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Apex Legends - F2P Battle Royale set in the Titanfall Universe by Respawn

Durandal

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My team has the sexiest and deadliest waifus you can recruit.
"The world thinks we're making Titanfall 3 and we're not - this is what we're making."
Respawn talks Apex Legends, its titan-less Titanfall battle royale.

Surprise! It's now official: Respawn's been quietly working on a free-to-play, first person shooter battle royale called Apex Legends - and it's already available for players to download.

Although many of the game's details have been splashed across the internet, there's still plenty here to discuss: including how the game actually plays, monetisation, and what this means for the Titanfall franchise. At a closed-doors event last week, I was able to trial Apex Legends for a full six hours, and ask Respawn a number of questions about its decision to go full battle royale.

First, the key details.

As Respawn is eager to reiterate, this is a battle royale set within the Titanfall universe rather than a Titanfall 2 sequel. It takes place about 30 years after the events of Titanfall 2, in an area called the Outlands, featuring an eclectic bunch of characters who are all competing in "the Titanfall equivalent of a blood sport". Hunger Games, but more sci-fi.



To be crowned champion, you'll need to lead your 3-player squad to victory against 19 other teams - a total of 57 other players. Finally, my chances of winning have increased.

It's essentially a genre-merge of battle royale and hero-based shooter. There are currently eight "legends" in the game, each with unique passive, tactical and ultimate abilities - but Respawn has gone to significant lengths to ensure the gameplay feels balanced. Apex Legends also introduces a variety of other neat additions to the battle royale genre. More on that later.

This fits with what McCoy explained to me: that progress towards Apex Legends began after Titanfall 2, when the developer experimented with battle royale, "decided this wasn't going to be a mode", and chose to make Apex Legends "a game on its own". It certainly feels like Apex Legends could have been a battle royale mode for Titanfall 3.

And, as Respawn is committed to building Apex Legends as a "proper live service game", it could be some time before we see a true sequel to Titanfall 2 - if indeed one is still on the cards.

This also means a long break from some of Titanfall's most iconic features, including titans and mobility mechanics like wall-running and double jumping. Although these features appeared in prototypes of Apex Legends, none made the final cut - and with good reason, McCoy explains.

"When we started [Apex Legends] we were building off Titanfall 2, and we didn't know we weren't going to have double jump or wall running or titans," he tells me. "The choice to not have those came about because of play-testing against our goals: to have a strategic, learnable, masterable, deep game.

"[We had] things like wall running and double jumping for a long time, we had triple jump for a while, they make combat really hard to beat and comprehend. You can't predict where players come from or you're pushing them to, and things would happen to you more than you would predict and respond against. So it's really fun to do, but it's really bad for combat legibility."


According to McCoy, the absence of titans is similarly due to a difference in goals between the core Titanfall games and the new battle royale.

"The titans in Titanfall 1 and 2 were meant to be a power fantasy - you're supposed to think 'alright, I can call it in, I can power it up and feel like a bad-ass for a little while', then it'll probably blow up and you have a chance to do it again.

"So we were prototyping that and they were a power-up, and that was really detrimental to a battle royale. Battle royales are supposed to be like Poker - everyone comes to the table with the same possibilities."

"If we ever balanced a titan down to where they were not a destructive force on the match - it was like betraying that power fantasy, like they were made out of paper, a wet cardboard bag - it was not worth it."

A power fantasy in a soggy bag? Yep, that sounds like the wet dream nobody wants. But if Apex Legends doesn't have titans, why set it in the Titanfall universe at all? According to McCoy, the answer to this lies in Respawn's desire to flesh out the Titanfall universe.

"We were actually looking to find ways to tell more stories within Titanfall - the fight between the IMC and militias is pretty binary, pretty black and white - and what's really exciting is to think of it more in a grey area: what does the wild west of the Titanfall universe look like?

