Intro
Titanfall 2 is one of the best FPS of 2016 with very strong single player campaign. It offers varied gameplay in terms of combat and puzzle sections for both the player and the titan. In addition each level features its own specialty. Effect and Cause presents the player with time travelling mechanics.
Let’s check how this mechanics affects combat encounters in Titanfall’s 2 Effect and Cause.
Mechanics
Time travel mechanics serve couple of purposes. It not only influence the way you traverse the environment and beat obstacles, but also serves as a tactical tool in combat scenarios. As both time periods are a threat to the player, developers decided to give a hint to the players to where the enemies from the past are located. Once you move from the past to the present, the enemies leave a small blue particle in the place where they were standing. The effect last no longer than two seconds, but it’s enough to plan your next move. This way Respawn added a nice twist on the encounters to make them more interesting and dynamic.
Combat
The developers created a distinct enemies archetypes that reside in those two time periods, with different engagement distances and attacks. In the present, which is the destroyed version of the map, the player deals with robots and wildlife, whereas in the past you will be facing armed guards in the facility. Eliminating the danger in one of the realities does not make it disappear in the other, making the player constantly think not only about his/her position versus the enemies, but also about the enemies in the other time frame.
Let’s discuss three selected encounters in-depth to check how it works in action
Encounter 01
The first encounter that let’s the player freely use the time shift mechanics start shortly after the player exits the lab area. Even though it allows to switch, the enemies are located only on the past, in the operating and functional facility. The reason behind it was not to overwhelm the player with two types to enemies in two realities in the first big encounter of the game.
Layout
Combat space
Encounter is set up in two distinct spaces. The first one is a big room with a single entry point, a double door opened by a panel, and it’s combat focus located at the far end of the room. The second one is a large corridor with a pocket in the middle and a security room at the end. The whole combat section is gated by another panel in the security room, which needs to be used in order to progress.
The spaces are divided by a time shift puzzle, as this is the only way to continue to the next arena. It serves as combat gating between those two, and also adds variety to only-shooting encounters. This gating is also teaching the player that there are some spaces that cannot be traversed in any time period, and that the only solution to the obstacle is to find alternative route.
The spaces are divided by a time shift puzzle, as this is the only way to continue to the next arena. It serves as combat gating between those two, and also adds variety to only-shooting encounters. This gating is also teaching the player that there are some spaces that cannot be traversed in any time period, and that the only solution to the obstacle is to find alternative route.
Enemies
Whole encounter comprises of eleven enemies, four located in the first room, and seven in the other. Once you eliminate the first two enemies in the first room, the other two will get to their positions. The other space has a fixed number of soldiers with no waves. All of the soldiers are using guns or rifles. The enemy advantage/challenge to the player in this encounter comes from the number of the enemies and not their abilities.
Encounter design
Once we enter the first space we see two soldiers talking to each other, and it’s up to player to start the fight and pick the attack method. Once those are eliminated we enter the area with clearly defined fronts (with architecture) and no man’s lands in between. Player should also see weapon lying on the desk, which helps to draw the player into the fight. The enemies will hold their positions and try to shoot us from behind the safety of the covers. The second area gives us more options, as we can see it earlier (both from the first room through the lasers and from the vent). It also ramps up the difficulty introducing more enemies in a tighter space.
With the time switching mechanics at hand we can prioritize and set up our own tactics. It’s up to player how to play this encounter. As there is no threat in the past, player can experiment without a punishment, as he/she can ‘escape’ the combat at any given moment. Reload, reposition and jump back to the action. This encounter is memorable as it is the first one that fully uses the time switching mechanics, but still it played in a safe environment. It serves as a skill check and preparation for what lies ahead.
With the time switching mechanics at hand we can prioritize and set up our own tactics. It’s up to player how to play this encounter. As there is no threat in the past, player can experiment without a punishment, as he/she can ‘escape’ the combat at any given moment. Reload, reposition and jump back to the action. This encounter is memorable as it is the first one that fully uses the time switching mechanics, but still it played in a safe environment. It serves as a skill check and preparation for what lies ahead.
Encounter 02
The second encounter I have chosen to analyze is much more varied on the enemy composition level. It also has enemies in both time periods, thus it serves as a good example for prioritization and tactics. It also offers more verticality, so the player doesn’t feel to overwhelmed with the enemy forces and also lets him use his pilot skills to more extent.
Layout
Combat space
Encounter is located in a fairly large room with some degree of verticality to it. We enter the space on the upper floor through a single entry point and continue our way on a balcony, which let’s the player familiarize with the space. At the far end of the room we have a staircase going down to the lower level where we have elevators. It has two big standing covers, accessible on both heights, and a variety of crouch covers, such as railings, desks and plant pots. The space also has small side room allowing further tactical options. The whole area is gated with one of the elevator door which will not be opened until the encounter is over.
Enemies
This encounter is much more varied in terms of the enemies we are facing. In the past we are facing eleven soldiers. Nine of them are regular soldiers and two are the heavy soldiers with shields. They come in four groups of two to three in each. They come in a short interval between the waves so that the player has some time to react and make proper choices.
In the present we have three robots appearing almost at once when we walk along the balcony in the top part of the space. Once the player goes down he/she will have to fight four prowlers that appear one after another with a couple of seconds delay between each spawn.
In the present we have three robots appearing almost at once when we walk along the balcony in the top part of the space. Once the player goes down he/she will have to fight four prowlers that appear one after another with a couple of seconds delay between each spawn.
Encounter design
We start the encounter in the present time, as the gate is blocked in the past. On the way to the staircase three enemy robots are spawned but they do not pose a big threat to the player. Once the player goes down, his/her attention is drawn to the desk with guns. This fact immediately position the player in the proper spot, which is in front of the elevators.
