Counter-Strike Nexon: Zombies has just underwent a huge update thanks to requests by its fans. The most requested tweak? An update to the “Vote Kick” system where players get to vote to kick someone out of the game and that player gets to state their case. There are also a ton of other fixes and updates; new items, sidekicks, new zombie skills, new human skills, there is a veritable boat load. Check out all the updates here, http://steamcommunity.com/games/273110/announcements/detail/125326385277693020
Counter-Strike Nexon: Zombies is a wildly popular free-to-play game on Steam that spawns from the original Counter-Strike that was released way back in 1999 as a mod for the first person shooter Half-Life. For more information regarding Counter-Strike and its modifications check out their Steam page at http://store.steampowered.com/app/273110/
Call of Duty. The game people love to hate. The Michael Bay movie of the gaming world, everyone will complain about it but everyone will play. This year’s addition to the franchise Advanced Warfare is brought to us by COD new comers (not including their help on MW3) Sledgehammer games. In this COD Sledgehammer have brought the franchise to the future. Exo skeletons and Minority Report stylisation galore.
From the offset you can be sure…this ain’t your daddy’s COD. The introduction of the double jump alone has created a whole new beast, let’s take a look shall we?
The campaign mode, while not any different from any previous year’s campaign weighs in at around 6 hours gameplay (for the average gamer) and this is what we have come to expect from the Activision shooter franchise. However this time, more than applicable to any previous iteration, it is advisable to play through the campaign first before delving into multiplayer as Sledgehammer have shaken the very foundations of the COD series that have remained relatively unchanged since the first major shake-up in Call of Duty 4 : Modern Warfare.
Story wise it is more or less the same length as previous CODs, you have your team, you have your buddies and you have your mission. While not quite as engaging as perhaps the Ghosts campaign, the jump to the future certainly changes the game significantly in location settings and looks, and also the equipment available. While playing the story, even in the opening chapter, you are witness to a ‘Matrix’ esque swarm of drones and walkers that look plucked straight out of Metal Gear Solid 4. A standard tale of power and corruption helmed by Kevin Spacey himself is enjoyable, but it won’t take the whole weekend to complete.
In campaign mode, visiting the pause menu will greet you with a set of EXO challenges such as, get 50 kills or, collect 5 pieces of Intel. This gifts to the game a set of side quests to accomplish alongside your main objective. The introduction of the new arsenal such as the threat detector grenade, gives Advanced Warfare’s campaign even more reason to be played as it gets the player fully comfortable with the changes this time round. A short stealth section aside and some ninja like grappling, the campaign is an easy 6 hour blast, needed this time before hitting the multiplayer. While short and sweet like most COD campaigns, the main story proves more as a necessary training ground for the COD elite.
Controls are shaken up a tad with the dodge mechanic, clicking L3 down and flicking down, left or right will make your character dodge in the corresponding direction. While a nice touch, having it in the multi-player is quite redundant giving the fast paced antics you find in there. Clicking R3, knife kills are replaced with insta-death punches which feels immensely more satisfying than knifing. Finding the beam weapon instantly brings the Ghostbusters theme to your head and is gratifying to use to cause more devastation.
Weapons are much more fun to handle, the aiming and feedback are a whole ton better than we had in Ghosts last year. Bringing the franchise to the future has seemingly brought the fun back to COD. Getting used to the new mechanics and the level layouts is a breath of fresh air to the series and something that needs to be recognised by the teams making next year’s iteration.
Onto multiplayer, while it’s always nice to play your favourite COD map (Nuke town right?) having a complete fresh feeling set is always better. Yeah sure most new CODs have their own set of maps, but never before has such as sense of freshness occurred in venturing into online multiplayer. Thanks to the ingenious (and about 5-10 years overdue) double jump mechanic, playing COD online is a very different game from ANY game previous. Maps have suddenly become much more open as reaching high places is as simple as a double tap of X. That one guy who used to be carefully placed in an unapproachable nesting spot can be quickly dealt with by a few timed double jumps.
