Titans are significantly less mobile than the pilots, but they have stronger firearms and superior protection. Replacing the three classes featured in the first Titanfall, six Titans were introduced at launch—Ion, Scorch, NorthStar, Ronin, Tone, and Legion, with Monarch being introduced in the May 2017 Monarch's Reign free DLC. Ion uses a directed-energy arsenal and makes use of a shield that can catch then redirect enemy projectile attacks. Scorch engages in combat using area-denial incendiary weaponry and indirect-fire thermite mortar. NorthStar excels in long-range precision attacks with a charged railgun, and sets movement-restricting traps, and is the only Titan with the ability to leave the ground and hover. Ronin specializes in hit-and-run combat, using a 'Lead wall' shotgun and a sword. Tone focuses on mid-range combat with its target locking weapons. Legion uses a rotary cannon designed for sustained fire at both mid- and close-range. Finally, Monarch—added post-release via downloadable content (DLC)—is a Vanguard-class chassis that can steal power from other Titans to power up its own defensive shield and upgrade itself mid-fight. The Titans have their own move sets which are different from those of the pilots—for instance, they can dodge quickly to evade attacks.
The multiplayer mode sees the return of Titanfall's Titan meter, which fills slowly when the player is playing the game. It fills faster when the player kills an opponent, inflicts damage on enemies, or completes the map's objectives such as capturing points in the Hardpoint game mode. When the meter is completely filled, the player can summon their selected Titan, which descends from the sky in a titular Titanfall deployment. A Titanfall can crush opponents if it lands on one when summoned and will instantly kill any enemy directly impacted. When the Titan meter is filled completely while in a Titan, the Titan can use their 'Core' ability, which often takes the form of a special attack or otherwise augments the Titan's abilities. Examples include the Ion Titan's Laser Core, which makes the Titan emit a bright red laser attack, or the Monarch Titan's Upgrade Core, which upgrades the Titan's abilities, defenses, or primary weapon. Pilots are able to rodeo a Titan similar to the original Titanfall, but rather than attacking a weak point with their weapon Pilots now steal a Titan's battery, causing damage to it and giving the Pilot a Titan battery. The battery can be taken and inserted into a friendly Titan, charging its shield and partially filling both the Titan's Core Meter and the Pilot player's Titan Meter. Players can disembark from their Titan at any time. It will continue attacking nearby opponents under "follow mode", where the Titan follows the pilot as closely as it can. Players can also set it to "guard mode" and it will stay put, attacking any opponent that comes close. Finally, the Pilot can activate the Titan's ejection system, destroying the titan (and creating a large explosion if the 'Nuclear Eject' perk is selected in the Titan's loadout) and launching the Pilot high into the air.
Matchmaking is also enhanced, with the game automatically helping players to find a new match after the end of every match. The game also introduces a new feature called "Networks", which allows players to form a group, similar to a guild. The game automatically groups both the player and other members of the network together in a match. Players can join more than one network and can switch between joined networks in-game. Each network has its own "happy hour". If the player plays the game during this period, they gain extra merits.
The game's conflict takes place in "The Frontier", a region of star systems far removed from the "Core Systems" where Earth is located. The Interstellar Manufacturing Corporation (IMC) and the Frontier Militia battle for control of the Frontier. The IMC seeks to exploit the Frontier's rich resources regardless of the consequences for planetary environments and civilian populations, while the Militia fight to expel the IMC and gain the Frontier's independence. In the wake of the Battle of Demeter, the Militia is on the offensive, battling for resources and control of the Frontier planets. Though weakened by the lack of reinforcements from the core systems because of the destruction of the refueling facility by James MacAllan, the IMC is still a dominant fighting force attempting to drive the Militia out and put down any resistance to their control of the Frontier.
In the single player campaign the player assumes control of Jack Cooper, a lowly rifleman from the Frontier Militia, sent to the alien planet of Typhon as part of an assault on the planet by the Militia, who must join his former mentor Captain Tai Lastimosa's Titan—named BT-7274—to foil the IMC's plans of interstellar domination.
