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Friday, November 4, 2011

Mechwarrior Online: Joy oh Joy!

There is now do doubt that this site is not about breaking news. I only learned about Mechwarrior Online from Massively and even that is a link to the GamebreakerTV webcast. I have heard some mention of it here and there, but I didn't really give it mind...probably because I think it's too good to be true.

But there it is. It's true.

Now this is where the bigger nerds get to beat me up - I did not read a lot of the BattleTech/Mechwarrior novels. Much of my exposure to the BattleTech universe has been through the tabletop RPG, boardgame, technical readouts, and Mechwarrior video games. But the stuff I did do, I had a LOT of fun with. I remember one boardgame skirmish where a player was laughing at a situation where his 100-ton Atlas was being fired upon by a 20-ton Locust's machine gun. Then the Locust scored a critical hit. Which hit the Atlas' reactor. The Locust did die, but the Atlas was crippled for the rest of the skirmish, being unable to move more than 1 hex per turn, and was effectively useless.

These were the kind of situations that made BattleTech so engaging even though luck played a huge factor (much less in the later games). This translated well with the BattleTech computer RPG (The Crescent Hawk's Inception) and the added roleplaying elements of finding a good team just made it more immersive. Many times I ended up shelving a favourite mech until I had the resources or expertise to repair it.

Then there was the concept of customizing mechs. This was always part of the game world, but implemented early on as mech variants (i.e. different weapon configurations). This was kept as set configurations (limited on the availability of the weapons) until the later Mechwarrior games when you can put any type of weapon limited only by weight or allotted space.

But what made the BattleTech world really immersive was the fact that it was easy to relate to. Technology in BattleTech/Mechwarrior was not completely otherworldly. Mechs were lumbering behemoths that was in constant danger of killing it's own pilot through overheating. Projectile weapons like machine guns or missile launchers were the norm and the more powerful laser weapons just exacerbates the heat issue. There were also no alien races. Humans are split into feudal factions that have some cultural resemblance to our own.

In the Mechwarrior games, piloting a mech was anything but graceful. The mechs simply felt huge. There were no instant turns, run/walk toggle, or even automatic targetting. The things can't even jump without jets firing and landing was another matter. Got your leg shot out? Then you can see the mech limping and barely able to move. Heat sinks damaged? Gotta find some water and stay there if you want to use your laser weapons. I remember blowing up my own mech when my ammo exploded due to overheating. Also, nothing can really make you swear in despair more than having your mech shut down and seeing 15 missiles headed right to your cockpit. I can probably go on and on about what I loved about the franchise (and what I hated), but that would just take too much time to do.

Mechwarrior Online will have really high standards to reach. While there hasn't been a Battletech/Mechwarrior game in years, nor has there been anything that matches the experience since then, the developers will need to build up on what's already been made.

I guess we'll just have to wait and see if Piranha and Infinity Game Publishing can pull it off. In the meantime, all this hype has led me to MekTek and their Mechwarrior 4 distribution. I'm just kicking myself right now for not even knowing they existed until today. So much for resting on the weekend.

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