Having played the game on Master, every time I left BT I thought "Oh shit, I'm not going to be an unstoppable god among men anymore... a single grunt could end my life with the mere pull of a trigger."
Thanks for the feedback. With regards to the production of the videos, it's been a long process given I have learned much of video editing and recording solely for this channel - and the patreon crowdfunding is largely used to purchase new equipment and cover licensing costs. Regardless of how large the channel is or could be, what's critical to me is that it's delivered as best I can. So gotta keep getting better at this whole UA-cam thing. :)
In the perfect world you would put out such a video every week. But since I make these type of videos as school project(Not as high quality as yours thoug) to explain game programming things so I know how much work it is... 5 min of video is often a days worth of work. Please do take your time for these videos. Time is the key in making good quality videos. I am glad you showed up one day in my recommended. I am using the case study of your alien video as main reference point for my own "horror" AI experiment. Could you make a video on a game like "Ultimate epic battle simulator"? I would be highly interested to see in how one would optimize AI in massive 500k vs 500k battles. How would AI behave in such an environment? How would one organize the path-fining and attack calls etc....
The sad truth is I often work on videos when time permits in evenings and weekends. As you say a good 5 min video is a days work. The case study videos (and now design dive) easily take around one working week to construct given I research, script, storyboard, record footage, record dialogue then start editing. This is a side project, so each 'big' video will take in reality around a month to make given I need to find the time to work on it outside of my paying work. So don't worry, we're taking our time - arguably a little longer than I'd like. :D
It's really cool to see relatively solid justification for why TF2's campaign left me feeling so satisfied and excited. It really gave me the feeling that while I was definitely leagues above a fair number of the enemies, there were still more enemies that either matched me in power, or exceeded me enough to be a challenge. There was never a time where I felt hopelessly outclassed, thanks to the mechanics, but I never felt like some invincible avatar of death and destruction. Even in a titan that far outclassed the capabilities of the others on the field (Save for Viper and maybe the last boss you fight), if I made too many missteps I would be punished again and again with a firey death; even in Normal mode! It gave me the feeling that even in the best of times, I was only doing a bit better than scratching by. So when I would end up victorious at the end, it felt like a real accomplishment. It wasn't a Dark Souls-level of "Holy fuck I FINALLY did it!", but it took enough effort that by the end I felt like I deserved the victory I received
For a slightly worse execution of the same concepts you can also look at Crysis 2's single player campaign. The player starts out as just a grunt. You get the suit after the first mission when you're almost dead. You realise that without the suit you would be dead, whenever the plot decides to turn it off (which is only once if I remember correctly).
Crysis 2 caught a lot of flak for being more linear than its predecessor, but it's a criminally under-rated campaign. The first 3-4 missions are a bit too long and slow, but by the mid-game, it's straight up awesome.
Trevor Cook Yes Crysis 2 was awesome but that first 3-4 missions were too slow like you said it was like this missions were just "tutorials" or training lvls to make the player used to the controls and make them chose their aproach to combat situations but after that the story improves a lot both plot and gameplay wise.
Spectacular production. Amazing game and this discussion made me want to go back and enjoy Titanfall 2 again. I don’t know how you don’t have way more views… this content is amazing.
Truly amazing piece of work. You articulated what I felt without being able to identify it: "I know there's something off here, but I can't place it." Then you come in with this video and tell me not only where to place it (in the three tiers), but how to recognize it in the future and learn what makes good game and AI design. Thank you.
Really nice that more people recognize where Call of Duty lost its identity. I still blame Activision pushing the series into something that would sell more but was ultimately a soulless creation. I never liked the alpha male style of MP that CoD had with MW onward, and was always fond of the SP that did make you feel like just a normal soldier having to rely on AI or superior tactics to survive. I especially hated how Activision pushed more and more ludicrous business practices into the game, which is really a problem that developed with the AAA industry around that time and continues without pause today. CoD is a series that died around MW2 IMO, killed by corporate greed and it's corpse used to push for record-breaking sales for a publisher at the loss of an excellent gaming experience for those who appreciate games as an art form.
