Titanfall 2’s single player campaign is one of its most notable aspects, largely because of the backlash over its absence in the previous game. You play as Jack Cooper, a rifleman for the Frontier Militia who is promoted to pilot following an ambush on the planet Typhon. Together with your titan, BT, you’ll have to escape the planet and return back to base. The result is an exciting journey that’ll take you through exciting firefights and great set-piece moments. A particular highlight is the dialogue between Cooper and BT, which both humanizes your titan and has some really hilarious moments.
The level design of the campaign is great as well. Each chapter of the game has a ton of variety, as well as huge, open levels that let you take full advantage of Titanfall’s signature parkour movement system. The combat also rewards speedy, smart play, to the point where it was incredibly rare for me to spend much time in one place. One highlight from early in the game was the end of the second chapter, when you’re forced to defend a factory while some machinery shuts down before you escape. While that sounds simple enough, you’re pursued by waves of exploding spider drones, which forces you to be in constant movement around the map. The result is a tense, fast-paced shootout as you jump, dive, and wall-run from cover to cover, on the lookout for human enemies the whole time. Other levels use the parkour system to bypass obstacles and enemies, to the point where a lot of enemies can be easily avoided if you move fast enough.
The campaign is relatively short, lasting about five to six hours on normal difficulty, but it’s loaded with tons of ideas and different styles of gameplay to break up the shooting. There are a few levels that require some Portal-esque puzzle solving, and a few that require parkour platforming and stealth over shooting. Sadly, the story isn’t particularly interesting