Leaving the past can be tricky. With Titanfall, the Respawn Entertainment team has built its legacy with the concept of titans, giant robots that break up the gears on a fierce battlefield. Titanfall 2 has also become popular with a large number of players because of its single-player campaign, which lovers just as well adored as genre piles Halal Life, Halo and Modern Warfare. With the newly released (and free to play) Apex Legends, the developer throws the bulk of his legacy to the side to give his own spin to the biggest trend of gaming.

Although Apex Legends takes place in Titanfall's universe, it has no titans or single-player modes. Instead, it is a fusion of fights with generous and heroic driven shooters, with 20 squadrons of three competing for glory, with their brains, muscle strength and superpowers to make their way to victory. This design probably sounds like a recipe for chaotic disasters, given the number of elements it juggles. Respawn's gambit, however, has resulted in a fresh look at the generous fight thanks to elegant features that make the experience accessible to new genres and are always entertaining.

At first sight, Apex Legends is no different than the squama diodes in other fighting heroes. Your team falls on the map and, after landing, you quickly go to collect stuff and outsource it with other squadrons, while a huge circle of death drives everyone to a single spot on the map. You often hide in homes or military bases, waiting to enter into tense firefights. The strength that the game gives its players, however, makes these quiet moments and planning periods fascinating.

Apex Legends has eight sympathetic characters to select (you have to unlock two of them with in-game currency, but it does not take long) and each is essentially a class. The spicy lifeline, for example, is a medic who can call a drone to heal players in the neighborhood and even occasionally drop large stocks of caches. Another character, the optimistic Pathfinder robot, can build cableways anywhere on the map so that squadmates can travel quickly. These different skills make planning before the fall more important, with experienced players taking the time to put their team together. Smoking room areas like Bangalore to help squadrons escape difficult situations is useful, but is it the place she deserves to give up a squad leader? You have to play your cards well, especially since you can not have double characters in one squadron. The choices you make in the character select screen have just as much impact as the twitch-based you make during a gunfight, which is great because it adds a new layer of tactics to start generous struggle against the generous.

Fights in Apex Legends are satisfactory. Yes, parkour and titans are gone, but I do not miss them. Movement is fantastic, from running to sliding to cover, and all guns feel powerful. The addition of forces can also rattle the action in an already intense fight to ridiculous heights. On one occasion my team and I had a gunfight with another team that camped in a slum in our neighborhood. That team got the upper hand and began to approach our building to shut us down when our Gibraltar, a defense-based character, dropped a shield over us and threw a grenade that would provoke an artillery attack on our enemies. all and save the day. Apex Legends produces this kind of memorable scenario more often than any other combat-generous, because the forces of the characters encourage players to get involved in battles instead of carefully shooting shots from huts.

In addition to the unique character of the character-driven playing style, the game has a number of elegant features that make it difficult to return to other fights. Among them is the handy ping system. Playing with random squadrons in the fight generous has always been tricky, especially if you're not fond of talking to strangers about the microphone. However, Legends offers an effective solution that allows players to ping objects, enemies, and areas with a marker that other team members can see. That sounds like a simple thing, but the ping is diverse when it comes to what you mark. You can tag enemies so that your squadmates can see them for a few seconds. When you put a weapon on the ground, your team will see exactly what kind of weapon it is. They can also send that weapon back to claim dibs. When you receive an item from a teammate, the game also blinks quickly with a "thank you" prompt to compliment them. This system is really impressive, making non-verbal communication not only viable, but also airy and effective. The jumpmaster system is also an effective way to streamline one of Battle Royale's most frustrating starting phases, as it gives a player control over where the team lands on the card, but also gives the other players the opportunity to break.

The foundation of Apex Legends is strong, filled with enormous potential thanks to the satisfying control and smart implementation of team-based functions. However, it also has a few cracks that must be filled. The card is an aesthetic bummer. Functionally, it's great because it has hiding places and rolling hills that prevent snipers from dominating the game. But the whole battlefield is a mix of apartments, military bases and the occasional swamp or slum. The place is just not great to look at. Players who like to try their skills and good fortune in a huge free-for-all are perhaps disappointed by the lack of a solo mode. As someone who played almost exclusively for generous battle for this game, I enjoy that the team-based features of Apex Legends encourage everyone to collaborate and even make it possible to play effectively with random users.

The status of Apex Legends as a free live service allows players to pause. My experience with the progression system was absolutely positive. You do not have to spend a cent if you do not want to. Everything, beyond two unlockable characters, is based on cosmetics, with lots of skins to earn for players, weapons and the banner cards with which you introduce your character at the beginning of each card. You earn loot boxes every time you go up a level, and gain experience of various factors (including the time spent in a game, killing, damage). Every lootbox you get does not contain any legendary means, but the next one is more likely to tilt the odds in favor of the player for good things, the more they play.

Apex Legends is not a Titanfall, but that does not mean that it is not a special game with a lot of potential. I've spent a lot of hours in Respawn lately and I have not had the desire to stop. The combination of character-driven forces, streamlined team functions and fantastic firefighting have elevated this unexpected spin-off into my go-to battle royale, and I can not see that change easily.