The format is great, but I'd like a little bit more technical details on the AI maybe. Not only what it does in the context of the overall gameplay design, but how it does it as well. A bit of an "under the hood" look.
That's fair. It's also largely why this channel exists. But I figured I'd address this at length for you to get an idea of how I work on these videos and the reality of how they make it onto UA-cam: 1) Design Dive is more game-design focussed than AI implementation focussed. If you're interested in looking at how things *actually* work, then check out our Case Study playlist, where we look at how AI is actually implemented in Alien: Isolation, Far Cry 4, F.E.A.R., Halo 2 etc. ua-cam.com/play/PLokhY9fbx05eq8SvcNOxYRquYMzMjF9Ok.html 2) I don't know how the AI in CoD and Titanfall are actually implemented. I can make some educated guesses (and I've learned that some of my previous guesses were actually pretty accurate), but at the end of the day I don't actually know. Our case study videos are reliant on me attending talks or making contacts within the industry who are happy to talk about how this stuff works. In short a case study is always informed by people who made the game itself. I have tried previously to get in touch with Respawn for Titanfall and didn't have any luck. 3) Whether I can get those contacts is a big question that impacts whether I even start working on a given video. Some studios simply will not discuss how things work behind the curtain. A good example is Rockstar - given I've received many requests to make videos on GTA - who simply have a 'no comment' policy on anything pertaining to how their games are developed. This is despite having several contacts (and friends) within Rockstar North who simply cannot talk to me about such things. That's just the reality of game development. Really it's always an issue of whether I can get the information and my contacts are happy (or able) to talk to me about the project. I have a long list of games where I know 'enough' to make a new video about it. It's a matter of getting the time to do that, given this is doesn't pay enough to work on it full-time. :D But one day, who knows, I might get to talk about either CoD or TF2 in a case study video. That'd be pretty sweet actually...
this was awesome! very enjoyable and totally had me nodding my head with agreement vindicating the fact that i'm still playing titanfall 2 months after it's release and haven't looked at cod at all.
First time I played through Titanfall 2 I played on hard, and it was quite, well, hard. Then I played the multiplayer for around 10 hours or so and replayed the campaign on Master, and it was so much easier the second time because I knew the mechanics. You're spot on with this analysis!
You inspired me to go back to play titanfall 2 again! I put the game down for a while but after watching DesignDive Doom, I had to watch this one. Now I have all 50 achievements.
An all-around excellent video! Your grasp of important concepts, both good and bad really makes a difference when making a video like this one. Thanks for a wonderful video mate!
As much as I love Black Ops 3’s campaign for being more psychedelic than other campaigns, I agree that it’s very obviously a power fantasy. I think if they removed the neural powers and super vision it would be a really good improvement. Like how you had no access to your powers in the part where you’re stuck in a pitch-black building filled with robots. I was legitimately spooked, having to watch my back for once as I slowly, carefully made my way through.
Beautiful work. I love the way you present the info, and you really make me invested in the story, and now I even want to go play titanfall 2. I love the way you provide enlightenment on all these different topics, and make it interesting at the same time. I could see this as a television show or netflix original, and I would gladly watch it. I'm sorry I can't support you on patreon, but I would quickly do so if I ever got the chance.
Such a shame this doesn't have more views, it would be nice to see you go over the design of Apex Legends and how that started out and grew from Titanfall, and if they still incorporate things they used in Call of Duty.
Amazing video, but is there a reason you don't talk about the multiplayer in Titanfall 2? I know the name of the video was "Campaign Design in Titanfall 2" but the way you discussed the mp in Black Ops, etc. made me hope for a discussion on the mp in Titanfall 2.
The video was trimmed down quite a bit, given I did originally discuss TF2 multiplayer a little, as well as CoD: Infinite Warfare. As you say the focus was on campaign design and my interest in BO multiplayer was due to it being the focus of the marketing but also the reason nobody remembers the campaign. However in truth I don't feel - in the context of the argument - that the TF2 multiplayer needed much discussion. It adheres to the same tropes as the TF1 multiplayer and largely polishes that experience. It's wonderful and I play it too damn much.
