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Titanfall 2 Campaign is AMAZING (Gaming)

by CruelLEGACEY @, Toronto, Saturday, October 29, 2016, 13:17 (2954 days ago)
edited by CruelLEGACEY, Saturday, October 29, 2016, 13:22

Just played through the Titanfall 2 campaign from start to finish last night. I'm in the crowd who felt going in that Titanfall doesn't need a campaign. The first game was purely a PvP shooter, and I absolutely loved it. It didn't overreach; just stuck to its own thing and nailed it. So I was a bit lukewarm when I heard they were adding a campaign to the sequel. I worried it would be little more than a check mark on the back of the box. But now that I've played it, I'm blown away.

First of all, it's short, and that totally works in the campaign's favor. I played through it on Hard in about 4.5 hours... chop off my deaths/revert to save time and it probably clocked in closer to 4 hours. But it's 4 hours of stellar gameplay with zero filler, and no repetition. Not once did I feel like the section I was playing was beginning to drag, or anything like that.

But that's not to say that it's all action, all the time. Titanfall 2 has the best pacing I've seen from a shooter campaign since... I don't know. I'm actually having a hard time thinking of another campaign so well paced. There's a constant flow from quilter moments to tense, stealthy approaches to fast-paced skirmishes to bombastic large-scale battles and everything in between. There's also an excellent arch across the campaign in terms of ratcheting-up your skills as both Titan and Pilot. They ease you in to the wall-running and traversal mechanics, along with the basics of pilot and Titan combat, over the course of the entire game. They give you new gear and load outs to play with exactly as often as you'd want them, while always leaving you free to fall back on gear you're already familiar with. By the end of the game, my Pilot and Titan were a formidable pair thanks to my honed skills (no "level up" mechanic needed ;p)

Then there's the REALLY good stuff.

Each mission in the campaign has its own unique gameplay concept at its core. This gives each mission its own unique feel that makes them all memorable in their own ways.

*Sidebar: I've said many times here at DBO that the reason people complain about lack of content in Destiny is that too much of it feels exactly the same. It doesn't matter if you have 10 story missions or 15 or 100; if they all feel the same, then players are still going to feel like they want "more" to do. Simply adding more of the same isn't going to fix anything. Titanfall 2 is a perfect example of the opposite; very short, but so much variety and such a range of experiences packed in to those 4 hours that I literally wouldn't want it to be any longer. It feels complete.*

This is where Titanfall 2 transcends the typical shooter experience and does something really special. In some cases, the "hook" of a mission is somewhat straightforward. It could be something like "you and your Titan are separated, find a way to get back to each other". But in other cases, the "hook" of a mission is a unique mechanic that doesn't exist anywhere else in the campaign. I know that sounds gimmicky, but some of the mechanics they introduce are so creative and fun and awesome that it totally works. There's a mission that tasks you with progressing through a massive factory, where large pre-fab houses are being carried through the air as part of an enormous assembly line. You must use your wall-running and double-jumping to navigate through these structures whiles they're hurtling through the air, turning and rotating and going through large presses all along the way. The climax of the mission throws you into a large bio-dome structure, where all these houses and buildings are being slotted together to form a huge training room. The buildings shift around and are slotted together as the floor shifts to create hills and terrain for combat training exercises, and a huge battle breaks out while all of this is going on.

There's another mission where you equip a sort of electrical tool that can be used to activate or deactivate certain environmental hazards. All of a sudden, Titanfall 2 becomes Portal 3 as you use the tool to open or close doors, activate wind-generators, shut down electric hazards all while wall-running and leaping over bottomless pits and using giant fans to hurl yourself through the air in seamless sequences of movement.

