Digital Foundry has done their tech analysis of titan fall and IMO it looks like COD with Mechs. The enviornments are static, uses an aging engine, and possibly not full 1080p. Some great things include amazing draw distance, great alpha and post-processing effects, and imo fun online multiplayer.
http://www.eurogamer.net/articles/digitalfoundry-titanfall-tech-analysis
Here are some graphical goodies and issues:
"Armed with both a trailer and gameplay demo to close Microsoft's E3 conference, Respawn shows off a frantic 7v7 domination match unfolding across a beautifully detailed map called Fracture. The level design is clearly laboured over, balancing three co-existing forces on the battlefield: the human-controlled Pilots, ambient AI characters, and the eponymous Titans. The broad view of the village is certainly impressive by current-gen standards, being surrounded by details such as stepping-stones, trees and cliff ridges - but largely over-shadowed by airship battles raging on the horizon. Draw distances are stand-out, and demonstrate an emphasis on environmental scale in the spirit of Bungie's Destiny. However, it's a more vertical game by nature compared to most shooters, with the squad descending from dropships in jet-packs, and then base-jumping against billboards with snappy animations that should bear exhaustive repetition."
"Little is held back in the realm of effects work either. To our count, there's full-screen motion blur, lens flares, plus high grade alpha for sparks, smoke plumes trailing behind rockets, and no restraints on particles spraying from ruined Titan foes - though again, physics-based action seems minimal outside of crumbling machinery. All of these tricks let fly once you down an enemy, seemingly bursting in every direction with unfiltered full-res effects that would surely be toned down for current-gen hardware, or else lose out on that 60fps goal. Even current iterations of the Call of Duty series' multiplayer on 360 and PS3 struggle with bursts of likewise 2D sprites used for smoke grenades, and we suspect this will be one area that Titanfall sees some reductions for its 360 port."
"Looking for practical evidence of it during the demo, the AI element is accounted for by the many CPU players, whose decisions can feasibly be determined by a remote, host machine. On the other hand, physics-based interactions are kept to such a bare minimum in Titanfall that it's not clear where any external influence comes into effect. The demo shows a largely static level by design, with no procedural damage to the environment in the manner of Battlefield 4 or The Division, nor rag-doll physics - everything is set in stone, and not even the grass or trees animate. Even so, the chosen level speaks volumes about Respawn's art direction, eschewing the deep brown and green hues of its Modern Warfare titles for something with a broader, more colourful palette."
"In the pursuit of 60fps, something has to give way though - and it usually comes to light when looking too closely. It's the uncanny facial animations during NPC briefings, the rough-looking textures on Titan interiors and billboards, and what seem like scaling artifacts that betray either Titanfall's early development status, or its commitment to being about gameplay first, appearances second. The jaggies are a curious point in particular; even judged by the high quality feed we have availability direct from the Microsoft E3 conference there's more sub-pixel shimmering and rough edges than any other game on show, which suggests this may not be a full-blown 1080p title in its current state. From what Respawn has announced so far, the 60fps bullet-point is proudly announced, but it remains tight-lipped on what native resolution is intended for the final game."








