Battletech (HBS, 2018)
I've noted before my history for Battletech and my fondness for the setting. It's easy to think of it as just giant robot battles. And... really, there is some truth in that. If you look at the setting and lore, though, it's sci-fi trappings around a story and setting that is a reflection of feudalism (in much the same way I see Star Wars as sci-fi trappings around what is, at its core, fantasy). That's what really gives the unique flavor. Certainly every match/battle is mostly about the giant robot combat, but in-universe, those robots represent the heavily armored mounted knights in the impact they have, the support they require, and their being fielded by wealthy nobles and resourceful mercenaries. So it makes sense that the story in the new Battletech game would involve strive among noble families and a battle to retake a nation. It just plays out over star systems rather than cities.
I think it's fair to say this is the most faithful translation of the tabletop game I've seen in digital form. Crescent Hawk's Inception offered granular control, but didn't really offer customization, variety, or numbers. Crescent Hawk's Revenge added variety and numbers, but at the expense of that find control. The Mechwarrior series provided a lot of detail, but ultimately was about controlling a single mech. I really liked the MechCommander games, which did a good job of customizable unit combat - but that felt a bit "dumbed down."
This game gives precise control of a lance of mechs. It allows customization that matches what I remember from the compendiums, save for the addition of "hardpoints" that limit what types of weapons can be mounted in certain locations of certain mechs and that feels fitting (and gives room for omnimechs to stand out in the future). If also has the financial side of things as a mercenary group modeled pretty well. And while juggling all this leads to a game that's pretty technical, I find myself hard pressed to think of how these things could be done better.
That isn't to say it's perfect as a game. I see some definite flaws that, while they don't detract much form my personal enjoyment, I have to acknowledge. It doesn't feel particularly well optimized, my computer definitely running hotter on it than most games and the game sometimes (usually outside missions, at least) slowing down. There are some deliberately-set pauses and such during combat which chew up a few seconds here and there and make things feel a lot slower than they have to - editing to remove those has helped the experience immensely in my opinion. The learning curve can be a bit rough with an interface that has a lot of information, some of which isn't well explained. I also suspect the financial management aspect will be a drawback to some, as it can lead to a hard game over state. There are a limited number of maps on the semi-random, non-priority missions, which can lead to a repetitious feel. Also, the hard limit of fielding a maximum of 4 controlled mechs (though some missions may have computer-controlled allies) feels confining at times - I could see larger units becoming unwieldy, however, so that makes some sense.
The one thing I really wish I could get in a Battletech game experience is more out-of-the-mech gameplay, strange as that might sound. I find myself craving the ability to go walk around and interact with people, make deals, perhaps even complete some missions one foot. Battlemechs can't go everywhere, after all. Or breaking into a facility to steal a mech by doing more than standing on a tile. I want that, but I also have to admit that would be a very different game mode from mech combat. I can't think of a game off the top of my head that has done that sort of thing very well - a number of FPS games include a vehicle mission or two and there are RPG-ish games that include a battlefield/war mode, one of the game modes tends to suffer. To jump back and forth between FPS/TP adventure and tactical unit combat in a way that feels suitable and rewarding might be asking too much.
Overall, I'm kind of loving it. I haven't finished the campaign, so it could flop hard at the end, but the framework is solid Battletech and I'm enjoying the experience. The game has also managed to drive home (perhaps unintentionally) the value of battlefield intelligence. I find the hardest missions are the ones where I go in blind or situations radically change along the way. If I know what I'm getting into, being outnumbered is often manageable. And overcoming superior enemies (whether in number, tonnage, or both) feels pretty awesome.
I may be looking at the game with some rose-tinted glasses, but it could be my personal game of the year.
I think it's fair to say this is the most faithful translation of the tabletop game I've seen in digital form. Crescent Hawk's Inception offered granular control, but didn't really offer customization, variety, or numbers. Crescent Hawk's Revenge added variety and numbers, but at the expense of that find control. The Mechwarrior series provided a lot of detail, but ultimately was about controlling a single mech. I really liked the MechCommander games, which did a good job of customizable unit combat - but that felt a bit "dumbed down."
This game gives precise control of a lance of mechs. It allows customization that matches what I remember from the compendiums, save for the addition of "hardpoints" that limit what types of weapons can be mounted in certain locations of certain mechs and that feels fitting (and gives room for omnimechs to stand out in the future). If also has the financial side of things as a mercenary group modeled pretty well. And while juggling all this leads to a game that's pretty technical, I find myself hard pressed to think of how these things could be done better.
That isn't to say it's perfect as a game. I see some definite flaws that, while they don't detract much form my personal enjoyment, I have to acknowledge. It doesn't feel particularly well optimized, my computer definitely running hotter on it than most games and the game sometimes (usually outside missions, at least) slowing down. There are some deliberately-set pauses and such during combat which chew up a few seconds here and there and make things feel a lot slower than they have to - editing to remove those has helped the experience immensely in my opinion. The learning curve can be a bit rough with an interface that has a lot of information, some of which isn't well explained. I also suspect the financial management aspect will be a drawback to some, as it can lead to a hard game over state. There are a limited number of maps on the semi-random, non-priority missions, which can lead to a repetitious feel. Also, the hard limit of fielding a maximum of 4 controlled mechs (though some missions may have computer-controlled allies) feels confining at times - I could see larger units becoming unwieldy, however, so that makes some sense.
The one thing I really wish I could get in a Battletech game experience is more out-of-the-mech gameplay, strange as that might sound. I find myself craving the ability to go walk around and interact with people, make deals, perhaps even complete some missions one foot. Battlemechs can't go everywhere, after all. Or breaking into a facility to steal a mech by doing more than standing on a tile. I want that, but I also have to admit that would be a very different game mode from mech combat. I can't think of a game off the top of my head that has done that sort of thing very well - a number of FPS games include a vehicle mission or two and there are RPG-ish games that include a battlefield/war mode, one of the game modes tends to suffer. To jump back and forth between FPS/TP adventure and tactical unit combat in a way that feels suitable and rewarding might be asking too much.
Overall, I'm kind of loving it. I haven't finished the campaign, so it could flop hard at the end, but the framework is solid Battletech and I'm enjoying the experience. The game has also managed to drive home (perhaps unintentionally) the value of battlefield intelligence. I find the hardest missions are the ones where I go in blind or situations radically change along the way. If I know what I'm getting into, being outnumbered is often manageable. And overcoming superior enemies (whether in number, tonnage, or both) feels pretty awesome.
I may be looking at the game with some rose-tinted glasses, but it could be my personal game of the year.
Comments
Post a Comment