By far, the craziest mechanic in the campaign is introduced during a mission that centers around a time-warping device. You gain the ability to instantly shift between 2 different timelines; the past and the present. In the present, the facility you are exploring is in ruins, largely abandoned, and overrun by dangerous wildlife. In the past, the facility is fully operational, filled with defense crews and security systems. At first, you use the time-warping for traversal reasons. You may walk up to a door in the present that is broken and smashed shut, so you blink to the past and find it is operational and can be open. You might then move a little further and come to a hallway guarded by defense turrets, so you blink back to the present and find the turrets are destroyed and you can proceed. But then, combat enters the mix. While in the past, I entered a room and found a patrol of about 6 security guards entering from the other side of the room. As they spotted me and opened fire, I began to run towards them, blinked into the present (where the room was empty), ran around behind their positions, then blinked back into the past where the patrol squad now had their backs to me and I was able to ambush them from behind. I felt like fucking Nightcrawler, and it was incredible. But that was just the beginning! Before long, you'll start to encounter enemies in both timelines simultaneously. I'd run into another squad of troops in the past, then blink into the future only to find the room filled with a pack of dinosaur-sized lizards. So now I'm shooting at these crazy things while also trying to move into position to ambush the enemies in the past. Fights like this get progressively more intense, and reward careful thinking just as much as quick reflexes.

They strike an incredible balance with this mechanic, too. Just when you start to think that this ability might be too powerful, they find ways to punish you for using it carelessly. I very quickly began to treat my time-blink ability as an "oh shit" button, hitting it the moment I came under fire. But just as often as it saved me, I found myself blinking straight in to some other form of peril in the other timeline. As the mission progresses, more complex traversal challenges get thrown into the mix that involve constantly blinking between the 2 timelines mid-wall run to dodge obstacles or threats or barriers. Like everything else in the campaign, this mission builds to an amazing and memorable climax.

Beyond the unique mechanics, the campaign is jammed-full with great moments in terms of both gameplay and story/character development. The plot itself is nothing special, but that's fine. Its does its job. Some of the characters are surprisingly well done for a game that really isn't about "story". I grew quite fond of my Titan right from the start, and they develop the relationship between Pilot and Titan in some nice little ways. The first time you climb into the cockpit, you just stop and stare at it for a minute before taking a deep breath and sitting down into the seat. But the 2nd time you climb in, you throw yourself in as fast as possible, with confidence and urgency. Your Titan has a habit of being hilarious without really meaning to. There's a text entry from his perspective on the loading screens between missions that had me laughing out loud. His personality is strong enough that I found myself reluctant to climb out of the cockpit during battle, out of fear for his safety. But then I sometimes would, and we'd tag-team our enemies in some truly kick-ass ways.

I could go on forever. Long story short, if you like single-player shooter campaigns, I think you should absolutely play this game. Not everyone will feel like spending $60 on a 4-5 hour campaign, and I get that. If you only care about campaign and don't have any interest in the multiplayer, maybe wait until it is on sale or borrow it from a friend or something. But short or not, I'd say this is easily one of the very best FPS campaigns I've ever played. It's raised the bar for me the same way Halo CE did all those years ago.

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Sounds like it's worth a Redbox for sure! Now play BF1's...

by Korny @, Dalton, Ga. US. Earth, Sol System, Saturday, October 29, 2016, 14:08 (2954 days ago) @ CruelLEGACEY

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Sounds like it's worth a Redbox for sure! Now play BF1's...

by Grizzlei ⌂ @, Pacific Cloud Zone, Earth, Saturday, October 29, 2016, 21:22 (2953 days ago) @ Korny

That introduction mission was not fun, it wasn't exciting, it was just awful. Well, awful in the most respectful and tasteful manner. They perfectly nailed what the Great War was all about, even if it had a flair for the dramatic. I'll never forget it.

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Battlefield 1's prologue is really something else...

by Korny @, Dalton, Ga. US. Earth, Sol System, Sunday, October 30, 2016, 22:17 (2952 days ago) @ Grizzlei

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Is knowledge of the first required to understand the story?

by Cody Miller @, Music of the Spheres - Never Forgot, Saturday, October 29, 2016, 15:55 (2954 days ago) @ CruelLEGACEY

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Is knowledge of the first required to understand the story?

by CruelLEGACEY @, Toronto, Saturday, October 29, 2016, 16:13 (2954 days ago) @ Cody Miller

I wouldn't say so. The plot itself is skin-deep, and really nothing consiquential. Typical space rebels vs space empire stuff.