Multiplayer seems a lot more frantic this time around. While standing pumping rounds into the guy in front, his buddy is generally only a corner away with a loaded fist. Fast paced has never been a more astute phrase, but this time you will need your wits about the multi layered levels. As granting players the ability to leap buildings and walls means you are never a minute away from the action.
For the old hard-core, online mode does feature a classics section, where you can play online with all the new-fangled young kids double jumping is negated for good old fashioned shooting and being shot at. The extra mile has certainly went into making Advanced Warfare feel as different while familiar as possible.
On to the not so goods – graphically the character models in the cut scenes and in game are absolutely superb. Kevin Spacey being a natural highlight in the story but, each characters facial expressions have had some amount of work put into them. Hats off to Sledgehammers talented studio for that. However the downside is while looking very nice in cut scenes, when the game actually hits the backgrounds just can’t match that cut scene quality and somewhat detracts from the immersion. Getting new items and equipment this time around sadly is not up to the player and is assigned automatically after each online match. This leads to a sense of less customisation than the previous installments that have allowed the player to pick their rewards after matches.
All in all COD is a great package, it’s a big shake up in the way the games played and is visually impressive despite the shortfalls in the way the backgrounds look in gameplay. This is the game to bring back the COD doubters and is the game for any Kevin Freaking Spacey fan to play as he is fantastic in the campaign mode. It’s big dumb fun, but this time… it’s futuristic big dumb fun that might require some getting used to.
For more on COD Advanced Warfare, check out 42 Level One every Tuesday at 9:30pm GMT right here on All Games.
It’s the freshest COD since MW 1
Kevin “freaking” Spacey
Campaigns still short and unsurprising
Scenery could look prettier
I didn't get really into gaming until the early 2000s, so I missed a lot of the classic stuff that some people remember about the early days of gaming, including Apogee. They eventually turned into 3D Realms, but they put out some stuff before then that people really liked like Wolfenstein 3D, the Blake Stone games, and Rise of the Triad: Dark War. ROTT was a prime example (at least from what I've heard) of the old school style of shooters, with crazy enemies, weapons, and power ups. Also you could turn into a dog. So it would make sense that someone would want to reboot a franchise like this. It's unfortunate that they had to reboot like this, because it's not very good.
In the new Rise of the Triad, you once again slip into the leather boots of H.U.N.T., the High-risk United Task-force, consisting of Taradino Cassatt, Thi Barrett, Lorelei Ni, Doug Wendt, and Ian Paul Freeley. They are sent to San Nicolas Island off the south coast of Calfornia, which has been taken over by a terrorist group/cult called The Triad. Once there, the team gets discovered and their boat is destroyed, meaning the only way off the island is to fight your way through the Triad. And beyond that I honestly couldn't tell you anything more. The only story bit I saw was at the very beginning of the game. It was told in a motion comic style cutscene, complete with pretty decent artwork and absolutely terrible voice acting. You'd think that last bit would be a negative, but it got me really excited to play the game. While some of the characters' voice-work was just the bad kind of bad, most of the main five have the kind of bad voice acting that just makes laugh and feel good about things.
Then we get to the actual game part of the game. You can play as any of the five characters listed above and each come with their own stats, like endurance or speed, meaning some guys are tougher while other guys are faster. But honestly I couldn't tell you the in-game difference between any one of them. All of them seem to take the same damage, which is really inconsistent depending on where you are, and they all move at one speed, which too fast to be playable. Every character moves at half the speed of sound and the mouse is so sensitive even at 50% that trying to look around while walking down a straight becomes a huge ordeal that will probably end with you running into a wall repeatedly or being stuck on some piece of the world geometry. The movement speed is especially crappy for searching for and collecting coins and secrets, which the game scores you on. A lot of times they are on walkways or platforms that you have to jump to or use jump pads to reach. Since you're in first person the entire time, you can never see your feet to judge when you're above it. Add on to that that your movement in the air is just as fast as when you're on the ground, it becomes a game of trial and error trying to get these items. If you want to avoid these annoying platforming bits and forget about the collectibles, some levels force you to platform in order to finish a level. To top it all off, some of these sections result in instant death if you mess up even once, meaning you have to go back to the last checkpoint, which there are only two of in every level.
