Titanfall is an interesting beast. It’s easily forgotten now, but it had a lot of hype surrounding it initially. It demoed incredibly well; it was fast, fluid, conceptually strong and of course had some of the biggest names in first-person shooters attached to it. Of course, exclusivity to Microsoft platforms (PC included) was a disappointment for those on PlayStation, but regardless, it performed reasonably well. At first, that is.
Personally, I got super addicted to the game, clocking in excess of 20 hours in the beta before an additional 50 in the full game, all in the space of a couple of weeks. However, my interest in the game, and the interest of the Titanfall community at large, soon dwindled.
It’s always hard to pinpoint exactly why video game communities come and go, but in the case of TItanfall, it was perhaps the lack of variety in the game. At its core, Titanfall was strictly multiplayer, light on progression, customisation, maps and modes. Sure, the way it was packaged at times varied, but the core gameplay was always the same. We soon become numbed to the exhilaration experienced in those first couple of matches in a crowded exhibition floor and there was little else to do.