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Also: The first really didn't have a plot

by Kahzgul, Sunday, October 30, 2016, 03:31 (2953 days ago) @ CruelLEGACEY

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I HATED that I paid full $$ for TF1's short, awful campaign

by Pyromancy @, discovering fire every week, Saturday, October 29, 2016, 17:19 (2954 days ago) @ CruelLEGACEY

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I HATED that I paid full $$ for TF1's short, awful campaign

by CruelLEGACEY @, Toronto, Saturday, October 29, 2016, 17:37 (2954 days ago) @ Pyromancy

Just curious here... what were you expecting from the first Titanfall? I always felt like they did a good job of communicating the fact that Titanfall 1 was a competitive multiplayer game. All the coverage I read was quite up front about the fact that the "campaign" was just PvP matches with some plot/VO added in.

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I HATED that I paid full $$ for TF1's short, awful campaign

by cheapLEY @, Saturday, October 29, 2016, 18:38 (2954 days ago) @ CruelLEGACEY

That's what I was thinking as well. I thought it was abundantly clear exactly what Titanfall 1 was.

I'm glad to hear TF2 has a good campaign. Jeff Gerstmann really seemed to enjoy it as well, and I find my opinions lining up with his pretty often, so my interest is definitely piqued. I'm planning on Redboxing Battlefield 1 just to play the campaign--I think I'll have to do the same for Titanfall 2 now. If I can pull myself away from Civilization 6 . . .

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Maybe I'll have to try TF2 on sale

by Pyromancy @, discovering fire every week, Monday, October 31, 2016, 16:33 (2952 days ago) @ cheapLEY
edited by Pyromancy, Monday, October 31, 2016, 16:37

Just curious here... what were you expecting from the first Titanfall? I always felt like they did a good job of communicating the fact that Titanfall 1 was a competitive multiplayer game. All the coverage I read was quite up front about the fact that the "campaign" was just PvP matches with some plot/VO added in.

That's what I was thinking as well. I thought it was abundantly clear exactly what Titanfall 1 was.

I'm glad to hear TF2 has a good campaign. Jeff Gerstmann really seemed to enjoy it as well, and I find my opinions lining up with his pretty often, so my interest is definitely piqued. I'm planning on Redboxing Battlefield 1 just to play the campaign--I think I'll have to do the same for Titanfall 2 now. If I can pull myself away from Civilization 6 . . .

I guess I'm just not as "plugged in" as you guys are. I'm not one that reads videogame "journalism" anymore or seek out any extra coverage on youtube/podcast.

It appeared from announcement/E3? to be a creative, new, exclusive "AAA" franchise, that was going to be the "next big thing". Micro$oft had pumped the release so much.
You'd expect some semblance of a plot or story, when it was allegedly supposed to have a campaign on the disc.
If it was sold explicitly as PvP only, and the price point was lowered a bit, and the "campaign" was added strictly as a bonus I would probably have been happy with the release (or I might not have purchased it at all)

It wasn't abundantly clear if I was absolutely shocked and disgusted, on first playthrough, on release day. I forget the awful details, but it was extra frustrating because half of the "campaign" was playing the same exact missions from the opposition's perspective, or in reverse, or with different ambient surroundings, or time traveled, I can't recall. The poster child for lazy development, by reusing identical assets and calling it a different level/new story mission. It was short to begin with, and then if you throw out the re-used levels/assets then you can cut it in half again.

Maybe I'll have to try Titanfall 2 on sale, or try the Redbox route as I have never done that before (didn't know it was a thing)

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Maybe I'll have to try TF2 on sale

by DiscipleN2k @, Edmond, OK, Tuesday, November 01, 2016, 12:42 (2951 days ago) @ Pyromancy

It wasn't abundantly clear if I was absolutely shocked and disgusted, on first playthrough, on release day. I forget the awful details, but it was extra frustrating because half of the "campaign" was playing the same exact missions from the opposition's perspective, or in reverse, or with different ambient surroundings, or time traveled, I can't recall.

This is what annoyed me the most with Titanfall's campaign. When I saw that you'd have to play through the campaign from both sides, I thought they were going to explore the "every side thinks they're the good guys" part of war and maybe we would feel a bit conflicted over which group to side with. Instead we got:

Side 1: "They're attacking a village full of unarmed civilians! We have to stop them!"
Side 2: "This village is full of unarmed civilians. Looks like we'll be able to stomp them into the ground and be back by lunch!"