What's everyone's favourite class in Titanfall 2? Mine is Northstar with Viper Thrusters and overcore. For the pilot is phase-shift (love them inter-dimensional bamboozles) and the primary switches from the Softball, R-97 and L-STAR. Secondary is the Archer with it's ridiculous lock-on but mag-launcher is better IMO. Ordnance would have to be the gravity star.
Great vid. I really like the analysis. If I can have a suggestion: try and keep the video a little bit more compressed. There were part where I had the "uhg... Yeah i get it move on" moment. Waiting for the next vid in this series.
The length of this video has been an issue for me: it was originally longer, then shorter, then what it is now. In hindsight I do think I picked a rather large topic to attack in the first video versus some of my in-development pieces I have right now, but will keep all the feedback from this one in mind. The next topic is locked and I'm working on it now. But it has to wait until the next AI & Games case study is completed, which is my current priority. :)
Planetside 2 I’ve found to implement the “Strength in Unity” fight as an army not as a god-like person very well. You literally are too weak to take bases by yourself. However, within skillful coordination in a platoon you can set up the invasion for a larger force or flat out take whole bases as a strike force while other players (hundreds of players) assault the main gates as a diversion. Terran Republic players I’ve found the most in this. In lore the Terran Republic is the most PROFESSIONAL military in the entire game despite the fact they have a much lower tech level compared to the Vanu Sovereignty. TR players whether new or experienced act like professionals marines rather than upping their K/D ratio. I’d love to see a video on Planetside 2 on the topic of playing as an army and not a powerful player. After all the Terran Republic’s motto is “Strength in Unity.” Here is a link to a 2014 video (not mine) showing how a player is suppose to feel on a battlefield similar to CoD: MW2. Please note there is not a single ai in the video. ua-cam.com/video/YfkK51dYUbI/v-deo.html
The music track is called... 'Link to Pilot' from the TF2 score. It's actually the music that is playing in that scene when playing the game. But I remixed it a little for more dramatic effect.
So with Respawn stating Titan Fall 3 not in production, and that they're focusing on Apex Legends, how does that make you feel after making this awesome video?
I'm a wee bit disappointed that Titanfall isn't in development, but it doesn't diminish my love for this game. Despite my disinterest in battle royale games I'm going to give Apex Legends a shot at some point; I really like how Respawn handle shooting mechanics so it might surprise me.
Heh, it's all about getting the word of mouth out there and spreading the word. The obvious stuff includes liking, subscribing and supporting AI and Games on patreon. That helps put some money in the coffers and makes taking time out of paid work to focus on these videos easier.
My feedback: For a video that's (presumably) about Titanfall 2, you spent way too much time talking about Call of Duty (nearly half of the video, actually). I understand you needed to include this to frame the analysis of Titanfall, but the disproportionately small amount of time spent on Titanfall made its analysis feel lacking in depth. The Call of Duty section should have been an overview (maybe 5 min tops, not the 11ish it actually ended up being) and not a detailed analysis of its history and mechanics. The video felt more like a treatise in how Titanfall 2 is not Call of Duty rather than an analysis of its own design direction.
It would be cool if all the grunts were PC players and Pilots and Titans were console players. I think the empowerment balance and the respect towards the grunts would be enhanced knowing they were teams of players working with you towards the objective rather than the fodder they are currently.
Train go boom
James Tatum I GOT IT ITS FROM BO3 RIGHT
Having played the game on Master, every time I left BT I thought "Oh shit, I'm not going to be an unstoppable god among men anymore... a single grunt could end my life with the mere pull of a trigger."
Yeah, I learned that the hard way in those opening missions.
For such a small channel 15k as of this moment the production value is enormous. Great quality and good analysis. Great work keep this up!