Jack Cooper is a rifleman in the Militia. He aspires to become a Titan Pilot and is receiving off-the-books training from Captain Tai Lastimosa to prepare for his candidacy. The two are part of a Militia force which attacks the IMC-held planet of Typhon. In the initial battle, the Apex Predators, a group of mercenaries led by Kuben Blisk and contracted by the leader of the IMC's science division, General Marder, mortally wounds Lastimosa and incapacitates his Vanguard-class Titan, BT-7274. With his dying breath, Lastimosa transfers control of BT to Cooper. BT explains that Cooper has also inherited Lastimosa's mission, Special Operation 217: to rendezvous with Major Eli Anderson and assist in the completion of their original assignment. Anderson's last known position is at an IMC laboratory. BT and Cooper are forced to detour, first through a water reclamation facility then a manufacturing plant, killing the Apex Predators Kane and Ash along the way.
BT and Cooper continue to the IMC laboratory only to find it destroyed, with corpses artificially aged due to time-travel distortion scattered across the facility. Cooper finds Anderson, deceased from a time-travel mishap. BT uploads part of his AI into Cooper's helmet to facilitate communication through time. Cooper learns Anderson was gathering intelligence on a new IMC device, the "Fold Weapon", which utilizes time-displacement technology to destroy entire planets. The planet Harmony, which is the home planet of Lastimosa and houses the Militia headquarters, will be the first target. Fortunately for the Militia, the Fold Weapon is dependent upon a power source known as the Ark. Cooper and BT hijack an IMC communications array to broadcast a signal to the Militia fleet and kill another of the Apex Predators, Richter. The transmission contains sensor data on the Ark's electromagnetic signature so that the Militia can find and seize it.
After receiving the transmission, the Militia's Marauder Corps, led by Commander Sarah Briggs, assaults the IMC-held installation where the Ark is being kept, arriving too late to prevent it from being loaded onto the Draconis, an IMC transport. The Militia gives chase in hijacked IMC ships. BT and Cooper attempt to board the Draconis but are attacked by the Apex Predator Viper. Cooper kills Viper and successfully boards the Draconis with BT.
Cooper and BT secure the Ark before the ship crashes. BT becomes incapacitated from damage sustained in his fight with Viper, and the duo are captured by Blisk and his second-in-command, Slone. BT surrenders the Ark to save Cooper but is destroyed by Slone for trying to help Cooper escape. However, BT gives Cooper a SERE kit and his data core before his chassis fails, and Cooper uses it to revive BT by installing it in a new Vanguard chassis provided by Briggs after he escapes captivity. Reunited, Cooper and BT fight their way to the base where the Fold Weapon is being prepared for use against Harmony. They kill Slone, earning Blisk's respect; Blisk spares Cooper and offers him a place in the Apex Predators before departing. BT and Cooper then launch themselves into the Fold Weapon's superstructure where the Ark has already been installed. BT hurls Cooper free before sacrificing himself, destroying the Ark, Fold Weapon, and the planet itself.
The game ends with a monologue by Cooper, talking about having his status as a pilot affirmed and being inducted into the Marauder Corps, as well as reminiscing over his experiences with BT. In a post-credits scene, the Titan neural link to Cooper's helmet flashes with the message "Jack?" encoded in Morse, suggesting some fragment of BT's AI has survived.
While designing the game's single-player, one of the team's goals was to keep the energy present in Titanfall's multiplayer mode. The team wanted to make the campaign more creative instead of simply having robots in it. Both the unique traits of pilots and Titans had to be used and expanded upon. Therefore, the team decided to create both intricate environments for pilots' transversal and large open space for titan combat, instead of making it a corridor shooter. According to gameplay designer Mohammed Alavi, this gave players greater control and freedom over the character's movement. The team focused a great deal on platforming designed to further expand the use of the pilot movement sets. Many team members created action blocks dedicated to platforming, including ideas such as having players solve puzzles to find a new surface to wall-run on, and Titan being able to throw the pilot, so they could travel over long distances. The concept of Titan throwing pilots was ultimately discarded from the gameplay and became part of a cinematic cutscene because the team had trouble implementing it due to its lack of interactivity. The game also features a variety of puzzles inspired by BioShock and Half-Life, where players maintain "a certain level of speed" while solving puzzles. There are also puzzles which change the game's pace and require players to stop to think of a solution.