-Disciple

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I HATED that I paid full $$ for TF1's short, awful campaign

by Korny @, Dalton, Ga. US. Earth, Sol System, Tuesday, November 01, 2016, 16:29 (2951 days ago) @ cheapLEY

That's what I was thinking as well. I thought it was abundantly clear exactly what Titanfall 1 was.

I'm glad to hear TF2 has a good campaign. Jeff Gerstmann really seemed to enjoy it as well, and I find my opinions lining up with his pretty often, so my interest is definitely piqued. I'm planning on Redboxing Battlefield 1 just to play the campaign--I think I'll have to do the same for Titanfall 2 now. If I can pull myself away from Civilization 6 . . .

Redboxed BF1 for two days. Played the first three missions (and Prologue) two/three times each. They're fun, and with an odd-but-welcome focus on stealth (felt the same way when playing Wolfestein: TNO). If you're a fan of stealth games, crank up the difficulty and have at it. I didn't finish every story, but really liked what I played (if the fact that I played the missions repeatedly doesn't clue you in).

Don't want to spoil anything, but one of the stories caught me off guard with how over-the-top it was (while the other stories had a noticeable reverence towards the struggles of WW1), only to have a neat twist at the very end that helps sell the events. It was very well done.

I didn't get to finish, because I tried out Tropico 5, and if you're not careful, that game will grab you and refuse to let go.

I'm seeing a lot of Titanfall 2 in Redbox, so I might pick that up tomorrow evening. Not sure if I'll buy TF2 or Rise of the Tomb Raider, which isn't at any Redbox yet...
So many games this season... So many games...

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Campaign !?! you mean audio shouted over PVP matches?

by Durandal, Monday, October 31, 2016, 15:25 (2952 days ago) @ Pyromancy

The laughable "campaign" mode from TF1 was an insult to players. A few voiceovers during a PVP match is the laziest CYA moment of that game. It was just so dumb, I would have preferred they just said "there is no campaign" and dropped it entirely.

From what it sounds like TF2 really let the designers go and do stuff that is interesting. I wish more FPS would change terrain on the fly on maps to shift things around and such.

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Campaign !?! you mean audio shouted over PVP matches?

by SonofMacPhisto @, Monday, October 31, 2016, 16:50 (2952 days ago) @ Durandal

I dunno I thought it was alright, especially when I listened in and knew what was up (only took a couple times through). It played like the war before Serenity's pilot episode.

Hands down though, the intro cut scenes on both sides for the Battle of Demeter were the shit. Still can't decide what's better, ODST: Titanfall or Saving Private Titanfall? Absolutely a great way to start a multiplayer match.

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Campaign !?! you mean audio shouted over PVP matches?

by CruelLEGACEY @, Toronto, Monday, October 31, 2016, 16:55 (2952 days ago) @ SonofMacPhisto

I dunno I thought it was alright, especially when I listened in and knew what was up (only took a couple times through). It played like the war before Serenity's pilot episode.

Hands down though, the intro cut scenes on both sides for the Battle of Demeter were the shit. Still can't decide what's better, ODST: Titanfall or Saving Private Titanfall? Absolutely a great way to start a multiplayer match.

I didn't mind it either, but I figured that's just because I wasn't expecting anything more than what they delivered. I went in to Titanfall 1 wanting nothing but a PvP shooter... the fact that they managed to tell a story over top of that in a relatively effective way was just a bonus to me :-/

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Campaign !?! you mean audio shouted over PVP matches?

by SonofMacPhisto @, Monday, October 31, 2016, 19:13 (2952 days ago) @ CruelLEGACEY

Right, you and I are of the same mind here.

Have you tried the PvP yet? It's Titanfall with so many more cool ways to play. I do miss my Smart Pistol though (but that's a pilot boost now).

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Campaign !?! you mean audio shouted over PVP matches?

by Korny @, Dalton, Ga. US. Earth, Sol System, Tuesday, November 01, 2016, 13:42 (2951 days ago) @ CruelLEGACEY

I dunno I thought it was alright, especially when I listened in and knew what was up (only took a couple times through). It played like the war before Serenity's pilot episode.