But you don't come to a game like this for the platforming, you come for the guns and shooting which kind of work. You got your standard stuff with your pistols, machine gun, and rocket launcher, but then you have some of the cooler stuff. You've got the heat seeking missiles, which home in on enemies. You've got drunken missiles, which can be fired like a minigun or just flying off in random directions. You've got the heat wave, which shoots out a wall of fire that incinerates your enemies. And you've got Excalibat, a magical baseball with an eye in the center of it that kills enemies in one hit and fires energy balls. The weapons themselves are actually kinda weak and don't really have any kind of punch behind them, but they can make the game bearable for a brief few moments. But these weapons come with very limited ammo and once you run out, so long interesting weapon. You can pick up more of them and if you know where to look you can be rolling with these for a good chunk of the game. If you aren't looking carefully, though, you can miss these weapons and be stuck with your standard stuff. The pistols and machine gun are total jokes, with enemies soaking up bullets and barely even reacting to being shot by these guns over and over again. It makes you feel completely powerless and these weapons, along with all the other ones I mentioned, can be stolen very easily by the enemy leaving you with a solitary pistol until you can find something interesting again. The cool thing I will say about the pistols and machine gun is that both of them have infinite ammo but you can still reload them. So you can just stand there for twenty minutes reloading your dual-wielded pistols with an awesome animation. It won't affect anything and is entirely pointless, but it looks great.
The enemies will be shooting at you, too, so you'll need to know where their shots are coming from to find them. Good luck with that, because the damage indicator is a joke. It barely reacts when you're being shot, so you only get a notification when you're being shot every fourth or fifth time. It also doesn't dynamically move to show where the shots came from relative to the way you're looking. Combine that with the movement speed problem and you will have no idea where most shots are coming from unless you stand still and just wait while you're getting shot to find the enemies. Also, have fun finding the enemies. All of them dress in grey and brown, and since this is an Unreal Engine game, all of the environments are grey or brown, so enemies can very easily blend into the background while spinning around trying to find them. It gets especially fun in the poorly lit corners when the only way to see them is their muzzle flare. Plus, enemies can just randomly spawn in. Multiple times throughout the game I'd be walking along and all of a sudden an enemy just appears before my eyes.
Speaking of environments, they are quite bland in this game. Every level I played was interchangeable with every other level in a given area, just with a different layout. Because of this it can be difficult to figure out which way you're supposed to go. A few times while playing I got turned around and ended up running back to the start of the level before I realized I was going the wrong way. From what I've seen of later levels this gets better, but they still look incredibly boring. One of the later levels gets lava and it looks just awful.
This game is also bugged up the butt. I already mentioned the enemies magically appearing in front of you and being caught in the world geometry, but that's just the tip of the iceburg. Many times while playing through the game, I was forced to reload my machine gun. The machine gun, need I remind you, has infinite ammo and no need to reload. But still, I would walk in to an area, running out of my rocket launcher or special rocket launcher ammunition, and switch back to my machine gun. I would click to fire, but instead I would reload, giving the enemy a chance to shoot me to death.
