MechWarrior has spawned
several good games in the past, and at least one great game:
MechWarrior 2. The Glide-enabled version of this game was one of
the pinnacles of my early gaming career. I played through the whole
thing at least four times without losing interest. The whole
MechWarrior universe was great, and lent itself to great gameplay.
Since then the universe has been spun in several ways, but
MechAssault is clearly a new breed. Designed from the ground up as
a console game, MechAssault streamlines the controls, the missions,
and the tactical essence of the MechWarrior universe seamlessly.
While the result is not necessarily a game for everyone, it is an
excellent example of how to take only what you need, and ignore what
you don’t.
Traditional MechWarrior
games use the overall weight of your mech as a benchmark of its
power. A 40 ton mech is simply not as powerful as an 80 ton mech.
Previously, this was enforced as a type of weapons escalation, much
like getting new weapons in Quake. Once you’ve handed someone a
rocket launcher, don’t expect them to get excited about a shotgun.
To prove your worthiness in MechWarrior 2, you had to take on big
mechs with smaller mechs in personal combat. If you won despite the
inequality of your mechs, you were promoted to a better rank, and
started using those new heavier mechs yourself.
MechAssault’s biggest
innovation is that they declare all mechs to be equal. 60 ton, 80
ton, 100 ton – they’re all contenders. Presumably this was done to
make the online play spicy – everyone playing 100 ton mechs
exclusively just isn’t as much fun as a proper distribution of mechs
from all weight classes. This immediately lends replay to the
single player game, because players can use any mech for any mission
and have a chance of success.
But how can you make the
different mechs balanced in combat?
The secret, in this case,
is to dramatically speed up the movement of the weaker mechs.
Smaller has always meant faster, but in the MechWarrior universe
speed was generally ability to move between distant nav points
quickly, not dodge machine gun fire. 100 ton mechs are still slow
and clunky tanks, but the smaller mechs like the Cougar and Puma now
boast impressive evasion abilities which allow them to move through
many confrontations without a scratch.
The other innovation was
to eliminate the concept of ammunition, and instead define weapons
purely in terms of damage and refire rate. This simplification
allows for easy controls, which is a plus on any console. Further
simplifying the weapons complexity is the fact that all mechs have
exactly three weapons: 1 laser, 1 direct-fire weapon (machine gun,
gauss rifle) and 1 missile weapon. Since all of these weapons have
infinite ammo but a noticeable refire delay, seasoned players are
constantly switching weapons, to allow for uninterrupted
damage-dealing.
In another clever stroke,
the developers decided to introduce powerups to the game in the form
of armor and ammunition. This ammunition powers up the appropriate
weapon for some number of shots, giving a nice increase in
firepower. Pleasantly, this introduces a bit of strategy into
weapons play, because saving your ammo-enhanced weapons for larger
targets is very handy. So rather than simply use maximum firepower
at all times, players are rewarded for hoarding certain weapons to
get maximum benefit from their powerups. This appeals to longtime
MechWarrior fans, without making any concessions to the simplified
ammo-less weapons model.
The single-player
missions have nice variety, but are not especially innovative.
Assault the fortress, protect the dropship, rescue the crewmember,
scout – we’ve done it all before. It makes sense not to mess with a
working story formula, especially when you’re pulling the rug out
from under most of the fundamental gameplay mechanics.
The Graphics in
MechAssault are on par with what we’ve been taught to expect from
the Xbox. The environments look fine, and the mechs themselves are
sharp. The buildings are the weak link here – there are never
enough of them. Each building has a few damage states and a canned
destruction sequence, but they never came to life for me the way the
other visual elements did. The buildings don’t mesh with the ground
in any interesting way, and their destruction shapes are strictly
generic.
The weapon effects are
pretty sweet – especially during one of the many night missions.
The Gauss Rifles quickly became my favorite weapons in the game
simply based on the eye candy they serve with each volley.
Unfortunately there are no impact reactions that I could discern –
missiles and lasers simply deal damage to the opponent without any
bits of armor blowing off or staggering torso twists. This
one-sided feedback bothered me in tense situations – was my selected
weapon getting the job done or not? At least this kept my eyes in
the right place instead of allowing them to wander to the buildings.
Another interesting
element of the game which draws cheers from some and boos from
others is the environmental interaction. One mission has you
assaulting a fleet of heavy mechs – too many for me to handle on my
own. My solution? Drop a bridge on them. Blowing apart a bridge
of rock is cool – those are the cheers. But why are some
overhanging ledges destructible and others not? Why is it that some
“ceiling elements” collapse when I pass under them, but not when I
shoot them? I’m being picky here – but if there’s environmental
interaction in a game I want it all the way – not just here and
there.
Well the voice-overs were
decent – certainly not worth complaining about. Weapon impacts have
deep booms associated with them and the footsteps are just where
they should be. A particular coup for the audio has to be the
in-game “mission objectives chatter.” It’s a staple in these sorts
of games for at least one mission to go horribly wrong – forcing a
late-game change in plans. All too often the only clue to the
player is some terribly-acted script or unintelligible radio
chatter. MechAssault pulls this stunt more than once, and every
time it was perfectly clear what had happened and what I had to do.
Does the audio give a
sense of scale to these massive machines? – not really. In fact,
the mechs in general seem more like dinosaur-sized machines than
office-building sized engines of destruction. This probably plays
back into the increased speed of the game. Nobody wants to run in
slow motion, especially online.
Mechassault’s biggest
selling point is probably its online play. This is the
premier online game for Live, much as SOCOM is for the PS2.
MechAssault is also the poster child for Live’s downloadable content
– new mechs and maps have been coming out at a very nice pace. The
online content might even continue to attract new customers until
the inevitable sequel rolls around.
Fans of the MechWarrior
universe might have the hardest time adjusting to MechAssault’s
gameplay. It’s hard to give up complexity of control and the
long-standing weapon roles just to allow newer players into the
fold. Then again, the high production values of MechAssault are
hard to ignore. This might be the game which brings fans of twitch
shooters together with the tactical wizards of past Mechwarrior
incarnations, which is certainly a win for everybody.