Hands down though, the intro cut scenes on both sides for the Battle of Demeter were the shit. Still can't decide what's better, ODST: Titanfall or Saving Private Titanfall? Absolutely a great way to start a multiplayer match.


I didn't mind it either, but I figured that's just because I wasn't expecting anything more than what they delivered. I went in to Titanfall 1 wanting nothing but a PvP shooter... the fact that they managed to tell a story over top of that in a relatively effective way was just a bonus to me :-/

For me, it wasn't about expectation, it's about storytelling technique.

Voice-over plot? Fine.
Voice-over plot while you're trying to play a multiplayer match? Not fine.

I'm reminded of Halo 5's Warden fights, where he is shouting out important exposition while the combat music blares, and you're in the middle of exchanging tons of gunfire. I have zero idea what was said.

Contrast this with Firewatch, which is like 95% Radio dialogue, but you can actually focus on it.

I'd rather watch someone else play Titanfall 1 if I want to pay attention to the plot.

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That is great!

by Grizzlei ⌂ @, Pacific Cloud Zone, Earth, Saturday, October 29, 2016, 21:20 (2953 days ago) @ CruelLEGACEY

I kinda regret cancelling my preorder. At least it's a great lesson to wait until all the reviews and public reception is. Titanfall 2 looks like nothing but delivered promises both past and present. That's what I love to see from series.

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Cool. I'll pick up during a sale.

by Ragashingo ⌂, Official DBO Cryptarch, Saturday, October 29, 2016, 22:20 (2953 days ago) @ CruelLEGACEY

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Titanfall 2 Campaign is AMAZING *spoilers*

by petetheduck, Sunday, October 30, 2016, 16:55 (2953 days ago) @ CruelLEGACEY

I finished the campaign a little bit ago, it got a little cheesy dramatic towards the end but the set pieces were great. The campaign really effectively escalates, to the point where you participate in the Titanfall and it is a massive Titan-on-Titan battle that feels like everything was leading up to that moment without realizing that moment was coming.

The pacing was good, with exploration bits and also moments that basically let you cheat and let off steam. The time travel bits and the smart pistol bit come to mind--you have a massive advantage in those moments and there really isn't any challenge but it's still fun. The time travel especially--when you are able to retain that ability during the Titan fight it was silly; the enemy Titan would be facing me--zip to the present, walk behind where the enemy Titan was standing--then zip back to the past and appear behind him. Completely unfair but enjoyable.

I can't really think of anything in Destiny that feels quite as dramatic. Everything in Destiny feels so grounded and slow paced, but then again that's where Titanfall has set itself apart.

Good times, I'm glad I picked it up.

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Titanfall 2 Campaign is good, but it could have been great.

by Korny @, Dalton, Ga. US. Earth, Sol System, Thursday, November 03, 2016, 21:22 (2948 days ago) @ CruelLEGACEY
edited by Korny, Thursday, November 03, 2016, 21:29

If there is one phrase that popped into my head over and over as I played Titanfall 2's campaign, it's "missed opportunity". I had some fears going into the campaign (which were only increased as I heard Cruel talking about it enthusiastically), and for the most part, those fears were confirmed.

It took me about five hours to beat on Hard difficulty (I ain't no beep), I found 29/46 collectables, and I achieved a time of 35.00 seconds on the tutorial gauntlet (heh!)

The Good.
-The campaign was designed with gameplay first, story second. It's fun to play, and each mission feels fresh, and keeps the pace moving briskly.

-The collectibles often require a bit of parkour and improvisation to grab. You'll usually see them a mile away, but getting to them can be the tricky part.

-One of the things that I loved about Respawn back in the Infinity Ward days was that 80% of the writing in their games was a reference to 80s/90s films, and that trend continues here, from the dialogue to the Trophies, there's a lot of throwback to the good old B movies of yesteryear.


The Bad
-The campaign was designed with gameplay first, story second. A lot of the story is paper-thin and unexplored, which is made worse by the fact that important plot details and twists are not even remotely explained. They just happen, are rarely questioned, and then the game moves on. That ties directly to the next point.