The cheats are bugged as well, because yeah there are cheats. Twice when I was in god mode, you know, the mode that makes you invincible, I was killed. And this wasn't an instance where god mode just randomly turned off (although that happened a couple of times, too). I was in the middle of a god mode massacre, when all of a sudden this big new enemy or boss would show up, fire off one shot, and kill me instantly. Even if I wasn't in god mode, I was at 100% health. Either those enemies have one-hit kills or I got screwed. On top of being buggy, the cheats just aren't really that great to begin with. Sure, god mode and no clip and stuff like that is fine, but all of the cool stuff brought over from the original game are just power ups, even with cheat codes. The god mode power up is way better than the god mode cheat, but that and dog mode and every other cool thing from the original game can only be used for a short amount of time before they run out. Then you'll have to jump back to the command console, which doesn't pause the game when you pull it up, enter in the code again and pick up the power up it spawns. That is, assuming it even summons the power up at all. I've had to enter codes four or five times to get the power up to appear.
Finally there's multiplayer. But I couldn't tell you anything about it. I waited in the lobby for 10 minutes while the game searched for servers. It never stopped searching.
Rise of the Triad is not a good game. It is a pretty bad one. While some of the weapons and power ups are kinda cool and it's nice to play this style of shooter again, the game is buggy and bland and too damn fast you to enjoy any of the nostalgia this kind of shooter will invoke. If you're a huge fan of the original, I can maybe see you getting some enjoyment out of this. But you have no love for the original and are just looking for a fun, old-timey shooter, DOOM, Serious Sam, and Painkiller are all available on Steam. Get them. Don't even bother looking at this game. it's not worth your time.
Pathologic Classic HD is a remastered version of the cult classic first person survival game where you search an open world to find clues, items, and of course a lot of stopping random people and children to talk and barter items. Not a lot of action in this game, and after awhile it can get a bit dull doing the same things over and over. You live out the story of 3 people in this game and it may leave you scratching your head wondering what is going on and why.
The graphics are reminiscent of Day Z and H1Z1. The overall animations of the characters are fairly basic, as the people you 'talk' to look at you with various facial expressions. You’ll have to "talk" to a lot of people in the form of reading text on a screen..lots of reading text on the screen...lots!
With this game you should be able to use either joystick or keyboard/mouse, but my joystick never worked on this game. I’m not the best keyboard game player and the learning curve is small but it does take awhile to get used to. The overall motions are smooth once you get used to the controls. The quick loading times are a plus when going in and out of buildings. With such a huge map, there are a lot of houses to go into and places to buy stuff. Although sometimes you wonder why there is so little to choose from in some shops.
This is a very slow game in my opinion. After a few hours of walking and reading text with no real action, I lit up when I was slapped in the face by someone who I had spoken too. On another occasion I was getting punched in the face for doing talking to someone else. That led me to believe that there was going to be a battle, but no, just run out the door and the fight is over. Your reputation is very important in this game, so be careful how you treat the people you are talking to. But there are times where the actual audio of the person has nothing to do with the task at hand and sometimes the choices you get for communicating are to either saying something mean or saying something even worse.
THE FINAL WORDS
This is the kind of game that is an acquired taste for sure, if you like a game where you do a lot of walking and reading text, finding random items and seeing some things that just are simply strange, then you may enjoy Pathologic HD. Not much shooting or fighting in this one. Be prepared to play for hours trying to figure out what is exactly happening in this game. It seems to be aimed at the more cerebral gamer that steers clear of twitch action titles.
Interstellar Marines can be best summed up in one word: potential. These days terms like “alpha” and “beta” have been so overrun by marketing speak and promotion that they don’t have much of a meaning anymore. That’s not the state that this game is in, it’s what we would have considered “pre-alpha” and in truth I don’t think it’s anywhere near complete. That’s not to say that Interstellar Marines doesn’t have something to offer at this early stage, just that the finer points of what it can and intends to become have not formed yet.
The tale Interstellar Marines dates back to 2005, when the project was originally started to be an Unreal 3 shooter for the 360, PS3, and PC that was hoping to use pre-orders and investors to bypass the mainstream publisher system and create a high profile game. While that did not work out, developer Zero Point Software has fully utilized the modern independent landscape to keep its vision alive. After a transition to the Unity engine and an unsuccessful Kickstarter in 2012, Interstellar Marines has found a home on Steam with both the Greenlight and Early Access program. Despite the sordid tale of its beginnings, one who looks at the eventual goal and current work on this title cannot deny that it is compelling and may give way to one hell of a game. Throughout the development, one key concept has remained intact: deliver a “AAA” (which is code for “high budget, high profile”) experience within the independent development system.
