“Protect the Pilot.” —BT-7274
Taking into the skies after the Draconis, Milita forces pursue the Ark weapon, but find themselves hampered by Viper, a mercenary. Cooper manages to take control of an IMC vessel, disable its guns and defeats Viper before pressing on to the Draconis. BT sustains heavy damage and surrenders the Ark to Blisk, before being destroyed by Sloane. In his final moments, BT gives Cooper the SERE Kit containing the MK-5 Smart Pistol, a knife and his own computer core. Cooper makes his way to a drop point, where he is provided with a new Vanguard chassis equipped with the Legion setup. Reunited with BT, the pair fight their way through the IMC forces and reach the Ark. In the process, Sloane is defeated, and Blisk complements Cooper on his resilience, remarking that strictly speaking, the Apex Predator’s contract never extended to taking Cooper out. He leaves Cooper with his business card before leaving. BT flies himself into the Ark’s core and ejects Cooper at the last moment, citing his third protocol. The Ark Weapon is destroyed and destabilises Typhon: reaching the extraction point, Cooper escapes Typhon before the planet is annihilated. In the aftermath, Cooper is formally admitted as a Titan pilot into the Marauder Corps, and it appears that BT’s AI has survived, running from within Cooper’s helmet. This brings Titanfall 2‘s campaign to an end; despite its short length, Titanfall 2 managed to create a compelling narrative for the world of Titanfall: the most distinct feature about the campaign in this title, besides the fact that there was a campaign to begin with, is that no two missions were similar.
In Titanfall 2‘s campaign, the central theme is about trust: despite BT and Cooper being unfamiliar with one another, the journeys and experiences they share to uphold Lastimosa’s mission allows the two to develop a strong bond with one another, to the extent where Cooper is comfortable with entrusting his life to BT during challenging situations. This bond between man and machine is what allows a pilot to be such an effective force on the battlefield. When Titanfall 2 first opens, Cooper narrates the incredibly powerful presence a pilot has on the battlefield: this power is almost supernatural, at least until players see, from Cooper’s perspective, what a pilot and Titan pair are capable of after they’ve become attuned to one another. Central to this syngery is trust: a pilot must trust their Titan to assist them with difficult choices, and Titans likewise will look after their pilots, giving them a very human-like nature. In its narrative, Titanfall 2 also suggests at the extent and scale that the IMC-militia conflict has been occurring, indicating that this is a universe with its won stories to explore. With nine distinct missions, Titanfall 2‘s campaign was a breath of fresh air, combining smooth platforming with shooting and mechanised combat through the Titans. Superbly fun and presenting the Militia as a sympathetic cause, it was very pleasant to play from the perspective of the resistance group, allowing Titanfall 2 to contrast Infinite Warfare, where players assume the role of a government military force working against insurgents. The different perspectives often serve to remind players that conflicts are fought not without reason, and it is such an interesting juxtaposition to go through both games.
Screenshots and Commentary
- The penultimate mission is one of the most visually impressive of Titanfall 2: set over the mountains and forests of Typhon, the goal is to reach the Draconis and stop it from delivering the Ark to the Fold Weapon. Undaunted by the fact that the Draconis has taken off, Militia forces manage to seize another IMC vessel and take off. Despite some of the jumps over the valley below being quite terrifying, these are scripted events that have a known outcome. Once Cooper is tossed to a nearby IMC vessel, his job is to stop its guns and create a space for Militia forces to catch up.
- The abundance of weapons and ammunition here means that there’s really no concern for running dry mid-battle. The close quarters engagements and large number of enemies meant that I would personally find a shotgun and LMG to be well-suited for the firefights ahead, although an assault rifle is also useful for taking out enemies at range. The weapons diversity in Titanfall 2‘s campaign is impressive, although there are some weapons that I gravitate towards more than the others.
- Immensely fun, one of the only gripes I have about Trial By Fire is that Cooper cannot take control of the large guns on the IMC vessel’s flank side. Strictly speaking, there’s no reason to actually use them, since it’s Militia forces in the air. Disabling the guns is a reasonably simple task: the weapons are controlled by an IMC soldier, and they can be disposed of very quickly. Once the guns stop firing, Militia pilots will board to assist Cooper with taking control of the vessel.
- In one of the more cinematic moments in Titanfall 2, a Militia vessel flies close to the IMC ship, providing an impromptu wall that allows the pilots to wall run across to the main hanger leading to the bridge. This jump requires coordination and timing to complete: it took me several attempts to actually make it because I kept doing the double jump too early after leaving the Militia vessel, failing to land. On successful landing, it’s directly into a heavy firefight with the IMC soldiers and robots.