"With these sometimes nasty characters, what are they like? Caustic is a great example - he's like a Saturday morning cartoon villain, he's not a real real bad guy, but he's deliciously evil - and getting more of those types of characters that span the range. So for us it's really about finding more ways to add depth to this world."

jpg

The man, the myth, the...
Although Apex Legends certainly introduces more colourful characters than the previous Titanfall games (perhaps not a difficult feat), I wasn't 100 per cent sold on the character designs. Many of them feel heavily influenced by Borderlands - a little too heavily - while the dialogue wavers between grating and unremarkable. In comparison to past class-based shooters like Team Fortress 2, Apex Legends' characters don't have the same strong aesthetic, sense of humour, or cohesive whole. The cosmetic skins, meanwhile, only get interesting at the legendary item level: which doesn't compare well to the sort of goodies Fortnite is pumping out on a regular basis.

Respawn should, however, be commended for the diversity of the cast: it's refreshing to see a line-up featuring such a mix of backgrounds.

And while the characters themselves are underwhelming, their abilities do bring something new to the table. After six hours of playtime, I felt like I barely scratched the surface with each character. Some ultimate abilities feel more OP than others - particularly if you compare Gibraltar's powerful orbital strike to Wraith's (very situational) portals - but there's potential here for interesting squad builds, ability combinations and tactical teamwork.

I was also surprised to see that - despite this being a hero shooter - the classes felt fairly balanced. It's still early days, but Apex Legends looks like it will provide some interesting end-game metas: ones that don't involve building, hallelujah.

Another topic that came up in interview is that Respawn has spent a lot of time tweaking and improving the battle royale format, or as McCoy termed it, trying to "solve the sins of battle royale".

"It's done amazing things for shooters, but it has problems - even those who love it have issues with certain things," McCoy added.

This was something I noticed during my own time with the game. Apex Legends' drop - while occasionally feeling a little clunky - helps squads land together thanks to the addition of a "jumpmaster". This gives one player the power to control the direction of landing, but other players can peel off early if they wish. In theory it should prevent that one annoying squadmate from vanishing into the distance too early. In theory.

Another stand-out feature, surprisingly, is Apex Legends' communication system - or "ping" system as Respawn has termed it. With a simple click on your mouse wheel or controller bumper, you can easily flag up points of interest on the map: be it enemies, weapons or locations - and communicate these to your teammates. Along with audio cues, items are displayed with a tiny image to show what they are. A subtle but sweet feature is the ability to say thanks if you pick up an item flagged by a teammate. It's an intelligently-designed system to aid closer squad cooperation: although I did find one of my squadmates was a little over-zealous in flagging literally every item. Hopefully there's also a mute option for this.

Mobility and pacing is another frequent issue in battle royales - but I found Apex Legends hits a nice middle ground between frantic and slow. The map (despite its uninspired naming decisions) seems to prevent excessive third-partying or long-distance sniping with its furrowed design, while areas such as the Endor-like Swamplands provide verticality, and bunkers give players more traditional Titanfall close-quarters combat. Thanks to ziplines, audio prompts from the characters and balloons (jump towers) which allow you to re-deploy, I never found myself inadvertently caught out by the circle - a common frustration in most battle royales.

In a press release for the game, McCoy said the Respawn's aim for every match was "you come in with a plan but you leave with a story". That, for me, is the core experience of a battle royale squad game: not whether you win, but the ridiculous story leading up to either victory or (more likely) death.

This is something Respawn clearly understands, as along with the focus on squad communication, the studio has added a new feature called "Respawn Beacons". Aside from being an excuse to plug the studio's name, these provide an opportunity for players to revive dead teammates: simply retrieve a tag from your squadmate's body, and return it to a marked respawn spot.

Not only does this give squadmates a second chance - and a reason to stick around in spectator mode - but it adds another chapter to the story of each battle royale match. When two of my teammates were killed, I found myself embarking on a rescue mission - highly exposed as I was - to revive these players as quickly as possible. Once they rejoined me, I then changed to the role of bodyguard as my two new-born teammates scurried around searching for weapons. A few minutes later, I was killed - but one of my squadmates eventually won the game. The whole episode added another layer of story to the match, and made the game more memorable as a result.

An area over which I have more mixed feelings is the game's monetisation system. While Respawn describes its four monetisation systems as being driven by a "player's choice" mentality, it does feel a little like throwing everything at the wall to see what sticks. There's a battle pass, loot boxes (of a sort), a Fortnite-style item shop, and purchasable "legends" such as Mirage and Caustic - which are not instantly playable in the game and must be unlocked. There are also three types of in-game currency: legend tokens, Apex coins and crafting metals, all of which are earned in different ways and unlock different things. It feels messy.

