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Thursday, 29 September 2016

Titanfall 2 Campaign’s First 3 Hours Are Intense

When Respawn wanted to build a full-blown single-player campaign for Titanfall 2, the first decision they made was to allow the player exit the Titan – however foolish that may be at times. But beyond that? There obviously wasn’t much of a blueprint to follow from the first Titanfall, so Respawn’s designers did something all good creators know how to do: they started playing with blocks.

Action blocks, that is.

Every week for six months, the developers in charge of campaign design were tasked with bringing a new idea to the collective table. It could be a weapon, a puzzle, a mechanic, a small section of a level. Anything, really, as long as it was small, simple, and playable. These “action blocks” were discarded or set aside when they weren’t fun, but the ones that captured everyone’s attention or sparked their imaginations were dissected and explored. They’re only small ideas, sure, but six months of brainstorming is no small deal, and from what I saw, it seems to have paid off.

Continue reading…



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