Live Magazine Christmas 2016 ISSUE Live Magazine December 2016 Issue | Page 142

OPINION A Look Back the Best (and Most Polarizi With Titanfall 2 due out tomorrow, it seems like a good excuse to revisit the 2014 title that started it all. The original Titanfall first appeared on the national radar at E3 2013, where it quickly became a critical darling. It won over 60 awards, including an unprecedented six E3 Critics Awards. Amongst the gaming community, though, the reactions were more mixed. Some saw it as deliverance from an increasingly stale and safe genre. Others dismissed it superciliously as “Call of Duty with mechs.” What explains the divergence in opinion? First-person shooter fatigue surely played a part. Yet just as real estate is all about “location, location, location,” all too often video games are about exclusives, exclusives, exclusives. The fact that Titanfall found a home on PC, Xbox One, and Xbox 360 — and not PS4 — rubbed some fans the wrong way. As a result we saw many Xbox fans championing the game as the Second Coming, and many PlayStation fans doubting its quality and appeal. So, over two years later, who was right? Well, both sides in a way. On the commercial front, Titanfall failed to capitalize on the enormous level of hype surrounding the title in the months leading to launch in March 2014. Forbes’ Paul Tassi wrote in April that “very shortly after release, the buzz seemed to fade abnormally quickly.” The exact number of units sold across three platforms is difficult to discern — developer Respawn boasted of 10 million unique players and Electronic Arts CFO Blake Jorgensen stated “a little more than 7 million units”. Our estimates currently put it just shy of 5 million sold at retail. Regardless of the actual figure it’s safe to say that Titanfall was neither the blockbuster hit nor the Xbox One “killer app” that many anticipated. Why did Titanfall’s buzz drop precipitously in the months after launch? I’d argue it hinged on two factors: lack of modes and zero offline content. Although a large number of modern gamers enjoy broadband internet and are accustomed to playing online, many remain wary of onlineonly games. Server support is finite and can end suddenly. Look at Dead Star, which is losing server support on November 1 after only seven months on the market, leaving only the tutorial playable. The fact that Titanfall launched with only five modes — all multiplayer — also hurt post-launch momentum. A proper single-player campaign would have done wonders, as would a co-op mode or a free-for-all com-