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for
Anderson. As Jack explores the compound, he begins to shift to the past when the facility was operational, before suddenly snapping back to the present. Jack discovers the body of Anderson, which is stuck in the ceiling. Jack retrieves a handheld device from Anderson's body that gives him the ability to transport between the two time periods, fighting the IMC military in the past, and malfunctioning robots and wildlife in the present. By exploring the facility and watching Anderson's memory logs, Jack finds out that the time skips he is experiencing are the result of "The Fold", a prototype doomsday weapon that produces distortions in spacetime to destroy planets. Jack fights his way out of both versions of the facility and reunites with BT. The two of them time travel to just before The Fold is tested to scan the weapon's core. When The Fold explodes, BT and the IMC soldiers defending the weapon are frozen in time, with Jack's time travel device allowing him to move freely and scan the core. Jack loses consciousness and wakes up near BT in the present, although his time-travel device no longer functions. Jack climbs aboard BT, and the pair hurriedly disembark to share their discovery to the rest of the Militia.
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envisioning the overall campus as much larger than it was in the end. The mall setting was later changed to be a cryogenic prison. He cited this as an example of a level designer giving the art designer "incomprehensible" level geometry, praising the art designers for their work. Environmental art director Todd Sue discussed how the concept
Keating gave was an "atrocity to art," noting that Keating is known for this kind of thing, though he praises his game design work overall. In an earlier version of the level, enemies would continue to move when players were in a different time period. This was later changed in order to make it more entertaining.
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travel mechanic, Keating had to make sure that the maps were perfectly vertically aligned so that they would appear in the exact same location between the two maps. The level went through focus testing, with
Keating feeling stressed about testers being too confused by this level for years, with his anxiety making him want to "handhold" the players, though he resisted this. Initially, players were meant to go alone to the location of "Effect and Cause," with BT having sacrificed his life to save Jack, but this was scrapped after the story began developing further.
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196:, which depicts what the world would look like if humanity suddenly disappeared and would swap between the present and future. He was drawn to this contrast, and pitched the idea of players entering a facility after a space-time accident, using a time travel device to save a scientist. The premise was originally intended to be used for the
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writer Leon Hurley recommended the level as something players should experience before the year ends. They discussed how this level would give players "disbelief" when they realize how extensive the level's hook is. They felt that it was one of the best video game levels of all time, a sentiment that
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The level went through two major revisions during development. When designing the map, Keating and other staff put the past and present areas stacked on top of one another, and the process caused some difficulties, with playtesting finding players warped out of bounds. When players utilize the time
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At the beginning of the level, Jack Cooper and BT-7274, the protagonists of the game, arrive at ARES Division, an abandoned
Interstellar Manufacturing Corporation (IMC) research facility, planning to reconvene with Major Eli Anderson, a Frontier Militia pilot. Jack leaves BT to search the facility
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The level uses one map for each of the time periods. The two maps are perfectly aligned with one another, as any misalignment would make the mechanic not function properly. It was the most labor and time-intensive level in the game, going through several revisions in order to make it play well and
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began, Keating used a multi-player map from the first game to create a mock-up of what the level would look like, and created a time swapping mechanic. This level was the most labor- and time-intensive one in the game. As a result, Keating had to work extra hard to convince his co-workers of its
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The level remained "in flux" during development for a long time due to
Keating making both big and small changes, which he felt would bother sound and art designers, but avoid them having to scrap their work if any changes required they do so. Keating originally intended to have a mall setting,
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writer Javy
Gwaltney talked about how "Effect and Cause" demonstrates a "subtle kind of ambition"; as opposed to other games which may focus on the size of the world or number of the quests, Gwaltney argues that the designers used classic game design to make something "bold and exhilarating."
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not confuse players, while still trying to avoid guiding them too much. Environmental art director Todd Sue found the design
Keating originally presented to be an artistic mess, though was able to work with it and commended Keating on his game design skills.
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321:, instead giving that title to The Beacon. They praised "Effect and Cause" as a great and "clever" level, though argued that "Effect and Cause" is "cerebral," whereas The Beacon focuses on "heart."
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writer
Christian Donlan suggested that it would be "heavily quoted" for years, and discussed how its gameplay defies genre; while it is a shooter, Donlan felt similarities between it and the
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which allows the player to shift back and forth in time between the level's dilapidated present-day state and its functioning past state. It was created by the senior designer of
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writer Matt
Purslow felt that "Effect and Cause" is what demonstrated Respawn's "understanding of what makes their game unique." On December 15, 2016,
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writer Chris
Thurston called it a "standout" level, saying that it would not be "out of place" in the first-person shooter series
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Tom Senior called it one of the best levels of 2016, stating that its ideas are "brilliant" and "flawlessly executed." Fellow
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writer Josh Torres praised the level as an "impressive technical feat on a structural level and a gameplay level."
