By: PseudoNim
"Burning purpose. Etched forever in the mind as slow curves
pulled upwards into spikes. Dark wings framing an almost human
death skull. Almost, but for the fangs of the beast. A crest for
killers. Find it, and you will find the chalice, and the dark wing.
Only five years remain."
Mechwarrior, 1989
MechWarrior. When I first came across this name, somewhere in
1990 on my 286-12 with a grand 1MB RAM and a beautiful 256-color
VGA adapter (though the game only used EGA - 16 colors), I was
stunned. I've seen nothing of the sort before - and the story,
graphics and innovation completely took me in. I played that game
so much that, with no knowledge of the Battletech universe on
which the game was founded, I could easily name all the 'mechs,
outline the differences between them, talk about the weapons,
about tactics and so on and so forth. It was by far one of the best
games I have ever played - along with the classics like Wing
Commander, Wing Commander II and others at the time.
Then came Mechwarrior II. I couldn't believe my eyes: the five
Houses were gone, the mechs renamed, nay - completely different;
there was a weird 'tonnage' limit and about the only similar thing
were some of the weapons. And no longer had you a feeling of
supporting a House and yet being a mercenary - C-Bills, the de
facto monetary unit of the Inner Sphere, were no longer your
bother. Your clan supplied you with all the necessary starting
equipment, and everything else you salvaged from the battlefield.
While perhaps a neat idea, I honestly hated the new system. This
meant less mech variety, less ammo and so forth; but I couldn't do
anything, so I shut up and played it instead. Later came
Mercenaries. In a way, I probably liked it more because it was
somewhat more true to the original, while still having nothing to
do with the epoch I was used to. Then the questionable Mech
Commander came, which I enjoyed - but others didn't. And finally,
today, Mech Warrior 3 made its way our way.
As some of you may know, FASA, the owner of the Battletech
tradermark, discontinued their contract with Activision regarding
the use of the name and universe in production of Mechwarrior
titles. Starting with Mech Commander, the licensed user has been
Microprose, and Mechwarrior 3 is their creation, as well. Basing
itself on the part of the Time
line which isn't on FASA's website, it left me more or less in
the dark. Without breaking the story to you (while it isn't exactly
the deep and intellectually enriching story of Gabriel Knight, it is
nonetheless a perfectly good background), I must say I'm at a loss
to see where the next Mechwarrior will go. But then again, FASA
owns the trademark - I don't think it'll be a problem to create a few
more episodes.
Anyway, background information aside, let us get to the actual
game. As I mentioned, the story is quite decent, perfectly covering
all aspects and avoiding most clichés. For example, in one
mission, your commander tells you that according to intel, low
enemy resistance is expected; and you think, "Yeah, that's what
they always say," and arm to the teeth expecting the heaviest
'mechs you've ever seen... then you do the mission, and it does
turn out that there was low enemy resistance. I think that's
commendable, because the 'expected' way would be to make you
'find out' the commander was wrong and there was either an error
in the data he was sent or there's a traitor somewhere. That's been
done way too often to make it interesting anymore.
The graphics are amazing. While the terrain isn't exactly Final
Fantasy VII quality, the 'mech detail is astounding. Each 'mech is
exquisitely modeled, with all body parts animated and fully
destructible. And since each body part performs a certain function
(barring the obvious, such as legs for walking), you can selectively
disable a 'mech - for example, if you see him firing ER PPCs from
his left hand, you can destroy it, and you won't be bothered by that
weapon anymore. However, ever since the original Mechwarrior,
the best tactic seems to be to take one of the legs out, since there's
usually little in the legs except for ammo, and it results in the
largest amount of salvage. Taking the head out works, too.
Essentially, any component vital to the 'mech's function except the
torso - if you blow the torso up, you can forget about salvaging the
'mech. And overall the graphics feel is good - but my dual Voodoo
2 SLI setup may have helped a little bit. It's perfectly playable at
lower resolutions, however, with a single card.
