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Respawn on Titanfall 2’s multiplayer: “We’ve made the game predicatively unpredictable”

Stevivor used a recent tech test in Los Angeles to chat with Titanfall 2‘s Lead Multiplayer Designer, Todd Alderman. The focus was on changes to multiplayer this time around.

“We looked at multiplayer overall as, ‘how can we make it less reactive and more predictable’ – and we looked at that from every angle,” Alderman explained. “Through the tactical abilities, like the grappling hook – it’s a mobility-based tactical that lets you get to places really quick — but also Stim, which is faster than last game. It’s serving the same role with a different flavour.

“Then there’s the intel-based one that reveals enemy locations, and the holopilot, which can be used to distract enemies. It’s a big well of abilities that compete against one another and that have counter-play. It’s part of the whole ethos of the game; we’ve done it with maps, and weapons. We’ve tried to make the game something that players can master and get better at.”

More predictable, I repeat back. Alderman nods his head.

“Proactive is a better word than predictable,” he corrects. “We’ve made the game predicatively unpredictable.”

Titans also see a host of changes this time around, with unique personalities and loadouts. More importantly, their health systems are different. Titans are now powered by a series of batteries, which Pilots can pull from the behemoths, one at a time.

“It was a long road of trying to figure out how long [Titans’] health should last, how you get them and how they work,” Alderman told me.

“One of the biggest problems of last game was Voltroning – which is when the entire team has a Titan each and they just steamroll through the other. Making Titans less available, or not living as long, is a way to counter that. But then, we needed to give them to you more often, to make things work,” he continued.

The introduction of the battery not only changes how the Titans play, but how teams themselves do.

“We’re driving for more teamplay in the game – this mechanic takes health away from an enemy Titan, but, also, you can give that energy to a friendly Titan. There are checkboxes for teamwork all the way through.

“It’s more controlled rodeo system,” he continued. “If you ignored a Pilot in the original game, you’d be dead in a few seconds. This time around, you know what’s going to happen, how long it lasts, how it feels.”

Titanfall 2‘s multiplayer tech test is expected soon on Xbox One and PS4.

Stevivor travelled to Los Angeles, CA to preview Titanfall 2 as a guest of Electronic Arts.


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About the author

Steve Wright

Steve's the owner and Editor-in-Chief of Stevivor.com, the country’s leading independent video games outlet. Steve arrived in Australia back in 2001 on what was meant to be a three-month working holiday before deciding to emigrate and, eventually, becoming a citizen.

Stevivor is a combination of ‘Steve’ and ‘Survivor’, which made more sense back in 2001 when Jeff Probst was up in Queensland. The site started as Steve’s travel blog before transitioning over into video games.

Aside from video games, Steve has interests in hockey and Star Trek, playing the former and helping to cover video games about the latter on TrekMovie.com. By day, Steve works as the communications manager of the peak body representing Victorians as they age.