Once the player shift to the past the enemies start to appear from the elevators. There is not enough cover positions to house all the attackers, which forces the player prioritize and switch in time more to position himself in the good attacking spot. Once the player goes back to the present, enemies from the present, prowlers, will start to appear forcing the player to be in a constant movement.
This encounter might feel a bit hectic but it is a good test of both pilot skills and thoughtful time switching. It is the first encounter that forces player to prioritize which enemies to deal with first. Due to smart spawn closet (elevators, vents, robot storage space) the enemies are brought to the field in an interesting way. But at the same time the enemies are introduced to the player with sound and visual cues, so he/she will be aware of the upcoming surprise.
Once the player shift to the past the enemies start to appear from the elevators. There is not enough cover positions to house all the attackers, which forces the player prioritize and switch in time more to position himself in the good attacking spot. Once the player goes back to the present, enemies from the present, prowlers, will start to appear forcing the player to be in a constant movement.
This encounter might feel a bit hectic but it is a good test of both pilot skills and thoughtful time switching. It is the first encounter that forces player to prioritize which enemies to deal with first. Due to smart spawn closet (elevators, vents, robot storage space) the enemies are brought to the field in an interesting way. But at the same time the enemies are introduced to the player with sound and visual cues, so he/she will be aware of the upcoming surprise.
Encounter 03
The third encounter I wanted to breakdown is by far the most robust of the ones discussed here. It features different height levels, space divided into two areas and flanking paths which can be accessed only through a certain time period. It serves as the final skill check for all the pilot abilities combined with time shifting gathered throughout the level.
Layout
Combat space
This encounter is spread across two areas with a vertical space, which in connected by multiple paths that create nice loops for the player to use to his advantage. There is one entry point with clear view on the whole first combat space and one exit located in the second area, but the space in between offers a variety of choice in terms of how we can play the encounter.
Progressing to next area of the encounter the player will learn that there is a geometry difference depending on the time frame, but it is not a problem with all pilot skills at your disposal. The space offers a big catwalk that goes around the whole room as well as additional room with guns and ammo at the bottom level. The amount of space available is more than welcome as the combat space is packed with enemies.
Progressing to next area of the encounter the player will learn that there is a geometry difference depending on the time frame, but it is not a problem with all pilot skills at your disposal. The space offers a big catwalk that goes around the whole room as well as additional room with guns and ammo at the bottom level. The amount of space available is more than welcome as the combat space is packed with enemies.
Enemies
In the past we have to fight twelve soldiers, nine of them are regular and three heavy with shields. This time we are also facing three robots in this time period. The enemies are spread out across the whole space of the encounter, but because the areas are connected with each other through multiple paths, the enemies will try to chase and eliminate us. This way the encounter feels very dynamic.
In the present we are also facing a variety of enemies. We have around eight prowlers inside, and some of them outside fighting with BT (our Titan). At the same time we have also couple of robots in the present that also pose threat to the player. The enemies in the present are hostile to each other and we can see them fighting, which can be used to player advantage.
In the present we are also facing a variety of enemies. We have around eight prowlers inside, and some of them outside fighting with BT (our Titan). At the same time we have also couple of robots in the present that also pose threat to the player. The enemies in the present are hostile to each other and we can see them fighting, which can be used to player advantage.
Encounter design
We enter the area in the past just to witness a single back facing enemy that instantly invites us to perform a takedown. From this point the encounter is much more open to experimentation. The player can either continue in the past and fight a big wave of soldiers coming through the main path (staircase in the middle), or switch to the present to open flanking paths located on both sides. Going with the latter option will offer a breathing moment before prowlers will be spawned, but it will also disable ammo dispenser in the first area.
Staying in one place will result in massive pile up of enemies in the area and so the player is motivated to move around a lot and time shift whenever needed. The second area of the encounter is one of the biggest indoor combat spaces featured in this level. If player choose to go to the second area in the past, the encounter will be more vertical as the soldiers are located both on the ground and the catwalk. Switching to the present however will cause bigger concentration of enemies on the ground floor.
Luckily we are given enough space to fully use pilot’s abilities with zip line shortcuts across the room, loops and ammo dispensers to have a fair fight with overwhelming enemy forces. This encounter is not gated with any condition so the player can, at any point, leave the area and jump into his titan to deal with the threat. Overall this encounter serves as a final test of everything that you learned throughout the level, with the option to ‘lower’ the difficulty with the titan at your disposal.
Staying in one place will result in massive pile up of enemies in the area and so the player is motivated to move around a lot and time shift whenever needed. The second area of the encounter is one of the biggest indoor combat spaces featured in this level. If player choose to go to the second area in the past, the encounter will be more vertical as the soldiers are located both on the ground and the catwalk. Switching to the present however will cause bigger concentration of enemies on the ground floor.
Luckily we are given enough space to fully use pilot’s abilities with zip line shortcuts across the room, loops and ammo dispensers to have a fair fight with overwhelming enemy forces. This encounter is not gated with any condition so the player can, at any point, leave the area and jump into his titan to deal with the threat. Overall this encounter serves as a final test of everything that you learned throughout the level, with the option to ‘lower’ the difficulty with the titan at your disposal.
Conclusion
The above examples are just a fraction of the whole level, but in my opinion show how a great game was enhanced with a time shifting mechanic. The idea behind it was fairly simple, as the time shift is nothing more than a teleportation between two levels, one on top of another, but the overall execution makes the level a memorable experience. It stands out not only in the whole game, but also in comparison with other shooters. I highly recommend playing Effect and Cause as it is both challenging and fun and the usage of time shift mechanics increase the depth of the whole game.
Thanks for reading!