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Titanfall 2 is brilliant. Well, Titanfall 1 wasn't bad at all, but Titanfall 2 is actually brilliant: multiplayer that's both fleet-footed and stompy, accompanied by a wonderful, brisk, inventive and explosive single-player campaign that manages to mix things up every 15 minutes and offer a story that serves as a masterclass in bringing a little humanity to the business of shooting indentikit strangers until their hats pop off. Titanfall 2 was one of the surprises of last year, and one of the year's best games too.
And yet it struggled to make much of a mark. Yes, there are lots of shooters about. Yes, Call of Duty fatigue may have caught Titanfall up in the blast radius. Yes, there's the whole Origin thing on PC, which provides the equivalent of active camo in the marketplace when so many people are watching the carousels at Steam and GOG. But still, as someone who spent quite a lot of time evangelising Titanfall 2 to anybody who would listen to me - not many people, readers! - there was something else at work. And now Titanfall's got its own mobile game, I think I may have a fleeting insight into what that is.
Titanfall Assault is not bad. It's a Clash Royale clone, but quite a decent one. It sails very close to the Clash Royale template: units are cards, it has its equivalent of Elixir, which allows you to spend cards on the battlefield, you can level cards up with duplicates - the levelling screen pretty much looks identical - and pretty much any system you can think of has its equivalent. In some ways, Titanfall Assault actually adds something: there is a neat system for comparing cards before you switch them in and out of your deck (a shift from eight cards to ten in a deck feels like a bad idea, however, as it's harder to hold the cards in your head) and I quite like the control-points that provide another way to win on the game's snug maps (I don't want a similar system in Clash Royale; it's just nice here).
Check it out!
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