Thanks for the feedback. With regards to the production of the videos, it's been a long process given I have learned much of video editing and recording solely for this channel - and the patreon crowdfunding is largely used to purchase new equipment and cover licensing costs. Regardless of how large the channel is or could be, what's critical to me is that it's delivered as best I can. So gotta keep getting better at this whole UA-cam thing. :)
In the perfect world you would put out such a video every week. But since I make these type of videos as school project(Not as high quality as yours thoug) to explain game programming things so I know how much work it is... 5 min of video is often a days worth of work. Please do take your time for these videos. Time is the key in making good quality videos.
I am glad you showed up one day in my recommended. I am using the case study of your alien video as main reference point for my own "horror" AI experiment. Could you make a video on a game like "Ultimate epic battle simulator"? I would be highly interested to see in how one would optimize AI in massive 500k vs 500k battles. How would AI behave in such an environment? How would one organize the path-fining and attack calls etc....
The sad truth is I often work on videos when time permits in evenings and weekends. As you say a good 5 min video is a days work. The case study videos (and now design dive) easily take around one working week to construct given I research, script, storyboard, record footage, record dialogue then start editing. This is a side project, so each 'big' video will take in reality around a month to make given I need to find the time to work on it outside of my paying work.
So don't worry, we're taking our time - arguably a little longer than I'd like. :D
I realy hope for you that one day this might be your full time job. You (or the them) are great in this. I am looking forward to more content ;)
It's really cool to see relatively solid justification for why TF2's campaign left me feeling so satisfied and excited. It really gave me the feeling that while I was definitely leagues above a fair number of the enemies, there were still more enemies that either matched me in power, or exceeded me enough to be a challenge. There was never a time where I felt hopelessly outclassed, thanks to the mechanics, but I never felt like some invincible avatar of death and destruction. Even in a titan that far outclassed the capabilities of the others on the field (Save for Viper and maybe the last boss you fight), if I made too many missteps I would be punished again and again with a firey death; even in Normal mode!
It gave me the feeling that even in the best of times, I was only doing a bit better than scratching by. So when I would end up victorious at the end, it felt like a real accomplishment. It wasn't a Dark Souls-level of "Holy fuck I FINALLY did it!", but it took enough effort that by the end I felt like I deserved the victory I received
"You answer the call of duty and stand by for titanfall"
damn man this is awesome, keep it up
For a slightly worse execution of the same concepts you can also look at Crysis 2's single player campaign. The player starts out as just a grunt. You get the suit after the first mission when you're almost dead. You realise that without the suit you would be dead, whenever the plot decides to turn it off (which is only once if I remember correctly).
Crysis 2 caught a lot of flak for being more linear than its predecessor, but it's a criminally under-rated campaign. The first 3-4 missions are a bit too long and slow, but by the mid-game, it's straight up awesome.
Trevor Cook
Yes Crysis 2 was awesome but that first 3-4 missions were too slow like you said it was like this missions were just "tutorials" or training lvls to make the player used to the controls and make them chose their aproach to combat situations but after that the story improves a lot both plot and gameplay wise.
Spectacular production. Amazing game and this discussion made me want to go back and enjoy Titanfall 2 again. I don’t know how you don’t have way more views… this content is amazing.
I love me some Titanfall 2 and I love me some AI and Games. This video was darn good
Truly amazing piece of work. You articulated what I felt without being able to identify it: "I know there's something off here, but I can't place it." Then you come in with this video and tell me not only where to place it (in the three tiers), but how to recognize it in the future and learn what makes good game and AI design. Thank you.
Glad you like it dude. Plenty more to come.
If people want to write about Call of Duty from here on out, this video is an essential reference point for its design. Damn.
This is the high quality kind of game discussion that merits major support. Good fuckin' work.
great video, I think you should continue video's like this
Well it seems like it's been well received, so we'll definitely be back with another design dive soon.
Really nice that more people recognize where Call of Duty lost its identity. I still blame Activision pushing the series into something that would sell more but was ultimately a soulless creation. I never liked the alpha male style of MP that CoD had with MW onward, and was always fond of the SP that did make you feel like just a normal soldier having to rely on AI or superior tactics to survive. I especially hated how Activision pushed more and more ludicrous business practices into the game, which is really a problem that developed with the AAA industry around that time and continues without pause today.