Control is also quite good. Different 'mechs handle differently, with
different agility and overall feel. As well, with increased
movement speed (quite expectedly, of course) your 'mech will be
less agile, essentially becoming an 80 ton machine and obeying
Newton's second law. The force feedback is also quite good,
though, strangely enough, my Microsoft Sidewinder Force
Feedback's twist axis sometimes worked as a torso twist, which is
the proper way, and other times as a free look around the cockpit,
to which I found no solution and found it extremely annoying,
since the hat is usually used for free look. Also, an effect I found
extremely cool and realistic (I'm not sure why I sound surprised
that it's there) is the temperature effect. While it has no direct
relationship to control, I thought I'd include it into this paragraph
because that's where my thought wound up at this moment. As
long-time Mechwarrior fans will know, in order to successfully
engage in a battle, a Mechwarrior must keep track of his 'mech's
heat, which is generated by missiles, lasers and other equipment
in different proportions, depending on the type of the equipment.
Usually, you use heatsinks (or double heatsinks) to dissipate your
heat. However, some environments of the game take place in
snowy fields, which significantly helps - and you no longer need as
many heatsinks. As well, you can go into rivers, which helps
immensely, as well. On the other hand, there was a level set
inside a mining facility which was full of lava - it was so hot I had
to drop most of my weapons and double the amount of heatsinks,
and my 'mech still tended to overheat. Quite impressive.
Multiplayer was also enjoyable, if somewhat short usually. While
you can repair your 'mech in the MFB (mobile field base, which is
a welcome addition to the series - it's amazing how much it helps
in single-player missions), you're bound to have it blown up by the
adversary eventually, at which point it becomes a respawn after
respawn. And, if you use a lot of ballistic weapons (as opposed to
energy weapons) you'll run out of ammo quite fast, at which point
you're either a sitting duck to your opponent, or a weak adversary
if all you have is a laser or two. In any case, a word of advice -
forgo weight in favour of jump jets. It's amazing how much it
confuses your opponent when you jump right in front of him, land
in the back, turn around and blow his legs off.
Now we come to the pitfalls. First and foremost, the AI and
pathfinding. Developing a strategy against the PC is stupendously
easy. All one has to do, whether on Easy, Normal or Hard is start
the mission, scout the area, take note of enemy emplacements,
perhaps even try to do the mission (unlikely to succeed, however -
the PC does have a tendency to surprise the first-time adventurer).
The second time, however, everything will be identical - even the
'surprises'. As well, as long as you have a few ER lasers, you can
snipe just about any 'mech from a safe distance - 804 meters - and
the mech will never come after you, save for a few quite rare
occasions. As well, in 97% of those rare occasions, they will fire an
ER PPC at you (another type of long-range weapon) which will
most likely miss. What's most surprising is that no matter what you
do, so long as you don't approach them, is that they will simply
continue their patrol, completely ignoring you. So you can sit in
the same spot for 40 minutes, snipe off every 'mech, then go in and
finish off whatever might be left of them. Mind, this will not always
work - sometimes 'mechs appear out of nowhere, like an
Annihilator (one of the heaviest 'mechs) equipped with dual
autocannons (one of the most damaging weapons in the game) -
and then you need pure speed. But apart from that, this technique
works most of the time. Regarding pathfinding, it's wondrous how
sometimes your lancemates will figure out how to follow you
through an ice lake, around a cliff and onto a platform through a
bridge about 5 meters wide, and then later on, get stuck inside
(literally) a much wider bridge when following you in a straight
line. Moreover, collisions are often elastic for some reason (elastic
means the total energy is conserved, like in a collision of two balls
in a game of pool; by contrast, a collision between two cars isn't
elastic because deformation takes place and energy loss occurs).
So when you bump into a 'mech, you bounce back from him. Very
strange. Moreover, a few times I saw things most strange - like
trucks getting stuck in a ditch, and *flying* up and down, sort of as
if they were made out of paper and were on top of a geyser. I was
so stunned it didn't occur to me to take a screenshot of it.
These minor faults aside, however, MechWarrior 3 is a worthy
sequel to the saga of Mechwarriors. While I found it unnerving
how many logos were presented at the beginning of the game's
intro (Fasa, Microprose, Hasbro, Zipper, Microsoft) - one doesn't see
so many usually - that has nothing to do with the appreciation of
the game, and is but a minor detail. While the AI could use some
work, and a few glitches in the game should be fixed (such as
trucks happily jumping, or the game crashing) they aren't anything
a patch won't fix (am I endorsing the 'release-now-patch-rest-later'
philosophy? I sincerely hope I'm not). I would definitely
recommend this game to any veteran Mechwarrior, as well as to
aspiring recruits. (Granted, that sounded corny.) This is, as I said, a
worthy addition to the series and is definitely worth the gaming
dollar.