- The wisdom of having an LMG is useful, as is making use of the cloak to conceal myself from enemies. One of the things about this mission that strikes me as impressive is how the sense of travelling through one of Typhon is captured: even though the ground is shifting continuously, players won’t actually reach the Ark and can take the time they need to clear areas out. If I had to guess, I would imagine that the terrain below is moved around the vessel and is procedurally generated, only generating certain assets once checkpoints in-game are reached.
- Some IMC soldiers encountered throughout Titanfall 2 are equipped with shields that can absorb a considerable amount of damage, and while they can be bested with the traditional “shoot until they die” methodology, but the more effective means of dealing with them is to engage the cloak, sneak behind them and fire, or else drop some explosives behind them to quickly deal with them. Yesterday’s post on Your Name‘s home release came out of the blue, but this one does not. Now that there’s a release date, I begin counting down the days to when I can finally roll out my talk on Your Name, but with a shade less than three months to go, there’s quite a bit to do in the interim with respect to games and other modes of recreation.
- This is because over the past weekend, I developed a minor cold and spent most of yesterday sleeping it off: this cold signals that warmer weather is returning soon, and I look forwards to being able to walk around without the need for a heavy coat and scarf. We return to Titanfall 2, where I found that the graphics, while perhaps not quite as exceptional of those seen in Battlefield 1 or Crysis 3, nonetheless remain highly impressive. In spite of all of the things that Titanfall 2 has going for it, however, I’ve heard that the playerbase is not particularly large, even though the game’s initial sales figures were quite good, and Titanfall 2 does everything from Titanfall better, including addition of a fantastic campaign.
- Up until now, there’s been little use for the MGL, but I figured that with the game drawing to a close, the time was ripe for me to give the weapon a shot. This is an anti-Titan weapon, but there aren’t very many moments in the campaign where Cooper will face Titans while on foot. These weapons thus become extra-powerful options for taking out infantry, and here, I unload grenades into the bridge of the IMC vessel to commandeer it.
- Cooper will then take control of the IMC vessel and position it so that it is directly behind the Draconis, with the aim of boarding it mid-air. Cooper uses a data knife to override the controls and maneouver the vessel: this tool is not actually a melee weapon and is intended to be placed into a slot in an enemy Spectre or turret. When a hack is complete, the enemy unit will fight for the player. Closer inspection of the data knife finds that it resembles a lightsabre handle in design. After what seems to be an eternity, Cooper is finally in position and heads out onto the deck. However, it’s not a simple walk in the park: the Mercenary Viper shows up in a Northstar-class Titan.
- Viper is one of the trickier bosses in the campaign: his Northstar has nearly unlimited flight core duration, and he earlier shoots down half of the attacking Militia forces on his own. Owing to Viper’s mobility, the Expedition loadout or Tone loadout are the best choices for taking him on: lock-on missiles allow Cooper to whittle his health down, while having powerful shields prevent Viper’s missiles from dealing too much damage. Viper is accompanied by two Scorch-class Titans, and when defeated the first time, will come back a second time. Finishing him off will allow players to reach the Draconis and secure the Ark.
- Cooper and BT’s actions come to an abrupt halt when they are met with the Apex Predators: refusing to give up the Ark, Cooper orders BT to never surrender it, but with the situation dire, BT asks Cooper to trust him, creating an opening that prevents Cooper’s death but also leads to BT’s destruction. Before powering down, BT unlocks the SERE Kit that provides gear to assist Cooper’s survival, evasion, resistance and extraction. In this kit is a data knife, BT’s data core and a much-welcomed return of the MK5 Smart Pistol.
- Long considered overpowered and being a no-skill weapon to use in the original Titanfall, the MK5 has been modified in the multiplayer so that it is a boost rather than a standard weapon. It also is limited to a magazine size of twelve rounds with one reserve magazine, lock-on speed is dictated by distance to target and placement of the target relative to the reticle. Finally, players will receive a warning if a user is locking onto them with the MK5 to provide them a chance to evade. In the single player campaign, the MK5 is supremely powerful, being able to easily decimate scores of IMC infantry and has unlimited ammunition in reserve.
- The Militia have one final surprise for Cooper: a brand-new Vanguard Titan equipped with the Legion loadout. A heavy weapons platform based off the Ogre chassis in the multiplayer, the Legion is fantastic for heavy breakthrough tactics with its ability to take and deal out damage. Its speed is its biggest liability: speedier Titans can flank around it and deal massive damage. In the campaign, the Vanguard’s solid all-around performance means that it’s really a matter of equipment that changes: the Predator cannon is a rotary machine gun that has an incredibly high rate of fire and can destroy lighter enemy Titans in seconds.