CoD is a series that died around MW2 IMO, killed by corporate greed and it's corpse used to push for record-breaking sales for a publisher at the loss of an excellent gaming experience for those who appreciate games as an art form.
At 21:23, I think you meant to say Apex Predators instead of the Marauder Corp. That would be one hell of a twist.
Ha! Yeah you're right, that would have been one hell of a twist!
Very well written script! The thought that went into this is evident, my favorite part is the ending, very nice!
The format is great, but I'd like a little bit more technical details on the AI maybe. Not only what it does in the context of the overall gameplay design, but how it does it as well. A bit of an "under the hood" look.
That's fair. It's also largely why this channel exists. But I figured I'd address this at length for you to get an idea of how I work on these videos and the reality of how they make it onto UA-cam:
1) Design Dive is more game-design focussed than AI implementation focussed. If you're interested in looking at how things *actually* work, then check out our Case Study playlist, where we look at how AI is actually implemented in Alien: Isolation, Far Cry 4, F.E.A.R., Halo 2 etc.
ua-cam.com/play/PLokhY9fbx05eq8SvcNOxYRquYMzMjF9Ok.html
2) I don't know how the AI in CoD and Titanfall are actually implemented. I can make some educated guesses (and I've learned that some of my previous guesses were actually pretty accurate), but at the end of the day I don't actually know. Our case study videos are reliant on me attending talks or making contacts within the industry who are happy to talk about how this stuff works. In short a case study is always informed by people who made the game itself. I have tried previously to get in touch with Respawn for Titanfall and didn't have any luck.
3) Whether I can get those contacts is a big question that impacts whether I even start working on a given video. Some studios simply will not discuss how things work behind the curtain. A good example is Rockstar - given I've received many requests to make videos on GTA - who simply have a 'no comment' policy on anything pertaining to how their games are developed. This is despite having several contacts (and friends) within Rockstar North who simply cannot talk to me about such things. That's just the reality of game development.
Really it's always an issue of whether I can get the information and my contacts are happy (or able) to talk to me about the project. I have a long list of games where I know 'enough' to make a new video about it. It's a matter of getting the time to do that, given this is doesn't pay enough to work on it full-time. :D But one day, who knows, I might get to talk about either CoD or TF2 in a case study video. That'd be pretty sweet actually...
Experiment gone right. This is why I'm subscribing.
For a moment I completely forgot that the video was about titanfall when you were talking about call of duty in the beginning, great video.
this was awesome! very enjoyable and totally had me nodding my head with agreement vindicating the fact that i'm still playing titanfall 2 months after it's release and haven't looked at cod at all.
This is my favorite video you've made so far I think.
Thank you! This game is so underrated.
First time I played through Titanfall 2 I played on hard, and it was quite, well, hard. Then I played the multiplayer for around 10 hours or so and replayed the campaign on Master, and it was so much easier the second time because I knew the mechanics. You're spot on with this analysis!
You inspired me to go back to play titanfall 2 again! I put the game down for a while but after watching DesignDive Doom, I had to watch this one. Now I have all 50 achievements.
Totally dig it. Awesome video and truly a deep dive in design.
Man, I love so fucking much Titanfall 2. BT, I want you back :(
that closing line, though. god damn
Man, your vids are so well polished and informative. You deserve all the views. Please keep making great content!
AI and Games is such an underrated game reviewer. It seriously needs to get more viewers and sub than it deserves.
No complaints here. ;)
An all-around excellent video! Your grasp of important concepts, both good and bad really makes a difference when making a video like this one. Thanks for a wonderful video mate!
Absolutely love this video. It puts into words what I've been thinking for a long time. Keep up the good work!
Wait, this video only has 6.5 thousand views? This deserves way more. Subbed
Every little helps! Thanks man.
Interesting thought piece with a solid presentation. Nicely done!