Beyond this, the monetisation system does seem to avoid the pitfalls of previous free-to-play games. Loot boxes (Apex Packs) are cosmetic-only, guarantee a rare or better item, avoid duplicates, and have "bad luck detection against opening too many before [a player] hits a legendary item". None of the items will be exclusive to the paid loot boxes, pack odds will be published online, and the packs can also be earned through playing the game - although it was hard to judge the exact amount you get via grinding.

A point worth noting is that all legends added in future are going to be locked. While the new legends won't offer a gameplay advantage, the alternative gameplay methods provided will need to be unlocked - either through play, or by fast-tracking with money.

Apex Legends doesn't have the most distinctive art style, but it more than makes up for this in gameplay. It took me a while to get to grips with the items and abilities - perhaps a little too long - but Apex Legends feels intelligently designed, and promises a unique approach to the battle royale genre. It's not perfect, and while it doesn't have the famous mechs or wall-running of its Titanfall cousins, both the gameplay and map feel well designed and engaging.


https://archive.fo/1f8T6

no wallrunning
no doublejumping
only slow

wFy9gHY.jpg
 

Squid

Arbiter
Joined
May 31, 2018
Messages
536
I figured no Titans but no wallrunning or double jumps sounds like a let down... It's free to play though so that must mean some monetization will be included. But that also means you can try it out and see how it actually works without spending money, just some time. Assuming that you don't have a download cap.

Anyone played it yet?
 

Gerrard

Arcane
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Nov 5, 2007
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12,026
What is the point of this? Who is so hung up on this universe that they keep getting funding for this?
 

SpaceWizardz

Liturgist
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Sep 28, 2018
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What a gigantic waste of the developer's time and resources.

They couldn't even keep in the things that made Titanfall unique, why the hell would anyone play this?
 

Puteo

Learned
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Apr 28, 2018
Messages
171
I played one game and well, it's definitely the best Battle Royale game I've ever played.

The problem is, that's not really saying much.
 

Urthor

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Pillars of Eternity 2: Deadfire
So is this game actually fun???

Honestly if it was proper free to play Titanfall with no pay 2 win lootboxes I'd be mildly happy, the Titanfall combat engine is great. If being the operative word.
 

Puteo

Learned
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Since it's free I would just recommend trying it yourself, I only had time for one game but the gameplay seems solid and miles ahead of the rest of the Battle Royale trash.

That said, I feel like the battle royale dynamic is inherently a pyramid scheme where the winners take the vast majority of the enjoyment and the whole exercise is largely just gambling on many levels.

I'm still going to give it a few more tries though and see if I can get hooked on this fad. After ATOM I don't really have any good games left to play.
 

fantadomat

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Edgy Vatnik Wumao
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Here is what the devs said about the marketing,or the lack of.
gqGWd2K.png


From the looks of it the game is a call of duty with teams.
 

J_C

One Bit Studio
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What a gigantic waste of the developer's time and resources.

They couldn't even keep in the things that made Titanfall unique, why the hell would anyone play this?
This. The only reason I would try this is the big ass robots you could drive in Titanfall. As it is now, this is just a generic shooter.
 

Loostreaks

Learned
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Mar 28, 2018
Messages
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Seems Respawn is going the same road as Raven Soft with Activision...promising dev made to churn out soulless products made strictly for $.
People at Bioware must be pissed though. :P
 

msxyz

Augur
Joined
Jun 5, 2011
Messages
296
Killing shitass anthem with another shitass game.

I played one game and well, it's definitely the best Battle Royale game I've ever played.

The problem is, that's not really saying much.

Seems Respawn is going the same road as Raven Soft with Activision...promising dev made to churn out soulless products made strictly for $.
People at Bioware must be pissed though. :P

Well, it seems EA is trying hard to kill Bioware. They release another multiplayer shooter (albeit a bit different in scope and gameplay) at the same time. Maybe EA managers believe to have all the bases covered with this move but, matter of fact, the best of the two will cannibalize also the audience of the other, not to mention that the scene is already pretty crowded as it is. There are already several threads on Reddit and in many forums that all basically convey this message: "Apex is better than Anthem, don't waste time playing that". Add that Apex is f2p and I don't see a bright future for Anthem or for Bioware as a whole...
 