-Missed Opportunity. I could go on about this one for a while, and I'll say that I tried to judge the game primarily for what it is, rather than what I wish it was, but there's still a nagging in the back of my head about it.
It starts with the gameplay. One of the big things about this campaign is that each mission introduces an interesting and often unique gameplay mechanic. The downside is that the mechanics tend to be exclusive to that one mission, so you're never really growing as a player, or expanding your arsenal outside of that one short mission, so by the time you're getting good at it, the game completely drops it, and it's never seen again. Now, that was something that I expected from this team (Modern Warfare 2 had a LOT of this), but it still bummed me out, because the things they introduce could have been applied very well in other sections of the game (and one unique tool's feature gets flat-out replaced by a simple button prompt further into the game). I wish they had done something similar to Portal 2, where each level had a unique gameplay mechanic, but players were learning and building off of each new thing that they learned. By the end of the game, everything was coming into play, and each new challenge was satisfying to solve. At the very least, the lessons that we were learning could culminate into a large, difficult scenario where we had to put the unique mechanic to the ultimate test, but it rarely even did that. Ultimately, the levels and their setpieces feel like chunks of other games that flesh out those mechanics, and to hear people talk about it like it's innovative or deep is a bit disheartening (i.e. You get to reshape the environment with cranes! You move a few platforms to the side, and that's it. Half Life 2 was doing this 12 years ago. Uhh, you get to manipulate time for navigating and comba- Timeshift. You get a tool that can manip- Half Life 2 again).
As for story, there are a number of shortcomings that irritated me. In particular, the characters in the game aren't interesting. Which is weird, because they go through the trouble of giving your enemies intro sequences like a Borderlands knockoff, but that's occasionally all you get from the characters, and they're so one-dimensional, that you don't really care about the fight (which is usually over in seconds, and doesn't usually require any more strategy than "unload everything at them". The most interesting boss was an android, and I couldn't tell you anything other than "she had control of a foundry, because reasons?" Some of the bosses give you no more than an intro and a few cartoonish (and bad) lines of dialogue before you gun them down, never to know what made them special other than their slightly-more-armored Titan. Also, none of the bosses have anything to do with the mechanic of the level, so they're pretty interchangeable.
Another story irritation is that nothing is explored. The Macguffin of the game is just there. Where did it come from? Nobody seems to know or care, and the game makes absolutely zero attempt to even imply a purpose or origin. The bad guys have it (how? don't ask), and they can use it against the good guys (how? don't ask). It's yet another Death Star, somehow (how does it destroy planets if it folds time? Don't ask). Also, how does it tie in to the tiny handheld tool that was obtained in a noodle incident? No idea. Why did the pilot commit suicide feet from the Arc tool that he went to get? *shrug*.
It bothered me a lot, because all of these things could have easily been made more interesting, and the characters and story could have had a bit more depth (even the minor characters that showed up in the last level get character intros in the end credits, Predator style, was I supposed to know who they were? They didn't do anything particularly interesting. I assume they're from the radio drama in the first game).
-The guns and gadgets are mostly boring. A mid-range rifle and a shotgun will get you through the entire campaign, and there's nothing that really sets the grenades apart.

The Ugly
-I would love for there to be campaign add-ons, or at least puzzle rooms (similar to Mirror's Edge, or Black Ops 3's) that help build upon the unique mechanics of the game, but I know it won't happen.
-The protagonist isn't really a distinct character, and given that players control his dialogue, I wonder why the option to have a female pilot doesn't exist. I noticed that there are hardly any pronouns used when talking about the player; you are usually referred to as "Pilot", "Cooper", or "They". It's weird that the game seems to go out of its way to avoid using pronouns, then gives your character a face that you only see in a couple of cutscenes (and really could have just left you with a helmet on, for the most part). Triggered!
-The lack of Grappling hook in the campaign was odd, given how prominent it is in the multiplayer. Wonder why that is (could have had a set-piece or two that relied on it). Must have broken some level design.
-Really feels like a whole level or two was cut from the game, but that may be a result of "build encounters, then put a story around them" design that people berated Reach for having. I dunno, but a giant sewer, a world foundry, and a super-secret research lab all being within general robot walking distance of each other (the game actually tells you how much distance you've traveled with BT at that point, and it ain't much) seems a bit odd.

Overall, the campaign was fun, and I'll happily play it again once or twice to finish off those Trophies, but too much about it is pretty forgettable, and that makes me sad.

8/10

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