Knowledge (XXG)

Effect and Cause

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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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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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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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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 678: 384: 268: 239:
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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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
1080: 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" 1100: 936: 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 932: 226:
writer Bryant Francis called it an "interesting sample" of
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September 27, 2017. 141:, respectively, while 123:genre and in general. 1128:Respawn Entertainment 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 1015:Titanfall: Assault 198:game's predecessor 1347:Video game levels 1329: 1328: 1279: 1278: 1221: 1220: 1094: 1093: 193:Life After People 99:Life After People 82:gameplay mechanic 64: 63: 1354: 1320: 1319: 1287: 1160: 1149: 1136:A subsidiary of 1121: 1114: 1107: 1098: 1069:Related articles 1059:Titanfall Online 995:Effect and Cause 957: 950: 943: 934: 927: 926: 924: 922: 900: 894: 893: 891: 889: 867: 861: 860: 858: 856: 834: 828: 827: 825: 823: 801: 795: 794: 792: 790: 785:on June 14, 2020 781:. Archived from 768: 762: 761: 759: 757: 752:on June 14, 2020 748:. 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Index

This animated image depicts a character viewing from a first-person perspective, shifting from a functional base in the past to a dilapidated base in the future using time travel. The past base is bright and white/blue, with a clouded pit at the bottom, while the present-day base is damaged and on fire.
Titanfall 2
video game
Titanfall 2
gameplay mechanic
time travel
History Channel
Life After People
Titanfall
level design
first-person shooter
Eurogamer
Super Mario 3D World
30 Flights of Loving
Game Informer
Infinity Ward
Activision
Respawn Entertainment
Call of Duty
History Channel
Life After People
game's predecessor
Gamasutra
Mic
Push Square
GamesRadar+
The Telegraph
Vice
GameSpot
Game Informer

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