Monday 29 August 2016

Titanfall 2

  1. Titanfall 2

    From Wikipedia, the free encyclopedia
    Titanfall 2
    Titanfall 2 box art.jpeg
    Developer(s) Respawn Entertainment
    Publisher(s) Electronic Arts
    Director(s) Steve Fukuda
    Producer(s) Drew McCoy
    Designer(s) Todd Alderman
    Mackey McCandlish
    Programmer(s) Jon Shiring
    Engine Source
    Platform(s) PlayStation 4
    Xbox One
    Windows
    Release date(s) October 28, 2016
    Genre(s) First-person shooter
    Mode(s) Single-player, multiplayer
    Titanfall 2 is an upcoming first-person shooter video game, the sequel to Titanfall. It is being developed by Respawn Entertainment and will be published by Electronic Arts for PlayStation 4, Microsoft Windows and Xbox One. The game is scheduled to be released on October 28, 2016.

    Contents

    Gameplay

    Similar to its predecessor, the game is a first-person shooter in which players can control both the pilot, and the Titans, a mech-style exoskeletons. The pilot has an arsenal of abilities which enhance their efficiency during combat. These abilities include invisibility cloaking and parkouring, such as double-jumping, zip-lining and wall-running with the use of a jetpack.[1] These movements can be chained together in order to travel between locations quickly.[2] The pace of parkour is significantly slower than its predecessor to ensure that the game is more accessible to new players. Matches were described to be "predictable", so that players can have sufficient time to react to its surroundings.[3][4]The game introduces seven new gameplay mechanics: a sliding mechanic, the pulse blade, which is a throwing knife that reveals the location of any nearby enemy, the holo-pilot, a holographic pilot that mimics players' action to confuse enemies, and a grappling hook, which can be used to slingshot players to a building or an enemy it attaches to. The game also features a progression system similar to the first game, but more weapons and weapon customization are included.[5] When the player executes an enemy, the perspective automatically shifts to third-person.[6]
    When the players gained enough points to summon a titan, a titan will then descend from the sky.[7] Titans are significantly slower than the pilots, but they have stronger firearms and are more powerful. The models from the first game were scrapped, and six new types of titans are introduced. The Scorch is a titan class that is capable of performing fire attacks such as killing enemies with its thermite launcher and fire wall ability. Ion is a titan that can kill enemies using laser beams and tripwire. Ronin is a class that can wield a giant sword. The customization options featured are compared to the Street Fighter franchise, in which the Titans abilities have little modifications while its appearances can be extensively customized. Artificial intelligence allies and enemies also return in some of the game's multiplayer modes.[5]
    Unlike the first game, the game has a single-player story campaign.[8] The player assumes control of Jack Cooper, a rifleman from the Frontier Militia, who is sent to an alien planet and must ally with his former squadmate's Titan named BT-7274 to fight against both local alien creatures and human enemies from Interstellar Manufacturing Corporation.[4] It features a linear story, but levels are similar to open-ended arenas which offer players multiple paths to explore.[9] Players are allowed to use multiple ways to complete objectives, such as utilizing stealth, or using the long-ranged or short-ranged weapons provided in the game to assault enemies. In addition, the game features platform elements, which task players to make use of Cooper's parkour abilities to solve environmental puzzles, and access the previously inaccessible areas. Some weapons are level-specific, and can only be used in certain regions, though Mackey McCandlish, the game's designer, confirmed that the game would not have any extensive grinding element, and that it would be similar to the recent reboots of both the Wolfenstein series and the Doom series.[1][10] Players can also communicate and talk to the Titan during the campaign, a mechanic designed to add personality to the characters and depth to the world.[4]
    In addition, the skill system is improved, and players are rated based on their performance in a multiplayer match, regardless of whether their team wins or loses. Matchmaking is also enhanced, with the game automatically helping players to find a new match after the end of every match.[11] The game also introduces a new features called "Networks", which allows players to form a group, similar to a guild. The game will then automatically group both the player and other members of the network together in a match. Players can join more than one network.[3]