18/20
14/15
28/30
18/20
5/5
10/10
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Rating
93%
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By: Rebellion
The Mechwarrior series has been the most prominent of
all of the Mech combat sims since its inception in the early 90?s.
When FASA, creator of the popular Battletech world which
Mechwarrior is based on, moved their license from Activision to
Microprose, many gamers wondered how this might affect the
ideals of the game upon which many a hardcore gamer had
become engrossed with. While Mechwarrior 3 isn?t the first
Battletech game by Microprose (1998?s excellent, yet
unappreciated Mech Commander), it is the first to let you back in
to the mechs and get down and dirty.
I, myself, never played the original Mechwarrior, and
although I sparingly played my roommate?s copy of Mechwarrior 2,
I was still engrossed by the game?s intricacies and awesome
gameplay. In fact, after beating Mechwarrior 3, I have gone out
and purchased my very own copy of Mechwarrior 2 with both its
add-ons. This, by no means, is a knock on Mechwarrior 3, in fact, it
is just the opposite, inspiring me to go play the older games.
MW3 stacks up rather well with its predecessors. The
time period isn?t much after where MW2 and its expansions left off,
with the Inner Circle closing in on the final renegade clan, the
Smoke Jaguars. Badly beaten after the Inner Sphere?s
counterattack, the Smoke Jaguars have regrouped on the planet
Tranquil to rebuild their ranks. It is your duty to prevent that they
are able to rearm by being joining with a squad of commando
units to destroy prominent facilities in order to prepare the way for
the coming Inner Sphere invasion.
Microprose has done a remarkable job of keeping the
game in line with Activision?s predecessors, so seasoned
Mechwarriors will have no problem getting in and getting suited
up. Like previous versions, there?s a campaign mode and an
instant action mode. Of course, as with most games, the campaign
is where the fun is. Following a great intro sequence, you?re set on
an interesting array of twenty missions, which are well-scripted
and well thought out. The original mission plan, although horribly
overplayed in video games, ends up not going as planned so it
leads you on an interesting storyline as you complete each
mission.
Some new features that made their way into MW3 are
the zoom option, which, as some of my friends use quite
successfully, aids greatly in sniping from long range. In addition,
you now have access to Mobile Field Bases during the majority of
the missions. These allow you to repair your mech and those of
your lancemates, making it a little easier to keep your mechs in
one piece. It doesn?t have the detailed level of mech development
like Mechwarrior Mercenaries did, but then again, Mercenaries
had you running your own band of mercenaries where you were
much more dependant on money. Water also has a new role. It?s
actually a strategic aspect of the game. It actually does something
practical! It cools you off! With the high powered weaponry putting
serious strain on your heatsinks, some missions it just seems fit to
jump in the water and alpha fire on all those nasty Smoke Jags
and stay nice and water-cooled at the same time.
Back when I reviewed Starsiege, I mentioned how
impressed I was with the graphics in it. Well folks, I?ll have to say,
for those of you who thought Starsiege looked good, go play MW3.
The graphics are by far superior in most aspects to SS. Rocket fire
leaves craters in the ground, laser fire scars mechs, explosions are
big and beautiful, and there?s just a stellar amount of detail put
into the modeling of the mechs. Some of the sky textures were just
too cool to look at. Granted the weapon effects aren?t all
spectacular, I was expecting a little bit more interesting laser
effects, but I?m not going to complain in the least bit. The
sparseness of the environment of Starsiege was cold and
unfriendly. MW3, on the other hand, does have buildings and
bridges and the occasional trees that make it a bit warmer. The
environment is interactive as well; you can knock over trees and
walls with your mech and leave the ever-present footprint in the
sand. It also has some varied level design, some being
underground in tunnels, while the majority of the levels are out in
the open. The movies for the game are also well done, although
the intro movie far outshines the rest of the movies. All four of the
campaigns have intro movies to give some background to the
scenario, while a good number of the missions also give movies as
visual enhancements.
Carnage, Carnage, Everywhere! That?s the impression
you?ll get from the sound of MW3. It sounds terrific. Weapons are
convincing, as are the results of your weapons. It has positional
sound so you have good control over your environment just by the
audio. The speech between your various units as well as the
enemy?s constant barrage of smash mouth insults keep the game
lively. Although, I did find it hard to distinguish the speaker at
times, making me wonder if it was my lancemates calling for help
or my enemies. My one major gripe with audio is the lack of
background music. There are two audio tracks on the CD that
make up for a grand total of about six to seven minutes of music.
