Big Guns, Bigger Robots and Monumental Fun.
You know the scenario. You’ve seen it countless times before. A narrow corridor. Three or four enemy troops forming a deadly silhouette between you and the exit. No way but through. You know what to do. Find some cover, hunker down, take potshots until the problem is solved. You know how this unfolds.
But you don’t know Titanfall 2. Things work differently, and in unexpected ways. Things work better, smarter and faster, with more adrenalin-rushing, air-punching spectacle. Here, you slither up the wall, as fast as a barracuda and twice as deadly. You hurtle along the vertical surface – because here, a four-walled room really means that you have five floors to play with – rain death from overhead, and land neatly behind a group of still-falling bodies. Because Titanfall 2’s campaign doesn’t work like any other. With the first game’s syrup-sticky, butter-smooth, free-running, double-jumping systems transposed into a single player story of immaculate craft, pacing and escalation, there’s no crate-cowering intimidation to be had. There’s only forward, there’s only motion and there’s only where you’re going to be next. And of course, how you’re going to get there, and how much damage you’ll do along the way.
Diese Geschichte stammt aus der January 2017-Ausgabe von Official Xbox Magazine.
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Diese Geschichte stammt aus der January 2017-Ausgabe von Official Xbox Magazine.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
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