[0:00] I really loved the original Splitgate. I [0:02] thought that game was a cool like [0:03] scrappy little small project that uh was [0:06] really interesting and I was very [0:08] excited about Splitgate 2, but [0:10] unfortunately that game was kind of a [0:11] big miss. And the developer uh 1047 [0:15] Games uh acknowledged as such. But now [0:17] they are back with a new game, Impulse, [0:20] which if you've seen any footage about [0:22] it, you might notice takes a little [0:24] inspiration from a game called Titanfall [0:26] 2. Well, I got hands-on with the game [0:28] and talked with Ian Pru, CEO of 1047 [0:32] Games. So, let's talk about it. So, [0:34] before I actually talk about the [0:35] gameplay itself, I want to talk about [0:36] the context of this game uh in [0:38] relationship to Splitgate 2. Uh talking [0:41] with Ian, he acknowledged that Splitgate [0:44] 2 was a big miss for the studio and uh [0:47] they took a lot of lessons from that [0:48] that they were then bringing uh to [0:51] Impulse. Uh now, this game has actually [0:53] been in development since February of [0:55] last year. So before uh Split K2 came [0:58] out, but this is still kind of a a a [1:00] small project that came together uh with [1:02] a relatively quick turnaround, and [1:03] they're really wanting to kind of go [1:05] back to the roots of the way they [1:07] approached Splitgate and bring that kind [1:10] of uh scrappy energy to Impulse. So [1:14] Impulse is not a free-to-play game. It [1:17] is a release product. It'll cost $20 [1:20] entering early access on June 24th. [1:23] They're actually going to have a uh demo [1:26] as part of Steam NextFest on June 15th. [1:28] So, you can check the game out and then [1:29] if you like it, you can buy it. It's a [1:31] boxed product. Talking to Ian about why [1:34] they decided to go with that over freeto [1:37] play. Uh he kind of had two major [1:39] points. The first was that he just [1:40] admitted that he and a lot of the team [1:43] don't really like free-to-play games. [1:45] Like they that's not the kinds of games [1:47] they play. And so, uh, thinking about [1:50] like, well, we want to make games that [1:52] we enjoy playing, that we like, that [1:54] kind of like fit like our ethos and our [1:56] our, uh, style. They kind of realized [1:59] that freeto play isn't really quite what [2:01] they are comfortable uh, and best at. [2:04] And for them, it's like having like a [2:06] more cohesive game that you just buy [2:07] once and it's there uh, and and that's [2:10] it. And you don't need to like worry [2:12] about like feeding into these uh, sort [2:14] of like free-to-play systems. The other [2:17] aspect is that you acknowledge when you [2:18] make a free-to-play game, you have to [2:20] devote a lot of your resources to [2:23] feeding those free-to-play systems. You [2:25] have to spend money and time uh [2:27] developing skins for your shop. you have [2:29] to uh put a lot of resources into [2:32] seasonal battle passes and that takes [2:34] away uh precious developmental resources [2:37] that could go towards other things like [2:39] new maps, new modes, just new uh [2:43] mechanics and systems and you know like [2:45] other things that players would want. So [2:46] they kind of realized that they don't [2:48] want to spend their development time on [2:50] those free-to-play trappings and rather [2:52] just put them towards uh the game as a [2:55] whole instead. So, when uh Impulse [2:58] launches in early access, it will not [2:59] have a cash shop. There will be no store [3:02] in that game. It'll just be the game [3:04] with the modes and you play it. And then [3:06] from there, they're planning to see what [3:08] players like and enjoy about it and then [3:10] start building off of it from there, [3:12] which I find really exciting and [3:14] appealing to me. It was what I liked [3:16] about Splitgate. It was kind of one of [3:18] the things that turned me off about [3:19] Splitgate 2. So knowing that it's just a [3:21] game I can buy and play uh is I think [3:25] pretty cool. But all that doesn't matter [3:27] if the game itself isn't actually fun. [3:29] So let's talk about the game. Uh it is [3:31] heavily inspired by Titanfall. Although [3:34] of course uh Ian did stress that he [3:36] obviously wants you know you to like see [3:38] the game for what it is and and and you [3:40] know they weren't trying to specifically [3:42] just copy Titanfall. So, I would say if [3:45] there were a couple big differences is [3:46] one is the shooting itself actually is [3:48] more in line with that splitgate kind of [3:51] like Halo style of gunplay versus [3:53] Titanfall 2 which has like that Call of [3:56] Duty ADS feel. So, uh you're not doing [4:00] like sweaty aiming down sights the way [4:02] uh you do in Titanfall 2. If you've [4:04] played uh Splitgate and the know how [4:07] that game like plays and feels, Impulse [4:09] is going to feel very comfortable and [4:11] familiar to you where it is taking the [4:14] stuff from Titanfall is the movement. So [4:17] things like the slide, the uh grapple [4:20] hook, the grapple hook feels fantastic. [4:23] Um just like super on point with that uh [4:26] while running, the general speed of the [4:29] game uh and of course the mechs [4:31] themselves. The uh biggest change with [4:33] the mechs is that it's not like [4:35] Titanfall where everyone has their own [4:37] individual mech. The mech is more of a [4:38] power weapon type drop and where it'll [4:42] you'll they'll appear on the map and uh [4:44] the teams will kind of fight over [4:46] control of it. Uh this will also change [4:48] depending on the different modes. So, [4:49] like in a team deathmatch, yeah, it just [4:51] shows up as like a power weapon that you [4:53] fight over. But then there's also other [4:54] modes like um uh there's capture the [4:57] mech, which is essentially capture the [4:59] flag with a mech where each team has a [5:01] mech and you need to go like steal their [5:03] mech, bring it back to your base, but if [5:05] they also steal your mech, then you have [5:07] to make sure to destroy that other mech [5:09] before you can score a point. Uh the [5:11] mechs themselves feel pretty good. [5:13] They're pretty simple. Um, they kind of [5:15] function exactly as you'd imagine. Just [5:17] this big hulking uh machine that can [5:20] just kind of like rip through enemies [5:21] really quickly. It has like a bubble [5:24] shield. It has a uh cool down missile. [5:28] And then it also does this move where [5:29] you can like launch up in the air and uh [5:32] do like a power slam down that'll like [5:34] completely destroy enemies. Uh but [5:36] they're also pretty vulnerable. One of [5:38] the big things that uh players have is [5:39] they have their main weapon, but then [5:41] they have this like giant hammer, which [5:42] is like a onehit kill uh on enemies. It [5:45] reminds me a little bit of the gravity [5:47] hammer from Halo 3. Uh but it also is [5:50] very very powerful against mechs. It'll [5:52] like completely break the shield and [5:54] disable it. And like a good few swings [5:55] on it is enough to take down a mech. So [5:58] there's a lot of speed and like things [6:01] change in this game very quickly. Like [6:04] you die fast, you reload quick. the [6:07] mechs can like come in and get destroyed [6:09] easily. Like it's very chaotic. I will [6:11] say that um in my time playing it, uh [6:14] because it was just a demo, I didn't get [6:16] to kind of fully experience what a match [6:19] could be like in the sense that I was [6:21] mostly playing against bots. It was like [6:23] me and one other real player on the [6:24] other team and then bots just kind of [6:26] filled out our matches. So, I got a [6:28] sense of kind of how things could, you [6:31] know, feel and move. But um in terms of [6:33] like how sweaty it can get with players, [6:35] that's something I'll have to kind of [6:36] wait and see uh when I get to check out [6:39] the game in a few weeks. So overall, I [6:41] came away like pretty pleasantly [6:43] surprised with Impulse. Like I said, uh [6:46] Splate 2 kind of left like a a weird [6:48] taste in my mouth. I just like didn't [6:50] really vibe with that game and and I [6:52] didn't really like the direction uh that [6:55] 1047 was kind of taking with like freeto [6:57] play and it just it didn't feel uh like [6:59] it had the things that I really liked [7:01] about Splitgate. I'm excited that they [7:04] seem to kind of themselves realize that [7:07] that wasn't really the right direction [7:08] for them and they're kind of going back [7:10] to what they feel like worked about [7:12] Splitgate. um while also trying [7:15] something different because hey man, [7:17] like no one has still captured quite the [7:20] vibe of Titanfall 2. It's been 10 years [7:22] since that game came out and there's [7:24] still nothing quite like it. And while [7:25] they're not trying to necessarily [7:26] recreate Titanfall 2, I do think this is [7:29] capturing some of that momentum and [7:31] speed that Titanfall had. So I am [7:33] excited to check it out. If you want to [7:35] check it out yourself, there is a Steam [7:37] NextFest demo on the 15th and then the [7:39] game will go into early access on the [7:41] 24th. For more things on Impulse or [7:43] Summer GameFest, uh, check out [7:45] gamesspot.com.