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writer Liam Croft identified it as one of the best levels in a first-person shooter of its generation.
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s strengths. They suggested that designers could learn a lot from this level while making their own.
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417:"The Making of Titanfall 2's 'Effect and Cause', Revealed by Respawn Entertainment Senior Designer"
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writer Brian Shea felt that it was among the best-designed levels in a video game. Fellow
514:"Soapbox: Titanfall 2 on PS Plus Isn't Good Value for Money, But It's Still a Great Game"
168:, Jake Keating. The idea for a time travel mechanic and level came from Keating leaving
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writer Alex Perry found it mindblowing in a way first-person shooters usually are not.
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discussed how it defied its shooter genre, comparing its gameplay and storytelling to
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for a long time. He was inspired to implement the idea of shifting times by the
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Doc Burford disputed the notion that "Effect and Cause" was the best level in
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meanwhile praised it for its use of classic gameplay to convey something new.
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writers Patrick Klepek and Sayem Ahmed both regarded it as a highlight of
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609:"The 2016 Bucket List: 12 gaming things you need to do before Christmas"
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writer Robert Handlery called it the most memorable part of the game.
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The level was highly praised by critics as an excellent example of
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481:"Best Games of 2016: The best video gaming surprises of the year"
547:"Game Info Branching Path: Josh Torres's Top 10+1 Games of 2016"
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578:"Yes, Titanfall 2's single-player campaign really is that good"
380:"A Behind-The-Scenes Look at the Best Mission in 'Titanfall 2'"
102:. Keating originally intended to use the concept for the first
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writer Bryant Francis called it an "interesting sample" of
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448:"A close analysis of Titanfall 2's level Effect and Cause"
674:"'Titanfall 2' Shows That Creativity Can Still Triumph"
164:"Effect and Cause" was created by senior designer of
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903:Donlan, Christian (November 16, 2016).
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707:"Most Memorable Moment in Titanfall 2"
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16:Level from 2016 video game Titanfall 2
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92:mechanic in part after watching the
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740:"Brian's 10 Favorite Games Of 2016"
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870:Bruford, Doc (January 17, 2018).
804:Senior, Tom (December 26, 2016).
771:Gwaltney, Javy (August 9, 2017).
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512:Croft, Liam (November 28, 2019).
479:Perry, Alex (December 19, 2016).
427:from the original on June 8, 2020
70:" is the fifth level in the 2016
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1261:Medal of Honor: Above and Beyond
839:"Best Shooter 2016: Titanfall 2"
545:Torres, Josh (January 1, 2017).
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773:"The Greats: Titanfall 2 (#4)"
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336:and the cinematic story game
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806:"The best levels of 2016"
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641:"The best games for PC"
649:. September 27, 2017.
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123:genre and in general.
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1076:Respawn Entertainment
905:"Time to kill genre?"
423:. February 12, 2020.
178:Respawn Entertainment
172:after a dispute with
80:It features a unique
1052:Titanfall: Frontline
339:30 Flights of Loving
333:Super Mario 3D World
160:Concept and creation
138:30 Flights of Loving
132:Super Mario 3D World
121:first-person shooter
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988:Titanfall 2
973:Main series
614:GamesRadar+
519:Push Square
319:Titanfall 2
274:Titanfall 2
256:GamesRadar+
242:Push Square
228:Titanfall 2
205:potential.
202:Titanfall 2
166:Titanfall 2
90:time travel
86:Titanfall 2
76:Titanfall 2
50:Titanfall 2
37:Titanfall 2
1336:Categories
1033:Characters
421:Game Brain
346:References
174:Activision
72:video game
57:Created by
1342:Titanfall
1188:Spin-offs
1171:Titanfall
1154:Titanfall
1007:Spin-offs
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910:Eurogamer
453:Gamasutra
324:Eurogamer
308:Half-Life
223:Gamasutra
217:Reception
126:Eurogamer
105:Titanfall
1322:Category
1243:Survivor
921:June 16,
915:Archived
888:June 15,
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855:June 15,
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551:RPG Site
530:June 15,
524:Archived
497:June 14,
491:Archived
464:June 14,
458:Archived
431:June 14,
425:Archived
396:June 14,
390:Archived
303:PC Gamer
298:PC Gamer
279:GameSpot
251:PCGamesN
247:RPG Site
190:series,
1268:Colette
1196:Assault
877:USgamer
314:USgamer
151:Summary
96:series
1293:People
1210:Mobile
1081:Nexon
231:'
1028:ALGS
923:2020
890:2020
857:2020
824:2020
791:2020
758:2020
725:2020
692:2020
679:Vice
659:2020
627:2020
594:2020
563:2020
532:2020
499:2020
466:2020
433:2020
398:2020
385:Vice
269:Vice
135:and
486:Mic
236:Mic
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