Titanfall 2 PC screenshots new

Titanfall 2 – Official Single Player Gameplay Trailer

Electronic Arts has released a new gameplay trailer for the single-player campaign of Titanfall 2. Titanfall 2 Single Player features Jack Cooper, a militia rifleman with aspirations of becoming a Pilot and a Vanguard class Titan BT-7274.

As its description reads, when the Frontier heats up, Jack and BT must combine their abilities and risk everything to survive together against overwhelming odds.

Whether fighting as a Pilot or in 20-foot-tall war machine, Titanfall 2 aims to provide a fun, fluid, and thrilling combat experience.

The game releases on October 28th.

Enjoy!

Titanfall 2: Official Single Player Gameplay Trailer - Jack and BT-7274

13 thoughts on “Titanfall 2 – Official Single Player Gameplay Trailer”

  1. This is still running on the ridiculously obsolete Source engine… But at this point they’ve probably rewrote atleast half the engine. The first game used a heavily modified version and it’s clear they’ve made more improvements since then. Even so, you can still see hints of old Source. Strange that they don’t just use UE4, CryEngine or Frostbite. Both UE4 and CE can be bought outright, so they don’t take a percentage of sales.

    1. Using older engines is not always a bad thing. Look at Mafia series, the physics and A.I. in Mafia 1 is better than Mafia 3. Literally 3 generations apart and the older game is way more advanced in some areas.

      1. That has nothing to do with the engine at all. Modern engines are far more advanced in all areas, not just graphics. What you’ve mentioned is simply down to the devs being lazy, talentless and incompetent. It’s not the same devs either, completely different team.

    2. Source was always designed as a pretty modular engine from what I can remember of Valve talking about it. It’s supposedly pretty easy to just swap a lot of components in and out as a developer sees fit, so is probably a lot more maintainable than, say, UE or Cryengine.

      It’s also one of the only engines that still uses a BSP system to construct level geometry (UE4, Cryengine and Frostbite are all mesh-driven), and given that Respawn is made up of a lot of CoD veterans who would have been used to designing maps on IdTech 3, it’s probably not worth the man-hours retraining a whole design team just to use an engine with slightly more advanced graphical features.

      1. Yes, but engine tech can only be so modular, no matter how it’s designed. Unreal 3 was upgraded pretty well over the years, for example, but it still retained core portions of it dating back to its original conception date which dragged down the entire thing.

        Likewise, Source had considerable problems, not the least of which being that horrid ’90s carry-over UI they were still using for it right until the end.

        Agreed on the BSP thing, but it is worth nothing; Call of Duty phased out the remaining bits & pieces of id Tech 3 as of MW3, & as “Infinity Ward OG” did MW2 before quitting, they’d already by-&-large overwhelmingly moved on from id Tech 3 tech by that point.

        Regardless, I do see them possibly retaining BSP over meshes, & other such technologies until post-MW2 development, making it easier for Respawn to transition over to Source, rather than say something else, & designing their own engine from scratch would have taken time, so there’s that too.

        Either way, they really have made some excellent tech upgrades to the underlying Source tech by the looks of all the gameplay videos we’ve been fed.

        1. “Call of Duty phased out the remaining bits & pieces of id Tech 3 as of MW3”

          Not strictly true. For sure, IdTech’s been pretty thoroughly gutted at this stage, but it still underpins a lot of CoD tech. Take a look at Black Ops 3’s editing tools for instance – They’re still using Radiant to create their levels, and they’re still using BSP for a lot of the ingame geometry.

          1. Oh sure, but from a legal standpoint, they stopped paying licensing fees for id Tech 3 with MW3. So, while they’re definitely still using tech based upon id Tech 3’s original coding, no doubt about that, “id Tech 3” itself is gone now, replaced by Infinity Ward-programmed whatever-the-f*ck.

            Or, well, that’s what they’re claiming, anyway.

    3. It is strange, being under the EA publishing umbrella they should have access to the EA owned Frostbite, either at a good price or even free. Maybe it just came down to dev teams comfort level? Most of the other teams tapping EA as a publisher outside of Crytek have kind of all fell in line with Frostbite, even to the point of a Dev like Bioware who did the Mass Effect games in UE migrating over to Frostbite in both Dragon Age and the upcoming Andromeda

      1. That was probably more of an EA call than a BioWare call, but I do think BioWare had a voice in it, sure.

        After all, it was EA that originally announced an intention to stop using 3rd party tech for their games by transitioning everyone over to Frostbite instead, but at the same time, people aren’t exactly using Unreal 3 anymore, so BioWare would have had to move on from using Unreal with “Mass Effect 4” regardless of their standing as an EA-owned subsidiary.

        As for Dragon Age; the old engine was sh*t anyway. The Eclipse-Lycium duo met its end due to age more than anything, IMO, & good riddance to it, honestly.

        “Most of the other teams tapping EA as a publisher outside of Crytek have kind of all fell in line with Frostbite” – Just for the record, I think Respawn is the only independent studio left that “taps” EA for publishing duties. Everyone else is either owned by them, or utterly hates them. Honestly, I’m not even sure if EA offered them the possibility to use Frostbite in the first place, to be fair, since they’re not an EA subsidiary.

      2. Respawn are a third party studio – the games you mentioned were made by first party studios owned by EA, hence they likely wouldn’t have access to the frostbite engine. Likewise I’d imagine it would be difficult for Respawn to suddenly pivot engines if they were to diverge from EA as a publisher and had used the frostbite engine up to that point (if they were allowed in the first place – the engine being exclusive to EA studios etc).

    1. IF you got large maps with mechs, by the looks of it its gonna be some love story between a dude and a mech.

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