MechWarrior 5's career mode has me longing for BattleTech's charm | PC Gamer - saylorsansion
MechWarrior 5's career mode has Pine Tree State hungriness for BattleTech's spell
I had in high spirits hopes for MechWarrior 5's Heroes of the Inner Sphere DLC. A straight-up mercenary mode, bringing your own outfit through a war-divided galaxy, utterly detached from the base game's lustreless chronicle mode? Septet recently mech chassis, including special obscure "Hero Mechs" scattered across the galaxy? Sign me up, commander, I'm in.
It's probably non a good sign, then, that less than an hour into MW5's new career mode I'd already constitute myself reinstalling 2018's BattleTech rather.
As the resident mech adept (mechspert?) on stave, I was quietly discomfited with 2019's MechWarrior 5. Put on't get Maine wrong—everything Jon said in his MW5 review still stands as far as the game being a internecine good stompy robot sim. It feels nice to lob an Alternating current/10 round into the plunk for of a fleeing, 35-gross ton Jenner scout and watch it explode like a splattered mosquito. Mech combat remains remarkable and pugilistic, the infrequent video game enemy that can lose a literal arm or a leg and still kill you. In fact, MW5's combat may have gotten better, with some AI improvements (like jump-jetting enemies) and crossplay on tap.
But coming 18 years later on the last singleplayer MechWarrior title, MW5 felt shockingly dated in its story modal value. The game feels cragfast in the '90s, roughness you as a unreal commandant named (I shit you not) A. E. W. Mason, pursuing a by-the-numbers revenge quest. There's a sense that Piranha is calling vertebral column to the pulp sci-fi attitude of MechWarrior's blossom, a series that produced rafts of paperback novels, merely information technology totally just fell a trifle too multidimensional.
It didn't help, of course, that MW5 was preceded by Foolish Schemes' phenomenal BattleTech—a plot that, beyond being a stellar tactics sim, matt-up like a whole new direction for the setting. A hand-painted space opera whose opening cutscene paints a world of feudal mud-and-lasers drama with more flair than MW5's exhibition dump ever could.
MW5's campaign was similarly built into a robust management sim, though, which had you make out-deep in the cash in hand and contracts of an celestial body robot-punching firm. On paper, the two games are identical—but MechWarrior is simply lost all the interstitial events and character moments that made BattleTech's jumpship flavour like base.
In cutting forth from Nik's Cavaliers, I'd hoped MW5 would at long last subdue this dispassionateness. The DLC promised to let you start your own worldly-minded company, put across loose along the galaxy to lead your bell ringer as ruthless pirates, state-backed guns or heroes-for-hire.
As a way to cut about the galaxy smashing mechs, it's fine. It works. But there's a bare minimum of character to proceedings. James Neville Mason has been replaced with "The Commander", a voiceless, anonymous lead who is nevertheless always referred to with he/him pronouns. There are maybe a fractional-dozen badges to pick from when founding your company, and a galaxy of unmemorable freelance pilots to fill out it with.
Here's the thing. Battletech also got its own floor-autonomous career mode well after found—but developer HBS made your send off find real and lived-in. Your knackered old ship will break down, taking a toll not only connected your repair rate but the overall mood of the crew. Your pilots will throw parties, play salamander, or pull stunts in 'tween-mission dialogue events. These events were presented simply—text with some accompanying 2D art—but they provided indispensable downtime and tempo against BattleTech's 40-plus-hour procedurally-generated press, which understandably sent you on missions with similar objectives.
And thanks to those little vignettes, I commend virtually every pilot I've served with, from my quirky PPC expert Glitch to the stubborn Behemoth, whose sudden death at the work force of a Kyphosis waylay caused me to audibly call out. Last I logged in, a crush represented how one of my pilots (a real daredevil named Archangel) was properly shaken up by a tough fight we'd just had.
In MechWarrior 5, my pilots are a bunch of hammed-up voices to stuff in an Bradypus tridactylus-controlled mech, without even a callsign to remember them by. They'rhenium serviceable, but they're non memorable. And that's the crux of it, ISN't it? In Battletech, my career style built a level—whether that was losing a pilot, clutching a commission or fashioning tough financial calls. In MW5, I mostly just feel like I'm acting instant action with a budget.
Heroes of the Inner Sphere does, at least, tidy up a few of my other frustrations with MW5. Maps are forthwith less visibly procedural, no longer belief like a tiled board of terrain prefabs. And the DLC does boasting a number of new story threads, with quests to take back perfect special "Heroes" with overpowered mechs and a number of career paths to descend.
Perhaps, down the road, Heroes of the Inner Sphere really does get good. What the game still needs at this level is a layer of presentation that makes each closure on your travel finished the Inner Sphere easier to remember, and storytelling that adds meaning to the downtime in-between.
Source: https://www.pcgamer.com/mechwarrior-5s-career-mode-has-me-longing-for-battletechs-charm/
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