Effect and Cause

http://dbpedia.org/resource/Effect_and_Cause

"Effect and Cause" is the fifth level in the 2016 video game Titanfall 2. It features a unique gameplay mechanic 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 Titanfall 2, Jake Keating, who was inspired to implement the time travel mechanic in part after watching the History Channel series Life After People. Keating originally intended to use the concept for the first Titanfall, but the designers did not have the time to implement it. rdf:langString
rdf:langString Effect and Cause
rdf:langString Effect and Cause
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xsd:integer 1104878131
rdf:langString 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.
rdf:langString Gameplay of Titanfall 2, showing the player utilize time travel in the level. The protagonist shifts between a dilapidated present-day base and a functioning past one to progress.
rdf:langString Pink
rdf:langString Jake Keating
rdf:langString Titanfall 2
rdf:langString "Effect and Cause" is the fifth level in the 2016 video game Titanfall 2. It features a unique gameplay mechanic 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 Titanfall 2, Jake Keating, who was inspired to implement the time travel mechanic in part after watching the History Channel series Life After People. Keating originally intended to use the concept for the first Titanfall, but the designers did not have the time to implement it. 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 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. The level was highly praised by critics as an excellent example of level design, both in the first-person shooter genre and in general. Eurogamer discussed how it defied its shooter genre, comparing its gameplay and storytelling to Super Mario 3D World and 30 Flights of Loving, respectively, while Game Informer meanwhile praised it for its use of classic gameplay to convey something new.
xsd:nonNegativeInteger 17789

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