Wednesday, 10 February 2016

Retro Rehash - Die Clanner! MechCommander Review



Like most people living here in the West I am party to the glitz and glamour of the First World.  Champagne, caviar, murdering the occasional prostitute and passing off the storage locker in which I keep their remains as a business expense.  Yet, the greatest example of my bourgeois pride is undoubtedly my Steam account, with its 248 games and backlog so mountainous it contends with Snowden for Britain’s highest peak.  So, of course, I’m here to talk about MechCommander, a now freeware RTS that you can download for nothing off the web.  To those reading in less developed nations you have just pinpointed the weakness in our soft, consumerist underbelly; but before the proles of the world rise up and cast our wasteful asses into the sea let’s wax lyrical about giant robots doing battle across the stars.
         
For those of you born after the great PC revolution that sowed the seeds of all video game greatness (this may be revisionist history), there used to be this little table top game called Battle Tech.  Set in a universe of warring houses, political intrigues and galactic conquest it demanded the use of miniatures, dice and hours of commitment.  Luckily, the good fellows over at FASA Studios (may they rest in peace) recognised that even humble folks like myself needed to exercise generalship over an elite cadre of Battle Mechs in pursuit of ultimate victory, sometimes.  And in 1998 they delivered the dream of every layman out there with the first MechCommander.
               
Battle Tech has a rich backstory which I encourage you to look into; unlike many other sci-fi universes it hasn’t fallen to the predations of money making and general enfeeblement that typifies much of Games Workshop’s and Star Wars fair.  MechCommander opens with the invasion of the planet Port Arthur, currently held by the forces of Clan Smoke Jaguar and follows your war of liberation from start to finish.  It’s worth noting that for the diehard fans out there MechCommander is a great addition to the lore, fleshing out the backstory to the reformation of the Star League and retaliation following the original Clan Invasion.  While for the uninitiated it offers a perfect backdrop for shooty, shooty fun with substance, thereby catering for everyone.  The intro is full motion video gold and much like Wing Commander shows how FMV’s should be used.  While the acting isn’t perfect it’s better than most and adds a dramatic flair to the proceedings that traditional computer rendered video just couldn’t match.  If you doubt it, check it out below.


                            
Following the model of a squad based combat system whereby you enter into each mission with a specified drop weight limit, each ‘Mech and pilot you lose can have a catastrophic knock on effect further down the line.  Of the two, the latter is typically more difficult to replace, for as each mission goes by those same pilots gain valuable skill improvements in areas like gunnery and sensor management, eventually achieving veterancy status.  As such, you end up with a core group of elites capable of handling the heaviest and deadliest of your war machines.  Their deaths are therefore cause for genuine mourning as your lance is accordingly diminished by their loss.  When losing ‘Mechs however, it’s all about what you can salvage from the battlefield and hock between missions. Whether that be the battle damaged steed of a former opponent or from numerous enemy caches scattered around the combat zone.  Everything adds up, with you typically choosing the choicest pieces of hardware for yourself, selling the rest to turn a profit and reinvesting in new weapons, pilots and ‘Mechs along the way.  Although it must be noted that while I’ve had units taken down (usually by prestigious amounts of weapons fire) I’ve almost always salvaged what I’ve lost, leading to a rather low attrition rate in my mechanised death machines.  Therefore, once the maintenance crews finished scraping the remains of the last occupant from between the dashboard they were ready to be forced back into the fight.
                                            
This is in no way to suggest that the game is easy, with creating the right mixture of ‘Mechs and loadouts to complete mission objectives sometimes being an empirical process.  I reloaded… a lot and given that you can only save between drops it can really eat up the time and be a tad frustrating.  Especially when you get almost to the end of a mission and run into, say, a Madcat. Are you ambushing multiple convoys?  In which case compact firepower and fast ‘Mechs are your best friend.  Or are you holding a forward base against staggering odds?  Your only hope being your heavies, with thick armour and overwhelming ordinance.  There are also a variety of limited special abilities such as artillery strikes (both large and small) and sensor probes, which accentuate your overall capabilities. These are allotted during your mission brief and cannot be changed.  There’s nothing quite like maneuvering an enemy vehicle into your kill zone and bringing the rain.  Add to this the addition of support like minelayers and scout vehicles and you can really have some fun figuring out the best way to meet your objectives.

                                                     
When looking at MechCommander I’m filled with a certain nostalgia, partially from the use of FMV’s but also the general feel of the game.  It’s been a good while since I played a new RTS of the same calibre that also made me feel like I was part of a real universe, that was truly immersive.  MechCommander achieves this in a variety of ways, from each set of missions being broken up into separate “operations” and the fact that while you’re the invading force, your enemy still outclasses you in a fair fight.  Clan ‘Mechs are where the action is at, trust me.  This, coupled with the variety of mission types and complexity makes you rely on outwitting your opponent as much as outfighting them.  The feeling you get bringing down a Catapult heavy packed with LRM’s (Long Range Missiles) up close and personal is hard to beat.  It was like watching a pack of dire wolves bring down an oliphaunt.  Most importantly of course, it’s free and will cost you nothing to try.  At best it might introduce you to a new and interesting sci-fi universe; at worst you’ll be unable to get it working and be out ten minutes.  But since this can easily be avoided by just copying all the game files into a folder and running the game from there, I doubt it.

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