If you haven’t heard of it, you probably wonder what Interstellar Marines is and wants to be. Zero Point Software has released a concept statement that will pique interest. They are promising a tactical shooter that takes a more simulation approach to gameplay and integrates RPG-like elements to create and enhance character progression. Additionally you will have the option to take your character on a sci-fi adventure campaign, a co-operative campaign (at time of writing these appear to be separate campaigns), and of course a myriad of competitive multiplayer modes. Zero Point has made specific focus on the unpredictability of the campaign, realistic simulation goals, and also has released some great concept art as to what we can expect in alien worlds. I mean seriously, there’s a hulking shark creature, who doesn’t think that’s cool?
So how has that fared so far? Since releasing last summer, twelve updates have gone live and this title has begun to shape up into a playable format. It used to be simple items like traversing several areas, which eventually gave way to the eight or so maps that you can play around in at this point (although you will be completely alone in them). Each environment is a medium sized playground that follows the multiplayer shooter concept by the book – mild verticality, choke points, and strategic points for both defensive and assault play types. As you navigate these maps they will come to life with random effects like alarms going off or rain beginning to fall. It could be day, it could be night; both have strengths and weaknesses although I did not see an actual transition cycle from one to the next. Areas warn of hazards like poison gas or reduced oxygen – these hint at future plans for both zoning and the helmet function – but currently nothing happens there. It all points to a heck of a lot of minutia for a game that is so early in development. I’m not a developer and I know little about the stages of creating a contemporary shooter, but typically this amount of detail is one of the last parts in development on most previews I’ve seen (and it’s been quite a few over the last 5 years). Still, there’s no denying the game looks gorgeous and with the steady patter of rain to impede sight or having an underground passage flooded with poison gas to trap enemies you can see where these early ideas could be cool.
The closest hint you will get to actual gameplay can be found in the prototype area where you can play around with previous updates. Bullseye is a shooting gallery that lets you get used to how the guns will work and the basic concept of aiming. Given that this game is focused on being more realistic, you will probably notice right away that kickback and aim are a large factor. For those hunting down the single player experience, here’s where you can challenge yourself to high scores and even unlock some achievements.
Once you’ve had your go at the shooting gallery, you can move on to the Running Man demo that integrates shooting and movement with some bots. It’s more of a movement concept to show off what could be, but it doesn’t resemble much of a training ground. It should also be noted that you can play these two prototypes in a web browser on the Interstellar Marines web site (interstellarmarines.com) before purchasing the software. There is also a cooler updated version in the “bonus” folder of the Steam version called Get Killed By Bots! that can be run to unlock that fun little feature. It was amusing to say the least.
Most people who pick the game up at this point will jump into the active stage of development: multiplayer. It’s only available on one relatively open map that takes place at night with the usual weather effects. Named Deadlock, it has capture-and-hold areas on the map but the catch is that it’s more intended for single players to be at each point. This is handled by putting more spread out points on the map than there are players on a single team and points are only given to the first player that arrives. This means you’ll want to take advantage of ducking, cover, sneaking up on people, and planning your shots appropriately. An arrow appears in blue over teammates’ heads so you do not shoot at them, although I think the only penalty is giving away your position. Jumping feels a bit weak, although if you’re going for realism the average soldier doesn’t have the vertical leap that other shooters give them not to mention the near flight Master Chief is capable of. Respawns take time but you can dynamically view cams and open environments while waiting so it’s not so bad, but it does work with the low health of each player to encourage you not to be hasty. Given that it takes place at night, you can also play around with your laser scope and flashlight for assistance, but again this is a visual cue of your position. The helmet can be put on and taken off, but it currently does nothing save for having a visor animation – plans for a HUD may be live in the next update. It’s fun for a short spell, but honestly wasn’t my main draw to this title although in full disclosure I’m not much of a multiplayer fan in shooters.
