

With the single-player here we’re teasing out the threads of those loops and building entire missions around them, missions that are more pilot-focused or more Titan-focused. McCandlish: The original game’s idea was to fit a multiplayer gameplay loop of fight as a pilot, call in your Titan, beat people up, eject, fight some more, get a new Titan. Here, we have just one Titan, and he has a personality.

GamesBeat: In the first game, you could call several Titans during a match. It wasn’t something planned, but it’s worked out well for us.

You get to customize how you want to approach them and make it the Jack Cooper that you want, as opposed to having it totally written for you. We stumbled into this interesting tool where you get to opt in to the conversations. We were both looking for a way to strengthen the relationship between the pilot and the Titan, but also to bring more of the lore to the game, without being distracting. Typically the character is going to be giving information to help you understand the world that you as a player may not have. That can be disconcerting when your character says something you aren’t thinking. There’s a trend in games to have your character speak. McCandlish: That feature grew organically out of the challenge of taking a story about a pilot and a Titan and making it successful within a campaign. Is that there to help people have a bigger attachment to the Titan character? GamesBeat: I was surprised to see dialogue options.
TITANFALL 2 CAMPAIGN HOW TO
A lot of work went into figuring out how to translate that motion model into a campaign context. The motion model, with the freedom it brings - for us to stay true to that motion model required us to loosen up the restraints a bit. That precludes having so many characters around you, distracting you from that story. With this one, while there’s still a military aspect to the game, the focus of the story is on the relationship between the pilot and his Titan. We always looked for ways to bring a sense of pacing to our games. The design team has been inspired by the Valve games for a long time. We have a lot of tastes across the studio. Mackey McCandlish: We’re inspired by a lot of different games. Was there anything that inspired you to go in that different direction? That wasn’t the approach you went for here. GamesBeat: With these sort of campaigns for multiplayer-heavy shooters, we expect that Call of Duty model - the on-rails, linear shooting gallery.