    Development

    Reports about the sequel to Respawn Entertainment's Titanfall began to circulate within weeks of the game's March 2014 release, particularly that the sequel would not be a Microsoft console exclusive as its predecessor had been[12][13] and that Electronic Arts would serve again as publisher.[14] The game was in planning as of June, and revealed by Respawn CEO Vince Zampella to be in development as of March 2015.[13] A second team at Respawn was working on an unrelated project.[14] Respawn explored the possibility of a companion science fiction television series.[15] The game is planned for release on October 28, 2016.[16][17][18][19] A collector's edition at release will feature a full-scale replica of the game's pilot character helmet as well as other gadgets.[20] The first beta, which contains two modes and two maps, is set to begin on August 19 and end on 21. It will be followed by another second beta, which begins on August 26 and ends on August 28.[21]
    Like the first game, Titanfall 2 is using a modified version of the Source game engine, along with a custom audio and texture streaming system created in-house. Moreover, unlike the first game, it will have a full-single player story mode focusing on the relationship between Titans and Pilots. The developers also confirmed that they will release most of the post-released maps and modes free of charge.[22] EA also partnered with several catering companies to promote the game. Players who purchase food or drinks at any Buffalo Wild Wings restaurant would receive a free customization item and access to a new multiplayer mode. Similarly, players who purchase Pepsi's Mountain Dew or Doritos would be given a code that gives them early access to a new multiplayer mode and one of the seven types of titans, and several Titan customization items.[23]

    Reception

    Titanfall 2 has been nominated for "Best of Show", "Best Action Game" and won the "Best Online Multiplayer" game award at the 2016 Game Critics Awards which took place after E3 2016. Electronic Arts expected the game to sell approximately 9 to 10 million units in its first year of release.[24]
    Year Award Category Recipient Result Ref
    2016 Game Critics Awards 2016 Best of Show Titanfall 2 Nominated [25]
    Best Action Game Nominated
    Best Online Multiplayer Won

    References


  2. McWhertor, Michael (August 11, 2016). "Titanfall 2: First single-player campaign details". Polygon. Retrieved August 12, 2016.

  3. Hollister, Sean (June 12, 2016). "Titanfall 2's grappling hook is unreal (hands-on)". CNet. Retrieved August 12, 2016.

  4. Hollister, Sean (June 24, 2016). "Titanfall 2 may fix one of the biggest problems with team-based multiplayer games". CNET. Retrieved August 12, 2016.

  5. Robinson, Martin (August 11, 2016). "You can talk to the Titans in Titanfall 2's campaign". Eurogamer. Retrieved August 12, 2016.

  6. Bertz, Matt (June 20, 2016). "What's The Same, What's Different In Titanfall 2 Multiplayer". Game Informer. Retrieved June 12, 2016.

  7. Saed, Sherif (June 20, 2016). "Here's four minutes of Titanfall 2 gameplay". VG 247. Retrieved August 12, 2016.

  8. "Titanfall 2 hands-on preview and interview – 'It's very different to anything we've done in the past'". Metro. June 20, 2016. Retrieved August 12, 2016.

  9. Crecente, Brian (June 12, 2016). "Titanfall 2 Brings Personality To Its Messive Mechs, And A Story For The Fans". Polygon. Retrieved August 12, 2016.

  10. Mahardy, Mike (August 12, 2016). "Titanfall 2 Single-Player Campaign Revealed, Shows New Details". GameSpot. Retrieved August 12, 2016.

  11. Tyrrel, Brandin (August 11, 2016). "Titanfall 2 Single Player Is Surprising". IGN. Retrieved August 12, 2016.

  12. Pereira, Chris (August 9, 2016). "How Titanfall 2's Matchmaking Is Being Improved". GameSpot. Retrieved August 12, 2016.

  13. Crecente, Brian (March 19, 2014). "Report: EA lands deal for Titanfall 2, sequel won't be Microsoft exclusive". Polygon. Archived from the original on March 19, 2014. Retrieved March 19, 2014.

  14. Tach, Dave (April 3, 2015). "Titanfall 2 could have a traditional campaign and more weapons". Polygon. Archived from the original on April 3, 2015. Retrieved April 3, 2015.

  15. Sarkar, Samit (March 12, 2015). "Titanfall sequel in development, will be 'multiplatform,' Respawn CEO confirms". Polygon. Archived from the original on April 3, 2015. Retrieved April 3, 2015.

  16. Good, Owen S. (February 7, 2016). "Titanfall 2 writer confirms single-player campaign, suggests TV series in the works". Polygon. Retrieved June 2, 2016.

  17. Sarkar, Samit (May 10, 2016). "Titanfall 2 drops this fall". Polygon. Retrieved June 2, 2016.

  18. Matulef, Jeffrey (January 28, 2016). "New Titanfall game and Mass Effect: Andromeda coming in the next 14 months". Eurogamer. Archived from the original on January 28, 2016. Retrieved January 28, 2016.

  19. Sarkar, Samit (May 5, 2015). "Titanfall 2 not expected before April 2016, says EA". Polygon. Archived from the original on May 5, 2015. Retrieved May 5, 2015.