If you are going to play Interstellar Marines be prepared for a few decent, and expected, hiccups in running the game. It ran just fine on my Windows 7 64-bit and didn’t ever crash, but I saw quite a framerate dip in multiplayer along with occasional lag. At times the game would hitch up and I would need to quit and restart, not to mention the bugs that Zero Point cop to. Keep in mind that at this early stage this is all to be expected and hopefully as development continues we will see improvement to the framerate. Honestly it’s unfair to expect much until the final finished product hits, which is usually when the engine is optimized to run as best as it can. I was on a 3.4 ghz quad core AMD with 4 GB of RAM and a GTX 760 and was able to run Interstellar Marines in 1080p with mostly high settings around 40-60 fps. Tweaking some of the effects didn’t make a drastic difference in performance, but I also didn’t see a drastic difference in visuals without some effects. Granted, I’m betting the game performs much better on a stronger machine, I would consider mine midline. All in all Interstellar Marines has the potential to take on bigger budget games provided that it can get development wrapped up at a slightly faster pace. This already seems in place as co-op is supposed to hit September 18 and they are hoping to release the single player Prologue after that and within about two years the full campaign. It’s going to be a slow process, but in the end those that get in early should hopefully expect some decent updates every 12 weeks or so (based on current pacing). Keep in mind that mechanics are still being worked on so campaign is most likely a back burner item. With all that in mind you may find that $19 for the regular edition is worth getting in at the ground floor or if you’re really dedicated you can get the Spearhead Edition for $44 that gives you a gift copy of the game and earlier access to some updates along with plenty of bonus items. It all comes down to whether or not you see the potential and if you trust the development team. In the least, Zero Point Software has been very open about the development process, but this also demonstrates just how slow high end game development is today.
Interstellar Marines is currently available on Steam Early Access for $18.99 or $43.99 for the Spearhead edition. It is possible to pay to upgrade the regular version to Spearhead at a later date. A code was provided for this preview. We plan to continue review coverage after major updates come along that justify more elaboration. Currently the co-op update is scheduled for September 18, but this is subject to change. Keep in mind that all Early Access games are in development and that this game is still quite early. It will be some time before it is in any state that resembles the goal of the finished product, but purchasing at Early Access means that you are getting the final project at presumably a lower price point.
Leave it to Beaver was one of my favorite shows when I was a kid. Everyday I’d sit and stare at black and white reruns of a show that had been off the air for decades yet still managed to spark a laugh and speak the truth. My favorite character wasn’t it’s namesake, Beaver Cleaver, and it wasn't his stoic older brother, Wally. My favorite was Eddie Haskell, Wally’s near delinquent friend. Eddie Haskell was the catalyst for a lot of the problems that the Cleaver boys would get into. Cheat on a test? It was Eddie’s idea. Cut school and go fishing? Eddie was behind it.My favorite was Eddie Haskell, Wally’s near delinquent friend Go to a party instead of the library to study? All Eddie. It wasn’t his bad deeds that drew me to the miscreant Eddie Haskell. I was fascinated by the fact that he never got into trouble. Whenever the boys would do something wrong, they would, of course, inevitably get caught. Back then, parents were always right and were never outsmarted by kids. But still, Eddie would slide away unscathed and slither back into the house the next week, none the worse for wear.
The mom on the show, June Cleaver, must have known this kid was doing his best to put her sons on a short path to jail or a long life filled with bad choices. The patriarch, Ward Cleaver, had to have known that every word from Eddie Haskell’s mouth was at best a bold face lie. But still they welcomed him into their home. Why? The answer was simple. Because Eddie Haskell was charming.
