The original Titanfall was a frantic and fast-paced multiplayer experience, deftly combining bold new ideas with staples of the online FPS genre. And despite popular belief, it did have a story. It wasn’t very well-told and wasn’t very easy to follow, but it was there.
Since Titanfall 2 comes complete with a single-player campaign, let’s get caught up on the lore of this sci-fi world. Who built those mechs? Why are people fighting? Where exactly are we? This is a closer look at the who’s-who of the world of Titanfall.
There are two main opposing factions in the world of Titanfall: the Interstellar Manufacturing Corporation and the Frontier Militia.
It’s amazing how much information can be revealed in a trailer only three minutes long. Nintendo managed to introduce its all-new console, the Switch, in a concise, compelling video package that actually included six different pieces of hardware – the screen-equipped Switch itself, the TV-connecting Dock, the Pro Controller, the left and right detachable Joy-Cons and the Grip that can house them both – and yet everything felt neatly explained.
. . . well, maybe not everything. Because though we did learn a lot about the Switch through its first commercial, we’ve been left with plenty of unanswered questions in its wake. Let’s turn our attention now to several of the biggest mysteries still surrounding the machine, and hope that solid answers arrive long before the system goes on sale next March.
Every game in the legendary, 25-year-old Sid Meier’s Civilization 4X strategy series puts a new spin on the grand concept of taking a nation from a single nomadic tribe to a world-dominating superpower, one turn at a time. In that way Civilization VI looks familiar, but it’s loaded with some very smart and bold improvements that give it new levels of depth. Once I get absorbed into a campaign it becomes so engrossing it’s difficult to think about anything else.
Under its colorful, cartography-inspired art style and varied, stirring music that swells to accent what you’re doing and in what era you’re doing it, Civilization VI is crammed with an almost overwhelming number of systems. It’s got trade, it’s got religion, it’s got espionage, it’s got Great People, it’s got archeology, it’s got the kitchen sink. For the most part, that’s awesome because there are so many chances to build out your nation in different ways to take advantage of opportunities on its randomly generated maps and pursue the different victory types, and it’s all baked in at the ground level so that things like trade routes don’t feel tacked on and optional (they are, in fact, the only way to build roads in the early game). This feels like a Civ game that’s already had two expansions.
Hey gang! This week, your pals Max “The Far Side” Scoville, Marty “Zippy The Pinhead” Sliva, Brian “For Better of For Worse” Altano, and Andrew “Garfield” Goldfarb wax poetic (and cinematic and artistic) about Red Dead Redemption 2’s reveal trailer, and Jared Petty’s lovely writeup about its Western themes. Titanfall 2 is being received really well, and finally, Bethesda is done sending out early review copies, which is a little frustrating for people in our field.
The grass and rocks outside our humble settlement appear to be singing, and Enoch Coppercowl, my chief cook, doesn’t care for it. I’ve sent out some of the new workers to clear the brush away in an attempt to quiet it, but they’re taking their sweet time and poor Enoch just can’t handle it. Right as he’s lugging the first meat he’s ever cooked over to the community stockpile, the madness takes him and he drops the meat and runs babbling into the woods.
And that’s how it goes in Clockwork Empires. It’s a colony-building simulation that’s at its most interesting when the comfy clockwork of daily life gets jammed and things go almost literally to Hell. If it weren’t so dull and cumbersome the rest of the time, I could lose myself in it for months.