As I recall, this was a purposeful choice. Titanfall came out in 2014. The minimum requirements were a Core 2 Duo at 2.4 GHz or Athlon X2 at 2.8 GHz. I think that puts it on processors dating back to 2006 or so.
Games sometimes have a lot of sound effects. It's easier to stream 35 GB of data from disk than it is to decompress, like, 10 streams of audio at the same time with whatever CPU you can dedicate to audio.
I do think they could have figured something out, like compressing the right subset of audio assets, but I just want to give the context for why they made that choice.
That's like 50 hours of uncompressed stereo audio at CD quality. (2×[email protected]) Do games really have that much stuff in them these days? I mean, I wouldn't doubt it, but it's surprising.
For story based games (with voice acting) absolutely yes. Dozens of story characters, hundreds of supporting npc and all of them talking as either part of your missions or just to fill in the world.
Maybe 50 hours is a lot for a non story based game but even then once you factor in all the sounds and all their variations to reduce repetition you might be up there.
Games sometimes have a lot of sound effects. It's easier to stream 35 GB of data from disk than it is to decompress, like, 10 streams of audio at the same time with whatever CPU you can dedicate to audio.
I do think they could have figured something out, like compressing the right subset of audio assets, but I just want to give the context for why they made that choice.