- The Predator cannon can be configured to fire a spread of rounds similar to a shotgun, or else charge up for a longer range shot for damaging distant opponents. The Legion’s defensive ability is a shield mounted onto its cannon, which can absorb some incoming damage. Against the waves of other IMC Titans, the firepower conferred by the Legion loadout comes across as being highly entertaining: even the heavier Scorch class Titans are shredded by the sheer volume of firepower. I imagine that the Predator cannon is firing 20mm rounds.
- The boss fight against Sloane is on par with Viper in terms of difficulty: she’s armed with the Ion loadout, and her laser core can deal massive damage in a very short period of time even if players have a shield up. The only way to survive is use of cover, dash and returning fire once the laser core runs out. The cronies that assist Sloane can also be a bit of a problem: as soon as Sloane sustains enough damage, she’ll retreat. Taking the other Titans out correspond to fewer guns on Cooper, which simplifies the fight.
- Some of the remarks that Sloane makes throughout the boss fight are hilarious when juxtaposed: she initially states that she’ll take out Cooper for free, then mentions that defeating Cooper could land her a nice bonus. Here, I make use of the Smart Core to pummel Sloane: the Legion’s Smart Core turns the Titan into a walking cheat code. All rounds fired will automatically arc towards any enemies and weak spots on Titans, making it a powerful way of dealing with a large number of enemies or quickly whittling down the health of a boss.
- With Sloane’s Titan nearly destroyed, I move in for the execution: Titan executions are quite brutal, and once Sloane is done, it’s time for the classic endgame events where Cooper must stop the Ark before the Militia planet of Harmony is destroyed. The ensuing act of opening the Ark up disables BT, and in a terrifying moment, Blisk appears. However, he says that killing Cooper was never a part of his contract, that the IMC should’ve included it in their scope of work, and that he’s rather impressed with Cooper’s skills and tenacity.
- Leaving his business card behind, he takes off to see other folks with money, leaving Cooper and BT to stop the Fold Weapon. BT decides that the only way to stop the weapon now is to destroy it by overloading his reactor, and citing his final protocol, to protect the pilot, he ejects Cooper at the last moment. The Fold Weapon is destroyed and begins destabilising the planet: the last sections of Titanfall 2 involve some of the most exhilerating parkour as Cooper must move over a bottomless pit en route to the extraction point.
- Cooper makes it to a dropship with moments to go, and it jumps into Typhon’s lower orbit just as the planet begins disintegrating. The devastation to Typhon is reminiscent of the results of firing the Death Star in Rogue One: not quite the explosive display seen in A New Hope, the slower decimation of a planet becomes a little more frightening when considering the size of a planet and the forces keeping it together.
- With Titanfall 2‘s campaign in the books now, I found myself impressed at just how smoothly everything came together. It’s a shame that there aren’t more Titanfall 2 players around, and one will wonder if the upcoming Star Wars Battlefront II will suffer a similar fate; being superior to their predecessor in gameplay and design, as well as featuring a full campaign, the consumer base’s disappointment with the first title might dissuade them from buying the game, keeping player counts low. I’m very excited to see what Battlefront II will be like, although my decision in picking the game up will largely be driven by what impressions I gain of it post-launch, when I watch some gameplay footage. This also means that in October, there will likely be an open beta.
Having now finished the Titanfall 2 campaign in its entirety, I can say that the game was very much deserving of being counted as one of the best shooters in 2016. In my books, it’s a draw between Titanfall 2 and DOOM for the strength of each game’s respective campaigns: with a strong narrative and diverse gameplay, Titanfall 2 never became dull or repetitive. Of course, I may go back through in the future and collect the pilot helmets as time permits, but with Titanfall 2‘s campaign in the books, I may take a look at the multiplayer: I’m not sure how long it would take to rank up, and I’ve heard the learning curve is quite steep, but there are private servers that I can use to grow accustomed to the controls, and also for learning the best routes through a map. With this being said, there is quite a bit on the future horizon on my plate with respect to games: Battlefield 1 Premium is offering no shortage of things to do as I aim to reach rank ten for my assault and scout class, and there are assignment weapons to unlock, and of course, I still need to complete Infinite Warfare. Thus, my discussions of Titanfall 2 will end for the present, although one should not rule out the possibility that I may return at a later date to provide some impressions of my experiences in the multiplayer.