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Unlike most BRs it's very well optimized. The gameplay feels like the recent CoD (movement and pace wise) with weird ass guns which leads to a weird ass gunplay... I played shooters my whole life at a fairly competitive level, even in recent, more laid back years I still got to global in CS and to gm in Overwatch, yet I got 0 kills in first 7 games, so that was both annoying and refreshing at the same time. On a plus side, the loading takes only a few seconds and pre-game lobby shenanigans take up about 10 to 15 seconds which is a huge improvement compared to others.

There's a bunch of characters (8 I think), each got an ability and "ult" that slowly builds up over time and damage (not sure about that one actually). Almost all of those skills are utility and work for anyone, i.e. one of the chicks summons a stationary healbot with small "aura" of (slow) healing, if enemies are in its radius they will benefit from free heals as well.

For F2P it's really good (all of the paid stuff is skins, that you can get just by playing, akin to OW), but even though the basics are fairly decent it's very barebones outside of basic gameplay - no stats, leaderboards etc. Squads are limited to 3 people as well, which is quite a bummer, still the game's worth a try tho. Was honestly suprised by the quality of the product, didn't expect that from EA of all people.
 

Devoidless

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Imagine if someone took Fortnite and Overwatch and fuckin' slammed them together until they became one entity.
That's Apex Legends.
And, by god, do I not enjoy Fortnite or Overwatch.

I would have been happier with Titanfall 3 but, you know, that wouldn't have made millions in micro-transactions for lootboxes, outfits and season passes.
 

Puteo

Learned
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Apr 28, 2018
Messages
171
After playing some more; the whole battle royale concept is cancer.

Going from Titanfall 2 to this is the definition of decline.

The biggest positive of it is that it kills a ton of time and keeps you mildly amused. Overall, not much more enriching than getting high and watching music videos for hours on end.
 

Okagron

Prophet
Joined
Mar 22, 2018
Messages
753
Yay, another fucking Battle Royale game AND character shooter. Do we really need more of these? I say no.
 

RapineDel

Augur
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Jan 11, 2017
Messages
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I have to say, elsewhere on the internet Titanfall 2 is the most overrated FPS campaign I've played. I kept reading how it was one of the greatest campaigns ever so I gave it a shot and it was just everything wrong with modern shooters. Level design, weapons and enemies were all generic and boring, the whole "best campaign ever" came from set pieces and a single mission that was similar to that mission in Dishonored 2 where you go in and out of a certain time period. Given that I'm not surprised they went down this road.

The interesting part is this was released with no marketing, is F2P and yet supposedly had a smoother launch then the Anthem demo. Anthem is a full priced title filled with micro-transactions as well, I know they're different genres but it seems hard to justify coming from the same publisher.
 

Squid

Arbiter
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May 31, 2018
Messages
536
Squads are limited to 3 people as well, which is quite a bummer, still the game's worth a try tho.
Apparently they didn't like how the game played with 4. I can't remember what they said exactly but I think team fights were too chaotic and they want them to be a bit more planned or strategic or something.

elsewhere on the internet Titanfall 2 is the most overrated FPS campaign I've played. I kept reading how it was one of the greatest campaigns ever
Because people don't usually remember older games. This is especially true for reviewers who have to play so many games to keep up with everyone they forget that there were similar games 3 years ago. They'll say "WE'VE BEEN WAITING FOR THIS FOR FOREVER" and junk but a game just like it came out a year or two ago. Either they missed it in the pile of games they play halfway through or they forgot because they played a pile of games halfway through and can't even remember which ones they played.

I'll say I thought the campaign had some high points but it is definitely overrated by people.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
29,659
Either they missed it in the pile of games they play halfway through or they forgot because they played a pile of games halfway through and can't even remember which ones they played.
Or they don't play games at all.
 

User was nabbed fit

Guest
Well polished game, but I'm far more used to the more realistic, quicker Time-To-Kill in PUBG, R6 etc. Makes ambushes less deadly since they can turn around and fight back.
 

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