  20. McWhertor, Michael (June 12, 2016). "Titanfall 2 launches Oct. 28, comes with offline single-player campaign". Polygon. Archived from the original on June 12, 2016. Retrieved June 12, 2016.

  21. Alexander, Julia (June 13, 2016). "Titanfall 2 Vanguard Edition comes with full scale replica helmet for $250". Polygon. Retrieved June 13, 2016.

  22. Pereira, Chris (August 16, 2016). "Titanfall 2 Beta Dates and Details Confirmed". GameSpot. Retrieved August 17, 2016.

  23. Dunsmore, Kevin. "E3 2016: Respawn Talks Content Variety, Reworked Engine in Titanfall 2". hardcoregamer.com. Retrieved June 16, 2016.

  24. Makuch, Eddie (August 17, 2016). "How to Get Titanfall 2 DLC by Eating and Drinking". GameSpot. Retrieved August 18, 2016.

  25. Orry, James (August 3, 2016). "Titanfall 2 to sell 9-10 million units, Battlefield 1 15 million, says EA". VideoGamer.com. Retrieved August 3, 2016.

  26. "Game critics awards 2




Monday 1 August 2016

Three steps to improve telcos’ customer experience in an increasingly agile world

increasingly agile world

(c)iStock.com/RapidEye
As customer experience fast becomes a key determinant of success for CSPs, every individual within an organisation will hold some responsibility over it and there is more pressure than ever for businesses to invest in new solutions to manage the needs of their customers. In order to drive Customer Experience Management (CEM) forward in today’s increasingly agile world, CSPs must work to reshape business models to understand the fast changing needs of their customers and provide enhanced services that will enrich the customer experience.

Foster customer experience as a ‘culture’

In order to enhance every element of the experience and ensure the customer remains at the centre of all business decisions, CSPs will need to foster customer experience as a ‘culture’. It will be extremely important that the C-level leadership within the business provide the right direction and vision for the company. Leading by example, this influence filters down through the rest of the company so that the importance of CEM embodies everyone within the organisation. To achieve this, CSPs will need to re-position their systems and processes to support more integrated product management strategies. It is also important that businesses take the opportunity to learn from their customers through their smart devices and ensure they have efficient business processes and infrastructure in place to make use of real-time customer feedback.
Constant incremental innovation and learning from customer behaviour is a necessary pre-requisite to predicting what the customer will need in the future. At Tecnotree, we work with our customers to utilise information available through the standard BSS stack to enhance the customer experience throughout the customer lifecycle. By understanding their customers’ behaviour, CSPs will be able to alter or create products quickly, while ensuring relevance to the end-user by recommending products, services and actions that will enable better engagement.

Shift telco business models to improve CEM

One of the biggest steps that CSPs are taking to contribute to customer experience is through the move to subscription based revenue models. Various try-and-buy and freemium business models are now widely available in the telecom space and CSPs have been forced to respond, both in terms of their end-user offerings, as well as packaging traffic and other services to their OTT partners. With traditional metered subscriptions still largely being the backbone of the CSP business model, some creative thinking will be required for them to adopt new strategies to improve CEM.  
CSPs have currently found it difficult to have traditional metered subscriptions and freemium models work side by side, but we are beginning to see more interest in exploring “Internet style” models through parallel brands or “friendly MVNOs”. With these types of approaches there is a possibility for CSPs to have the best of both worlds and explore new ideas without prematurely jeopardising their core business revenues.

Enhance partnership models

Until recently, many CSPs have been somewhat stuck in the past, using mainstream partnering models that still reflect the premium SMS era structures. However, in some markets we are now beginning to see CSPs taking a more proactive approach to bundling services with OTT partners. One factor in this trend is Facebook’s strong push for its Basic Services concept, which in some areas seems to act as a catalyst for bringing CSPs and non-Facebook-affiliated OTTs together.
From a wholesale standpoint, to enhance customer experience this means that the entire value chain must align in the way that network access and services are packaged and priced. In order for small and agile OTT partners to remain interested, retail and partner revenue share, together with roaming, packaging and pricing, must be transparent and predictable, especially where partners are operating across operator and geographical boundaries.
Putting customer experience at the forefront of a CSP’s business will be a challenge, however by modernising processes and prioritising the need to have scalable business models in place, they can identify opportunities for investment and form the strategic partnerships needed to grow new revenue streams. It is also important for CSPs to create a company culture that understands its customers and listens to their feedback, to ensure that products are relevant and best meet customers’ needs. By addressing these changes and adopting an approach that looks beyond their traditional offerings, CSPs will be able to reshape their business, expand service portfolios, and thus grow customer value in order to succeed in a highly competitive landscape.
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