The game's single-player starts with simple missions before gradually introducing players to more complicated situations which demand more skills and precision. The game story also supplements this, as Cooper transforms from a normal Frontier grunt to a skillful pilot at the end. The campaign was created as a stepping stone for inexperienced players by providing a more "relaxing" environment that teaches players' the basic gameplay mechanics, training them before they join multiplayer matches.
There are also various revisions to the game's multiplayer mode. McCoy described these changes as "subtle" as the team focused more on adding slight modifications to existing mechanics. The Titans were redesigned to have distinct silhouettes unique to each chassis (and thus ability set and weapons) so that players can "tell at a glance everything that [they] need to know" and stay prepared for each combat encounter. This enabled players to have a clearer picture of the combat situations and facilitated learning from each defeat. The team also introduced cosmetic changes to the pilots and the six Titan class giving them distinct visual characteristics so that players can easily identify an opponent's abilities. The team attempted to add more depth to the gameplay by introducing more Titans, gadgets, weapons, and pilot abilities, allowing players to customize a set of loadouts to suit their preferred playstyle, by creating specialized loadouts (for example a high mobility long ranged combatant by combining a sniper rifle with the mobility-enhancing grapple Pilot ability) or a stealthy Titan-hunter (taking a grenade launcher in addition to an Anti-Titan weapon along with the Cloak kit). These added more variety to the game so there are more things for players to discover and master. The game's extensive customization options and progression system were designed to engage players, so they can "get the most out of the game". Like its predecessor, Titans need to be earned using certain gameplay actions such as defeating opponents or completing objectives.
In May 2014, two months after the first game's release, publisher Electronic Arts announced they would collaborate with Respawn Entertainment for more experiences set within the Titanfall universe. A sequel was officially confirmed on March 12, 2015, by Respawn's Vince Zampella at the 12th British Academy Games Awards. He also confirmed the game would come to PlayStation 4, unlike the first one. EA opened their press conference at EA Play 2016 with Titanfall 2, and announced that the game would be released worldwide on October 28, 2016. This meant the title would have to compete with other triple-A first-person shooters including Battlefield 1, made by DICE (one of EA's studios), and Activision's futuristic Call of Duty: Infinite Warfare, developed by Zampella's old studio Infinity Ward. According to McCoy, the release date was confirmed long before and the team could not change it. The game's Collector's Edition and Vanguard SRS Collector's Edition, which include additional content, were released on the same day as the standard edition. Titanfall 2 was added to EA Access and Origin Access on July 7, 2017. An Ultimate Edition, which bundles the base game and all the updates as well as some bonus content, was released on the same day.
EA partnered with a restaurant and a snack food company to promote the game. Players who purchased food or drink at any Buffalo Wild Wings restaurant received a free customization item and access to a multiplayer mode. Similarly, players who purchased Mountain Dew or Doritos were given a code granting them double XP, early access to a new multiplayer mode, a Titan, and Titan customization items. EA also partnered with toy manufacturer McFarlane Toys to produce a toyline for the game which includes a seven-inch tall Cooper figure and a ten-inch tall BT-7274 figure. Respawn prepared two technical tests for the PlayStation 4 and Xbox One users in August 2016, allowing players to try some of the game's multiplayer modes and maps. They made several major gameplay adjustments after hearing feedback from players participating in these tests. The official Titanfall Twitter account, controlled by EA rather than Respawn, also helped promote the game by suggesting it to Twitter users who indicated they were looking for games to play. It was also used to mock its competitors. Players who purchased Battlefield 1 and this game also had exclusive access to a Titan skin inspired by World War I.
