask about is Levolution. We keep seeing, with the Siege of Shanghai map and all the beta footage that’s been released, the huge tower crumbling into the bay, but just far does Levolution go in the levels, in both single-player and multiplayer?

So we made it very clear to ourselves early on that Levolution isn’t just that epic thing that’s happening, and that it ranges from, on some levels it’s less epic, and on some it’s more epic. But the key thing is that it should alter how you play the level. And equally important – or sometimes even more important – is all the interactive components sprinkled around the world. And then in combination with the networked water – the new water that can change – improved destruction, and a lot of other things, it should make the battlefield more interactive.

But yeah, we truly hope people will use these tools and, just like they’ll have different weapons, different gadgets, different vehicles, they can also use the environment now to seal off entrances, to be warned by metal detectors, to flooding a whole city in order to get it your way! And maybe you’re better at piloting helicopters, then you’ll definitely want that skyscraper to still be there and dominate the skyline, keeping it up there so you can have that control point. While if you’re better at boats and ground warfare, then you’ll want it to go down quickly in order to have it your way.

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And then we’ve got Battlelog, which is being overhauled and enhanced, with the second-screen integration thanks to Smartglass and the like. What can you tell us about how Battlelog has been improved?

So, what we saw when we shipped Battlefield 3… I mean, we were called crazy by many people for having that integrated on PC. And overall we saw it was a success, but we also saw that it was mainly PC players that got that. So the big focus has been to get it into all platforms for Battlefield 4; to give to the same feel as the rest of the game, but also extend it. You know, we have not only the Commander screen, but the battle screen which lets you overview the map you’re currently playing on so you’re squad leader can give orders on it. And this extra map is something we’ve been asked for, for a long time by the community; to be able to change your loadout, to be able to have your social network there and to challenge friends on leaderboards.

And now, with the Geo Leaderboards… many times leaderboards land somewhere in the middle and it’s not so relevant, but now, you can actually look at the same street where you live, or same city, or same country. So we keep on building this social hub. Before Battlelog, people usually went elsewhere to find the latest news for Battlefield. But now we’ve managed to become the central hub for news, feedback, forums, friends and you now, you can also challenge friends in specific missions and so on. So really building a hub by having it on PC, but also on current-gen and next-generation. It’s a lighter version on current-gen, but full integration on next-generation hardware. So a huge step forward.

Something you just briefly mentioned is Commander Mode, which was last seen – although in a somewhat different configuration – back in Battlefield 2142. Was the whole motivation for bringing it back and revamping it the rise of this second screen experience and it just being the perfect timing for the perfect fit?

Yeah, it started in Battlefield 2 and went away with Battlefield 2142. Yeah, I mean the whole reason for bring it back was – well, there’s many reasons… we lost it while we went into the Bad Company era. And looking back, I mean we learnt a lot from that era, but we also lost track of a couple of things that the community really missed. So it’s been a big request from the community to get Commander back. We have upped the number of players in our squads, we’ve introduced a field upgrade system which lets you pick your specific career for unlocks – whether I want to play defensive, offensive and so on – and as you play together, you all go up, but if you get wiped the whole squad goes down. So we’re building a whole ecosystem of teamplay and to get that Commander in-game to work, but also to be able to provide it on tablets, and hopefully make it seamless to players on the battlefield – whether they’re sitting in a cafe playing or if they’re home on their sofa – it’s been a very interesting challenge but we’re very happy with what we accomplished.

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We’re also seeing a trend now with what has been revealed for next-gen of the merging of multiplayer and single-player modes. Everything seems to be one cohesive, drop-in, drop-out experience. DICE are also doing some things to blend the two, mostly linked through Battlelog. Can you tell how how you are doing this?

So overall, when we had done Battlefield 3, we got a lot of feedback on the single-player campaign – both positive and in areas of improvements. I mean, the biggest one we took away was that the only thing we had to do was more battlefield. So we stepped back to the drawing board and looked at what elements from multiplayer could we introduce into single-player. So now, you play with a squad; you can use them to engage the enemies. Instead of ‘pick this one up to take that one out’, it’s more of ‘here’s a variety of tools, you do it your way’ where your own kind of battlefield moments start to take shape and you come up with crazy solutions of taking out enemies.

