Titanfall Codexery

Effect and Cause

A time-shifting level in Titanfall 2 praised for its design.

"Effect and Cause" is the fifth level of the 2016 video game Titanfall 2, noted for a mechanic that lets the player shift between a ruined present and a functioning past. Senior designer Jake Keating conceived the time-switching idea after watching the History Channel series Life After People, and the level became the most labor-intensive in the game. Critics widely praised it as an exemplary piece of level design within the first-person shooter genre and beyond.

Quick Facts

Creator
Jake Keating
First
Titanfall 2

Facts from the source article.

Summary

The level begins with protagonists Jack Cooper and BT-7274 arriving at ARES Division, an abandoned IMC research facility, to meet Major Eli Anderson. Jack leaves BT to search alone and begins involuntarily shifting between the facility's dilapidated present and its operational past. He finds Anderson's body stuck in the ceiling and retrieves a handheld device that allows controlled time travel. Using this, Jack fights IMC soldiers in the past and malfunctioning robots and wildlife in the present.

Exploring the facility and viewing Anderson's memory logs, Jack learns the time skips are caused by "The Fold," a prototype doomsday weapon that distorts spacetime. He escapes both versions of the facility, reunites with BT, and they travel to just before The Fold's test. Jack scans the weapon's core while BT and IMC soldiers are frozen in time. Jack loses consciousness, wakes in the present with a nonfunctional device, boards BT, and they leave to report their discovery.

Concept and creation

Senior designer Jake Keating created "Effect and Cause" after leaving Infinity Ward and joining Respawn Entertainment, where he had more creative freedom to explore science fiction ideas. The History Channel series Life After People, which contrasts a present-day world with a future without humanity, inspired the time-shifting concept. Keating had originally pitched the idea for the first Titanfall, but a lack of time prevented its implementation.

The level was the most labor- and time-intensive in the game, requiring Keating to convince coworkers of its potential. It underwent two major revisions; the past and present maps were stacked vertically, and playtesters sometimes warped out of bounds. Keating ensured the maps were perfectly aligned so players appeared in the exact same location when shifting. Focus testing caused Keating anxiety about confusing players, but he resisted the urge to over-guide them. An early story draft had BT sacrificing himself and Jack going alone, but this was dropped as the narrative developed.

Reception

Critics widely commended "Effect and Cause" as a standout level. Gamasutra called it an interesting sample of Titanfall 2's strengths, suggesting designers could learn from it. Mic described it as mindblowing in a way first-person shooters usually are not. Push Square identified it as one of the best FPS levels of its generation.

RPG Site praised it as an impressive technical and gameplay feat. PCGamesN said it demonstrated Respawn's understanding of what makes their game unique. GamesRadar+ recommended it before the year ended, calling it one of the best video game levels of all time, a view shared by The Telegraph. Vice writers regarded it as a highlight, with one wishing for more time with the mechanic.

GameSpot called it the most memorable part of the game. Game Informer writers praised its design and subtle ambition, arguing it used classic design to create something bold. PC Gamer named it one of the best levels of 2016, with ideas flawlessly executed. USgamer disputed it as the best level in Titanfall 2, awarding that title to The Beacon, but still called "Effect and Cause" clever and cerebral.

Eurogamer suggested it would be heavily quoted for years, comparing its gameplay to Super Mario 3D World and 30 Flights of Loving.

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