Come on Microprose, the two tracks on here are quite good for
setting the mood, but why not more?! I feel rather turned off by
listening to the same audio over and over again.
The controls are well done and with a good joystick, you
can be spinning and twisting like crazy blasting away at
everything that comes at you. It is quite playable in a
keyboard/mouse combo, since that?s the way I beat it because I?m
too lazy to hook my stick and throttle back up to my computer. This
does limit the amount of twisting and maneuvering you can do, but
practice lets you get a bit better at it. I do like the ability to change
your views at any given time from a cockpit view to a corner view
to a bird?s eye view. It really shows off the beauty of the mechs in
the external views.
Now Mechwarrior 3 is a hell of a good game, but it still
has its share of flaws. Multiplayer one of my major concerns with it
and I?ll cover that in a short bit. I sometimes experienced this
weird form of clipping when I was near a wall, where I?d suddenly
be high up in the air and fall back down and keep doing this until I
moved away from the wall. Not a real nuisance to play, just more
of an annoying glitch. The AI for the lancemates leaves one to
wonder sometimes as well. You do have a very good command
control for them, which works rather nicely, albeit sometimes hard
to use in heavy combat, but when you?re not ordering them
around, they seem to have some problems thinking for themselves.
Starsiege, in comparison had extremely strong AI that had pretty
much rack up as many kills as I did, if not more.
The gameplay itself also deserves some mentions about
possible suggestions for future games. I would have liked to seen
more a diversity in the missions that would force a player to use a
lighter mech or make use of jump jets for a certain task. MW3
mainly comes down to getting the biggest mechs possible and
fighting it out with the enemy?s assortment of mechs. The missions
do seem a bit to simple and short when compared to some of the
missions seen in MW2 and MW2 Mercs, although cranking up the
difficulty levels do make the game a bit harder, but it doesn?t make
the missions any more detailed. This does leave you feeling a little
disappointed when you beat the game, since it seems a bit too
short. However, if MW3 is successful as MW2, there?s bound to be
some add-ons to beef it up a bit. The instant action mode seems
rather boring. A few more options of play are definitely needed to
spice up the instant action. I also can?t believe they took out the
ability to use Elementals! I used to have so much fun multiplaying
MW2 Mercs in the elementals. The mechs are mostly new designs,
though a handful, like the Annihilator, have carried over from
previous MW?s. I did notice that three or four mechs are almost
identical to MW2 mechs. I not exactly sure why someone chose to
rename the Timber Wolf to the Mad Cat, but that?s not my problem.
I?d also like to see mech configurations actually change the way
the mech looks. Starsiege let weapon changes be visible. I know
the chassis configuration in Mechwarrior are far more advanced
than Starsiege, but ie would still be very cool to see modifications
to your mech.
Since I mentioned my concern about multiplayer, here is
my chance to explain. In my attempts to multiplay Mechwarrior, I
experienced numerous amounts of dropped connections to servers
whether I was hosting or joining. I?m not sure if there was a
problem on my end, although some of my friends also
experienced similar problems. It is relatively fast on a modem
connection once you eventually get the game going, although it?s
definitely better suited for play on a faster connection.
There?s little left to say, except wow! Microprose has
done a damn fine job continuing FASA?s Battletech world so far
and I?m already waiting for some add-ons for it. Now this game
isn?t for the everyday gamer, but will definitely suit all
Mechwarrior fans and if Starsiege wasn?t enough for you,
definitely check MW3 out. I bet it?s already on its way to converting
the masses of Starsiege players over as I speak. While Starsiege
isn?t the only opposition MW3 faces, it?s bound to put up a good
fight against the soon-to-be released Heavy Gear II. Activision
wants some revenge here, so I?m waiting to see how it?ll turn out.
Sure MW3?s a little quirky, and sure not everyone gets a charge
out of manipulating a mech as opposed to a regular FPS, it should
delight anyone that?s interested.
Highs: Superb graphics, good use of movies, great action,
good story, oh... and a body that can TWIST!
Lows: missions are a bit too short, few minor glitches in
various areas, can be too easy or too hard at times, buggy
multiplayer
19/20
14/15
26/30
17/20
4/5
9/10
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Rating
89%
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