We introduced scoring and persistence in single-player to give you more to strive for, and a lot of new, interesting ways to try and do more and be more. Also, we worked with the story to make it more relevant for you as the player, with good actors… but also, what’s really great to see is that, with a lot of the initiatives that brought over from multiplayer to single-player, we then also started thinking about how to build multiplayer. We saw how we could build drama in Battlefield 3 single-player, and we brought that into Levolution. We had an intern project of building interactive water, and then we said ‘yes, we want that for single-player’.

You can see it in ‘Fishing in Baku‘ where the water kind of wades around you. Then we saw that storming water and said ‘we must do this for multiplayer’ and then said ‘no, we can’t do it – yes, we can do it!’. And then we came up with a design inspired by tanks combatting among sand dunes and getting line of sight – we managed to pull it off. So that, to me, is an enormous pool of potential and crossbreed between single-player and multiplayer. In the end, hopefully the customer definitely benefits from us going at Battlefield from so many perspectives or angles.

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I’m more of a single-player admittedly, but when I do get online to play Battlefield 3 or what-have-you, I sometimes feel daunted because I’m going up against guys who have mastered their strategies for each individual map and it sometimes feels like a losing battle from the get-go…

Yeah, you will hopefully be able to try out more things now in single-player first, get a better hang of it… we’ve introduced a test range, where you’re offline and can try out all the vehicle types. So learn how to pilot a transport helicopter before it’s full of players that you don’t want to clash with. You can shoot the targets, customise and so on and try out the things that you’ve unlocked. So hopefully that will also ease people into the game.

And if I’m correct, there’s also been a change to the classes?

Yeah, we have… I mean, overall, we had an overhaul in terms of customisation, both in vehicles and in general we’ve given the possibility of – sort of in racing-game style – when you add a scope to your weapon, you can see what you lose and what you gain in order to see what impact it makes. In Battlefield 3, to be honest, it was very hard to know what new attachment did for your weapon. And I think that’s important to help the players kind of find their way into the battlefield.

And you’ve got the dual-scopes on many of the rifles…

Yeah, we have lots of nifty tools and gadgets. You can have the range adjustments in your scopes… so a lot of depth. And hopefully we’ve done a lot to ease you into game modes with instructional game mode movies. We reworked the whole deploy screen for better accessibility. In customisation, we re-organised unlocks for vehicles, introduced new vehicles classes and so on and so forth. And overall, what goes across the whole game – and you usually don’t talk to media about – but all this hard work has gone into improving network code, input latency, controls and so on. So far, a lot of people say that it feels like a new game, which makes me super happy. That’s usually not something you put on the back of a box, but there’s endless hours that have gone into it.

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So the closed beta has been going on for about 3 days now. It’s early, but have you gathered any feedback already? I saw a funny video online of people who had stayed in that skyscraper as it was going down and were mysteriously killed as if shot from invisible sources.

[Laughs] Yeah, there was supposed to be an environment change there that didn’t happen. So overall – I’ve been a part of Battlefield since 1942; the first prototype 14 and a half years ago – we know that, even though we have the biggest QA or testing department ever, and we do double, triple playtests every day, it’s nothing like when hardcore gamers get their hands on it. During the first hours, days, we get more feedback. So with an extremely active forum, we already now have gotten a lot of feedback on drivers, glitches, tweaking, tuning, balancing, so we’re monitoring it closely. And today we’re opening up for the open beta, so it’s going to be super exciting when I get home to the hotel tonight to see if the whole backend and everything holds up.

The last thing I wanted to ask about is the fact that, on the promotional video, your plans for post-launch support show “new content weekly”. That’s obviously a huge, continuous commitment and I imagine that would range from camo and additional customisation amongst the more spaced out bigger expansions and DLC?