Rowen praised the level design, which he found one of the game's "real stars". He was impressed by the variety of settings and set pieces featured in each level and praised the design for having tricky environments for transversal encouraging free movements. He singled out "Effect and Cause" as one of the game's most imaginative levels, comparing it favorably with Portal. Paras remarked that two of the game's chapters were extremely impressive, and that they "[re-examine] level design in most action games". Thursten also enjoyed these levels but added that not all of them share this level of creativity. He wished some of the novel concepts introduced "stuck around longer" during his playtime. Gwaltney liked the flexibility of the game's campaign, which provides players plenty of freedom to handle combat encounters. He also appreciated the inclusion of the game's puzzles, which requires players to "think outside the box". Both Paras and Houghton liked the levels for incorporating elements of Pilot and Titan gameplay. Paras said it added variety to the package, and Houghton felt it improved the game's pacing, making it very "exhilarating" to play. Mahardy admired the pacing, attributing its success to the fact that players can switch BT's loadouts to handle various combat situations, presenting a different dynamic from multiplayer. Brandin Tyrrel of IGN admired the game's sense of scale and map design, where each level stage felt large but at the same time linear enough to direct players' progression.
The game's multiplayer was also acclaimed. Rowen described it as "more than solid" and praised the more complex and extended progression system for rectifying Titanfall's lack of long-term appeal. While Titan's customization became more limited, he felt this was a necessary change to make the Titan combat deeper and more rewarding. He noted there were many "smart" gameplay adjustments and design changes that emphasize players' skills, but he was disappointed there were not enough modes featuring AI opponents. Gwaltney, however, felt there were no significant changes to the multiplayer, but there were sufficient subtle design adjustments making it more refined and improved than its predecessor. He still found the progression system lacking in substance. He appreciated the new gadgets, which make the game more tactical. He commented positively on the game modes' structure, which prompts all types of players to engage in teamwork. Paras criticized the multiplayer for being unforgiving, though he enjoyed some of the game modes, like Bounty Hunt. Mahardy praised the six new Titans types for being easy to learn and difficult to master. As the six Titan types have distinct controls and attack schemes, Mahardy noted that combat resembles that of a fighting game and multiplayer online battle arenas games. Tyrrel praised the overhauled rodeo mechanic, which promoted teamwork, and Boosts, which make the game more balanced. Gies described some of the design changes as "odd" and "difficult to understand", including the rodeo mechanic which he found mostly useless. In addition, he criticized the maps for being too confined, and not fitting with the game's fast gameplay.
Critics generally had a positive reception to the overall package. Rowen admired the game for being an imaginative and creative shooter. Gwaltney described the game as a "must-play" title that offered a complete package with both a fully-fledged single-player campaign and a refined multiplayer. Paras felt that Titanfall 2 successfully delivered on the promises made by the first game. Tyrrel called the game a rare and exceptional title that improved on every aspect of its predecessor. Houghton called the game the year's surprise, describing it as one of the most "creative and rewarding FPS in recent memory". Thursten worried that Titanfall 2 would suffer from a short lifespan like its predecessor due to the same poor release timing. He noted the single-player campaign was the game's true highlight.
Electronic Arts expected the game to sell approximately nine to ten million units in its first year of release. However, financial analysts predicted the game's sales would be substantially disappointing due to EA's decision to release the game in late October, a period between the launch of EA's own Battlefield 1, and Activision's Call of Duty: Infinite Warfare. Despite that, EA expressed no concern about the release window, as they felt that the player base of Battlefield 1 and Titanfall 2 would not overlap.
The game was the fourth best-selling retail game in the UK in its week of release, behind Battlefield 1, The Elder Scrolls V: Skyrim – Special Edition, and FIFA 17. Its first-week sales only reached a quarter of the launch-week sales of Titanfall despite Titanfall 2 being a multi-platform release. Digital sales of the game were also down, only reaching a quarter of its predecessor's sales. According to The NPD Group, the game was the ninth best-selling game in October 2016 and the fifth best-selling game in November 2016. In their earnings call for the third quarter of the 2017 fiscal year, EA stated that the game's sales fell below expectations. However, EA COO and CFO Blake Jorgensen went on to say the company was pleased with the positive reviews the game received and expected it to have strong sales into the next fiscal year. According to Zampella, Titanfall 2 sold well and was successful, but it could have sold better. In January 2017, financial firm Morgan Stanley estimated that the game had sold 4 million units. The game's release on Steam in June 2020 helped to reinvigorate its player base on PC.
In October 2016, Zampella said the team would like to deliver more experiences for the player set within the franchise, though a trilogy was not planned. When publisher Electronic Arts acquired Respawn Entertainment, however, it was revealed that a new mainline Titanfall title was in development.
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