# kicking in titanfall to consider the uninspiring titanfall as cod:blops with jetpacks and mechs; another of those oh-so-safe 'incremental improvements' to desperately obsolete industry garme design trends one of the few good things about titanfall is kicking titanfall does nothing new - what players do with / within it is often more interesting than what teh garme offers formally term - "titans": an underdeveloped gimmick with limited appeal - as opposed to an ability to bound off walls like a gaiden ninja and kick players in the head note that kicking works as a welcome lighthearted contrast to the directed "seriousness" of titanfall's cheesy sci fi setting and generic effortlessly ignorable back story once again the need for developers to invoke ir ridiculous design mis-concept of 'epicness' is easily / deliberately sidestepped and undermined by players simply playing around by eg. performing flying head kicks while making bruce lee (/no) style kung fu noises garme mechanics like kicking are cool as they seem to 'embody' the player as a meaningful actor within a garme world - able to directly and instantly interact with and directly affect it "hey i like the way you play": the (kung fu) art of in-garme movement - a shift toward 'garming style' over 'point scoring' - how rather than just what you garme the chaotic inventiveness of players on any given day - ir "shenaniganning" - easily outclasses all directed / planned 'fun'(tm) of garme devs // republic of bob