Overall, what we’ve learned is that, in the old days you shipped a game and it was over. We always have been trying to keep on updating the game. But, since 1942 with the expansion packs, we’ve always seen that the lifetime for Battlefield games are really long and how our premium was received for Battlefield 3… it was just enormous. So now we have an operations team, that is probably bigger than most game studios, that just work with everything from cheating hacking, maintaining servers and ensuring that you have a good experience, building the new content, expansion packs, working with the community and messaging and all of that. So yeah, it’s a big undertaking and commitment but it’s all worth it. The way that premium and the whole post-launch journey has been on Battlefield 3 – it’s a joy to see, it’s really amazing.

I have to thank you for taking the long flight over to Australia. I can imagine the fatigue and the jet lag, but it’s just been amazing to have so many developers from the studios come down for the event.

Thank you. I mean, to be honest, the honor is all on my side. I’ve said no to most trips on this game, just to be able to finish the game and take care of the family and to ship and sell the game, but – and I’m not sucking up here – you have an awesome community down here. People are extremely positive, and it’s a great event. EA Australia are doing amazing things. They took me for a ride here… we had ‘Dine with DICE’ here with the hardcore gaming community; special dishes, great entertainment. So it’s just a joy to be here. Jet lag… I have no seconds to rest, so as long as you don’t sit down you won’t feel the jet lag.


Thanks to EA Australia and Lars Gustavsson for the opportunity. Battlefield 4 releases for the Xbox 360, PlayStation 3 and PC on October 31st; the Xbox One on November 22nd and the PlayStation 4 a week later, Australia-wide.

Fatal Theory Preview

Fatal Theory
Developer: 2 Hit Studio
Where to Buy: IndieBundle Here, 2 Hit Studio Here

The time of side-scrolling 2D may be long past its golden years, but fans of the style still look back fondly on the hits that made it so popular. Side-scrolling beat ’em ups were particularly popular and there have been plenty of new games that go back to the style, such as the Scott Pilgrim game and even a level of Saints Row IV. 2 Hit Studio is looking to capture the same spirit of these old school side scrolling beat ’em ups with their upcoming Fatal Theory, and we were glad to look at an alpha build to see how it plays.

The first thing to notice about Fatal Theory is that the game does stay true to the 8-bit style graphics of years past, but is still willing to use hand drawn pictures when applicable as well. The story is told through storyboard style with drawn images showing off a much more detailed version of the characters that the 8-bit style sprite characters. This may be for simplicity, but the effect remains none the less of tingling the nostalgia gland pining for these kinds of games.

Fatal Theory‘s story starts out pretty basic a kid is playing video games when zombies come invading their town, who hasn’t been there. Obviously the only thing to do is pick up a bat and start bashing away to combat the evil horde and the gameplay is able to the old standards. As the story goes on, main character Nick is able to gain more equipment, going from just a bat to a chainsaw sword and an electric whip to name a few.

But, what allows the game’s combat to hold up so well isn’t just the diversity of the weapons that can be used, but the fact that EXP can be gained to unlock more abilities and special moves with the weapons. The main weapon has a devastating spin attack, but the electric whip when leveled up can throw lightning down the street catching all those in the way. These additions help to give a better depth to the gameplay, keep using a weapon to unlock better attacks or go back and grind past levels to get even more.

Besides the weapons EXP, Fatal Theory does a good job to add in a bit more RPG style elements by purchasing upgrades for Nick himself, though in the alpha build it could take quite a bit of grinding as I was only able to buy a few of the first upgrades, whether this will remain in the final release or be tweaked a bit remains to be seen. There are also allies to choose from, though they were not a big help, but weren’t an inconvenience either. Simply present.

The story from what was available in the alpha is by no means ground shaking. There are some nice interesting elements, but as the game is primarily focused on the combat gameplay this is no strike against them. Interesting turns do come up as Nick goes across the city fighting the undead menace and feels like a nice bonus to the quality gameplay.

