Description
In this video, I share my honest thoughts and first impressions of Empulse, the upcoming movement shooter from 1047 Games, the studio behind Splitgate. We'll talk about the movement system, gunplay, mechs, time-to-kill, art style, pricing, and whether the game has what it takes to build and maintain a healthy player base in the long run.
Empulse Is NOT Titanfall 3 — Here's the Truth
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★ ABOUT THE VIDEO:
Many players have already started calling Empulse "Titanfall 3", but after spending around 5-6 hours with the demo, I don't think that's an accurate comparison. While Empulse clearly takes inspiration from games like Titanfall, it feels very different in practice. The movement mechanics show promise, but there are also several design decisions that I believe 1047 Games should reconsider before launch.
EMPULSE is an upcoming fast-paced 6v6 movement shooter. Wall-run, grapple, Holojump, pilot mechs, and P.A.I.N.T. your way through Freehold's vertical streets. Outmove your opponent or get outgunned.
Movement is the foundation on EMPULSE. Every district in Freehold is built for chaining movement together and finding your flowstate. Here’s a look at the toolkit:
Wall-running: Run forwards and backwards, chain almost any mechanic into a wall-run, and ride virtually every vertical surface on the map.
Grapple hook: Build momentum, swing around cover, whip into a wall-run faster than you could on foot, or hook an enemy to reel them in for a one-hit melee.
Holojumps and jetpacks: launch off boost pads to keep the movement chain alive.
P.A.I.N.T. Bombs: Reshape any surface with Jump, Speed, Explosive, Heal, and Sticky P.A.I.N.T. Bombs to gain the advantage in fights.
Grapple into a wall-run, swing into a Holojump, slide into Speed P.A.I.N.T. In EMPULSE, every move flows into the next
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