As much as I love Black Ops 3’s campaign for being more psychedelic than other campaigns, I agree that it’s very obviously a power fantasy. I think if they removed the neural powers and super vision it would be a really good improvement. Like how you had no access to your powers in the part where you’re stuck in a pitch-black building filled with robots. I was legitimately spooked, having to watch my back for once as I slowly, carefully made my way through.
Beautiful work. I love the way you present the info, and you really make me invested in the story, and now I even want to go play titanfall 2. I love the way you provide enlightenment on all these different topics, and make it interesting at the same time. I could see this as a television show or netflix original, and I would gladly watch it. I'm sorry I can't support you on patreon, but I would quickly do so if I ever got the chance.
Thanks for the feedback!
Wow, that end line got me real good. Great explanation though, good job!👍
I'm looking forward to videos in this series. This was such a great analysis, keep it up!
Please make more. This was really good! I loved it
I love this video and the idea of the whole thing! Please continue this series. :)
well former CoD employees formed Respawn Entertainment, the game studio that made both Titanfall games so yeah...
BT: Protocal 3
Me: *cries*
YOU DESERVE MORE SUBS!!!
Thanks!
Great video!
I'm glad I subscribe to this channel
“You answer the call of duty and standby for titanfall”
SICK.
Love your Scottish Accent by the way; are there “pure” Scottish accent videos around?
I've never really delivered a video in my native tongue. But stick around, I do have a video planned in March along those lines.
😉
Fantastic analysis!
I never really paid attention when titanfall 2 came out. This video is convincing me to take a second look 👍
Amazing video. Well constructed and insightful :)
Love the deep dives
I enjoyed this a lot!
Such a shame this doesn't have more views, it would be nice to see you go over the design of Apex Legends and how that started out and grew from Titanfall, and if they still incorporate things they used in Call of Duty.
Awesome video! Good job
BT "itself"
*_Angry pilot noices_*
You keep up this quality of video and your channel will blow up huge. Do one for Destiny, do one for CoD, do one for Overwatch.
There's already quite the to-do list already. But I think Destiny may happen at some point.
I like this format a lot more
Amazing video, but is there a reason you don't talk about the multiplayer in Titanfall 2? I know the name of the video was "Campaign Design in Titanfall 2" but the way you discussed the mp in Black Ops, etc. made me hope for a discussion on the mp in Titanfall 2.
The video was trimmed down quite a bit, given I did originally discuss TF2 multiplayer a little, as well as CoD: Infinite Warfare. As you say the focus was on campaign design and my interest in BO multiplayer was due to it being the focus of the marketing but also the reason nobody remembers the campaign.
However in truth I don't feel - in the context of the argument - that the TF2 multiplayer needed much discussion. It adheres to the same tropes as the TF1 multiplayer and largely polishes that experience. It's wonderful and I play it too damn much.
Amazing video :)
great video
What's everyone's favourite class in Titanfall 2? Mine is Northstar with Viper Thrusters and overcore. For the pilot is phase-shift (love them inter-dimensional bamboozles) and the primary switches from the Softball, R-97 and L-STAR. Secondary is the Archer with it's ridiculous lock-on but mag-launcher is better IMO. Ordnance would have to be the gravity star.
I gotta say that I really like your accent! What is it, Scottish? (Sorry I'm not a native English speaker)
Oh and the video is great!
Titanfall 2 is a game that has earned its triple A name.
Great vid. I really like the analysis. If I can have a suggestion: try and keep the video a little bit more compressed. There were part where I had the "uhg... Yeah i get it move on" moment. Waiting for the next vid in this series.
The length of this video has been an issue for me: it was originally longer, then shorter, then what it is now. In hindsight I do think I picked a rather large topic to attack in the first video versus some of my in-development pieces I have right now, but will keep all the feedback from this one in mind.
