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Titanfall 3

Image: Respawn / Dall-E mini / Kotaku
Image: Respawn / Dall-E mini / Kotaku

Let’s keep it rolling with first-person shooters, of which I will never grow tired. A Titanfall 3 is perhaps not as far-fetched as a return to Valve’s legendary series (and, fun fact, it runs on the same engine!) and Dall-E returned something that, well, looks like you’d expect it to.

I was tempted to not include it for that reason. There are titans: shock. There are guns: shock. It looks like a slick sci-fi world: shock. But as I thought this over a bit more, I took note of how much more open these images felt, mostly because of the amount of negative space in some of them. Titanfall 2 was a linear game that mostly staged its action in contained yet spacious enough areas. What if that were different, more expansive, in the sequel?

I’m not one for the open-worldification of every goddamn game. That runs the risk of making an already sufficiently long game even longer, and risks turning it into a formulaic slog. But it might actually work for Titanfall. Imagine a spacious open map with crumbling, abandoned cities, and expanses of wild, sci-fi nature where a titan dropping from orbit is simply dwarfed until it collides with the ground.

I mean, maybe it would be cool for all of five minutes before you’re clearing out what are essentially bandit camps and picking up useless collectibles. But the ambience, man, the ambience.

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