Fatal Theory does also do a great job with additional modes outside the story. 2 Player Versus and Arcade are fantastic additions, both in letting friends join in the fray against each other and letting players experience the fully upgraded weapons outside the story. Those looking to get a feel of the different weapons would be smart in trying them out here to find exactly which ones they prefer. 2 Player  Versus is also fast paced as players face off matching the fighting games it feels so much like.

While only in alpha, Fatal Theory shows some very promising aspects, certainly there are a few places where some tweaks would be very beneficial, but even as an alpha it’s a very fun game. As the combat and gameplay goes, this is incredibly fun and the fact that it is still a work in progress shows that when it is finally completed it should be one hell of a good time.

Hands-On with Titanfall

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Titanfall from EA is by far one of the most highly anticipated and exciting games of the next console generation, and Microsoft has it all to themselves. The futuristic FPS takes classic shooter elements and mixes them with parkour/free running and some bad-ass mechs. Since It was announced, I have been dying to get my hands on it and see if it is worth all the hype, and at this year’s EB Games Expo I finally got my chance. Long story short: yes. Yes this game is by FAR worth all the praise and hype it has been garnering.  Its fluid and dynamic combat is well crafted, perfectly balanced and impeccably executed.

I know one of the many concerns people out there have had is that the game looks like a CoD ripoff with mechs. Well It is officially nothing even remotely close. Firstly, aside from the whole FPS element, the games are completely different. Titanfall makes use of its near-future setting to do some really interesting things with the genre. Being able to double-jump or to run along walls alone are enough to separate them from the more ‘grounded’ shooters, and it adds a whole extra layer of strategy to the battle. You wont find yourself just hiding in a corner and taking pot shots at enemies for easy kills.

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The controls are really well designed, and many FPS players will feel right at home. That being said, even if you aren’t an avid run and gun gamer, you will be able to pick them up quite easily and by the time you have gotten your first kill, they will feel like second nature.

The Titans are obviously the biggest difference between Titanfall and most FPS shooters, and they really do change the game on its head whenever they enter the battlefield. Each player has access to their own Titan, and can choose their loadout and weapon set much like you can with a normal soldier class. This allows a great deal of versatility from the player, as their Titan can employ an entirely different strategy than their soldier (for example, my soldier was a light machine-gunner, while my titan just blew up everything and punched other Titans in the face). It is also good to note that each soldier is equipped with their own anti-Titan weapon, which brings a sense of balance to a game that otherwise would just be giant robots crushing small humans.

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Visually, Titanfall is really a benchmark for that the Xbox One can do. The maps all looked awesome, and really resonated that dark and gritty near-future vibe while not relying on the same old trick of “make everything a shade of brown.” Titans all look different from one another, as do the character models. Even the AI characters (who are worth smaller amounts of points for kills) are designed differently so you will notice them at a distance. The Titan animations are some of the coolest things going around right now too, with a variety of different entrance and exit animations, as well as an awesome looking melee-punch attack. The best way to describe Titanfall visually is that “it looks really, really cool”

Another of the concerns players have had is that the experience is multiplayer-only. While I can share the sentiment, having played through a Titanfall battle, I can see where Respawn are coming from with their approach. Each battle fills in a larger campaign, with players picking sides in the ever ongoing battle. Although we didn’t get to see much of the story itself, the way it plays out is really interesting.

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What really impressed me was the accessibility of the game. Personally I have never been big on FPS games, getting bored of games like Halo or Call of Duty a few matches in, but Titanfall not only had me hooked, but also had me doing quite well. In a game of 16 players, I managed to come third (even though I was on the losing side) which is an achievement all of itself and really speaks volumes to how Titanfall plays. Obviously as the game releases and more players get their hands on it, the cream will certainly rise to the top, but so far it feels like players of all skill levels will be able to have fun.

Titanfall is a really exciting prospect, and one I can’t wait for when it launches next year. Are you excited for it? Let us know in the comments below and be sure to check out our interview with Respawn Entertainment’s Community Manager, Abbie Heppe here. Remember to stay tuned to Capsule Computers for all the Titanfall news as it becomes available.