He never missed a chance to remind Mrs Cleaver how lovely she looked in her pearls. He would be polite to a fault, something that must have been sorely lacking in her day to day interactions with the male-centric world of the 50’s. He made her feel beautiful, respected, and appreciated. He would make a point to congratulate Mr. Cleaver on raising 2 fine boys. And at a time where there was no higher goal than to provide for and build a strong family, Ward Cleaver had to have enjoyed the recognition given to him. Both Ward and June Cleaver were more than willing to overlook the shortcomings of Eddie Haskell, as long as he stroked their egos and made them feel good about themselves.
Titanfall is the Eddie Haskell of next gen games.
Titanfall is pretty straightforward, taking the well worn genre of futuristic first person shooters and adding giant robots to the mix. You can fight on the ground with assault rifles and grenades, using parkour skills and jetpacks to run up walls and perch on buildings or you can call in a Titan mech to stomp grunts, let missiles fly, and even self destruct in an atomic mushroom cloud. Titanfall is mostly a multiplayer affair with the campaign seemingly only there to tick off a box on the back of the case. The core of the title is made up of 6 vs 6 online game modes. While 12 players may seem like it would make for a sparse battle in a world where 64 player skirmishes aren’t out of the norm, don’t worry because space on the field is taken up by AI grunts who do their best to get shot instead of you.
Titanfall looks great on the Xbox One. The levels are filled with detail and the Titans inspire the appropriate amount of awe when they drop into the fray. While the levels look fantastic, they quickly reveal how lifeless and static they are.Titanfall looks great on the Xbox One. You would expect that a huge battle taking place within a few city blocks would leave some type of impression on the environment, especially with giant robots lobbing missiles at one another. But after a battle, you would be hard pressed to point out any evidence that a war was going on, much less one involving 30 foot tall robots. Trees survive megaton explosions without losing a leaf. Structures that look like they’re barely holding themselves upright manage to survive multiple rocket impacts without the paint getting chipped. For all the power you wield on the field, you have surprising little effect on it. The titans are epic and the transition from scurrying along the ground to being placed inside of one is seamless. It would be nice to have more variety in the types of mech you can pilot. Aside from the 3 main body types, your customization options consist mostly of switching out the types of guns they carry. If you had dreams of dropping into battle with a customized battlebot, then you will need to scale back your expectations.
The 6 vs 6 player limit is frustratingly low, especially when you realize that MechAssault on the original Xbox was 4 v 4, and that was one of the first Xbox Live games ever. All of the advancements over the past decade have led to just 2 more players per team.Titanfall is the best last gen game you can play on a next gen system The upside to the low number of players is that you’re almost always in the middle of the action, mainly because the levels themselves are so small. Each map is roughly the size of just a few city blocks. These are limitations that you would have expected to be a thing of the past on a next gen system as powerful as the Xbox One. Instead of plowing through an entire metropolitan area, you will be battling over a small patch of land that quickly becomes repetitive. These limitations are ones that I expected to be a thing of the past. And being so early in the life of the Xbox One, maybe it’s understandable that Titanfall feels like it would be just as much at home on the Xbox 360. The more time you spend with it, the more obvious it is that Titanfall is the best last gen game you can play on a next gen system.
Titanfall may have it’s shortcomings, but still, it’s fun. Charming. When you’re running past the near brain dead AI, you don’t care because they yell encouraging phrases to inflate your ego as you dash by.Titanfall may have it’s shortcomings, but still, it’s fun. You won’t get frustrated after being blown up repeatedly by another player because you can always go mow down a few squads of enemy AI, replenishing any feeling of power you may have lost. Eject from your doomed Titan and look in awe at the magnificent landscape below you. The leveling system is so forgiving and generous that your rank will soar up faster than you can say ‘Prestige’. Despite everything else, the bottom line is that playing Titanfall makes you feel good. Good enough to make you overlook it’s faults. Eddie Haskell would have been proud.