The next topic is locked and I'm working on it now. But it has to wait until the next AI & Games case study is completed, which is my current priority. :)
Planetside 2 I’ve found to implement the “Strength in Unity” fight as an army not as a god-like person very well. You literally are too weak to take bases by yourself. However, within skillful coordination in a platoon you can set up the invasion for a larger force or flat out take whole bases as a strike force while other players (hundreds of players) assault the main gates as a diversion. Terran Republic players I’ve found the most in this.
In lore the Terran Republic is the most PROFESSIONAL military in the entire game despite the fact they have a much lower tech level compared to the Vanu Sovereignty. TR players whether new or experienced act like professionals marines rather than upping their K/D ratio.
I’d love to see a video on Planetside 2 on the topic of playing as an army and not a powerful player. After all the Terran Republic’s motto is “Strength in Unity.” Here is a link to a 2014 video (not mine) showing how a player is suppose to feel on a battlefield similar to CoD: MW2. Please note there is not a single ai in the video.
ua-cam.com/video/YfkK51dYUbI/v-deo.html
I love these videos
Hey, could you eventually do some videos on AI in real time strategy games?
Never noticed you were colorblind, oof it does have some aesthetic to it
I like it and would like to see more.
You would make a really good voice actor
BT sounds like Locus from RvB
What music was that at the end?
The music track is called... 'Link to Pilot' from the TF2 score. It's actually the music that is playing in that scene when playing the game. But I remixed it a little for more dramatic effect.
BT is my best friend
you're basically ahoy, but not like ahoy
I think that was a compliment. I'll take it.
AI & Games it was. i'd actually should say that you're like ahoy but with vídeo games focus
I like this a lot
Advanced warfares 1st mission is basically what will happen to north korea in about 3 weeks in 2017 not 2055
god I love this game
What about the rangers in mw 2 they made me feel like a marine again
I agree
6:49 infamous? no no
So with Respawn stating Titan Fall 3 not in production, and that they're focusing on Apex Legends, how does that make you feel after making this awesome video?
I'm a wee bit disappointed that Titanfall isn't in development, but it doesn't diminish my love for this game. Despite my disinterest in battle royale games I'm going to give Apex Legends a shot at some point; I really like how Respawn handle shooting mechanics so it might surprise me.
Bt is awesome
I definitely prefer the original black ops over all the others. Purely due to the old tech. I dunno I don’t like feeling too OP in a game.
I'm so sad EA butchered the success of Titanfall 2 with such a shite marketing campaign or lack there of, it deserved so much better....
Came for Titanfall 2, got over half a video about CoD. 🙃
How can we get you enough money to produce these full time?
Heh, it's all about getting the word of mouth out there and spreading the word.
The obvious stuff includes liking, subscribing and supporting AI and Games on patreon. That helps put some money in the coffers and makes taking time out of paid work to focus on these videos easier.
Well, thank you for what you do. Hopefully there are some pleasant sponsorships in the future for you!
fast forward to 13 minutes in he doesnt talk about titan fall until then
You wiped out the Apex predators not the Marauder corps.
Yup. My bad. I got called out on that one already.
wish these guys could have finished the mw trilogy :/
👏👏👏
Dafqu is "post-ironic"?
Titanfall got shafted by marketing.
12:40 you sound really mad...
My feedback: For a video that's (presumably) about Titanfall 2, you spent way too much time talking about Call of Duty (nearly half of the video, actually). I understand you needed to include this to frame the analysis of Titanfall, but the disproportionately small amount of time spent on Titanfall made its analysis feel lacking in depth. The Call of Duty section should have been an overview (maybe 5 min tops, not the 11ish it actually ended up being) and not a detailed analysis of its history and mechanics. The video felt more like a treatise in how Titanfall 2 is not Call of Duty rather than an analysis of its own design direction.
Answer the call of duty and stand by for titanfall because your dark souls have turned you into prey for doom... Zelda
It would be cool if all the grunts were PC players and Pilots and Titans were console players. I think the empowerment balance and the respect towards the grunts would be enhanced knowing they were teams of players working with you towards the objective rather than the fodder they are currently.
cod sucks
I wouldn't say it sucks... maybe just lost its way.