Showing posts with label retro games. Show all posts
Showing posts with label retro games. Show all posts

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.

Monday, 21 January 2013

Retro Rehash - Blitzkrieg



One of the first things to strike me about Blitzkrieg was it's old school feel. This is in no way a negative point, if anything it endeared me to Nivial Interactive's creation faster than any fancy gimmick or graphics ever could. I still prefer the Risk style campaign maps from the original Total War games for god sake. Much of the draw came from the games relative simplicity.  Sure you fight your way through multiple campaigns and battles but there's nothing else gumming up the works. For such an example of mastication failure I point you to the Men of War series, whose attempts at character guided gameplay are woeful in the extreme. Admittedly this isn't helped by some of the worst voice acting ever committed to audio, but it feels listless all the same. Blitzkrieg gives you the units, the locales and the enemy. The rest is up to you and it's extremely
freeing.

Preparation for battle.


From the campaign screen you're presented with the theatre of combat and the missions available in that area. Many are purely optional but grant you special bonuses which can be pretty handy come the historical engagements. From better artillery pieces to heavier armoured units they can give you the edge you need to reach the next campaign area, whether that be North Africa, the fields of Europe or the vast empty reaches of the Eastern Front. At the beginning of each battle you select your unit composition and move out, perhaps accentuated by extra forces on certain maps but with the core of your army held together by your elite units. These can  gain promotions and as such become far more effective on the battlefield.  By the end of the Allied campaign my artillery had become a force for mass destruction, raising enemy held positions like wrathful and very accurate gods.

Given that there is no resource gathering in Blitzkrieg you have to rely on your own strategic savvy to preserve any operation.  Charging headlong at enemy defences will usually result in a slaughter as hidden anti tank guns and enemy trenches wreak havoc with your forces.  This is where artillery and air power become key for both the spotting and removal of opposition units. From calling in Heinkel bombers to flatten an area to recon planes to spot for your field pieces the use of air power cannot be underestimated.  If anything these two forces in conjunction can win entire battles for you, your tanks and infantry moving into enemy positions all but unopposed.  This is sometimes a little irksome as engagements can devolve into high explosive slanging matches, so it's important to choose your moments to commit your ground troops, usually after a heavy bombardment has exposed a weakness in the enemy line.  Anything else is tantamount to suicide.  Be smart people.

One of the coolest additions Blitzkrieg brings to the table is the ability to lay down defences such as mines, tank traps and trenches to frustrate your opponent. Given that almost everything from bridges to forests are destructible this comes in handy when you need to secure a flank against a counterattack in a decimated area. There's nothing like watching enemy armour flounder against your AT guns and infantry trenches before launching your own into the fray. One of the most important realisations I have had when it comes to Blitzkrieg however, is that it is a game which relies heavily on you to take the reins. It's very easy to dig in and lob shells across the map rather than taking the fight to the enemies front door. Some of this is the failure of the game itself, with ground units feeling too fragile to commit for fear of losing them for no tangible gain. I know I wouldn't attack a village before softening it up with extreme levels of ordinance, but it's a bit frustrating at times when the defenders hold a clear and unexplained advantage. A few times having engaged enemy tanks in the open with my own I've been baffled by the slaughter that has ensued, despite the relative equality or superiority of my own armour. It seems that in trying to make you think your way through problems the designers might have upped the difficulty a little too far, relegating some units to paper tigers in all but name.


Meet the gun line.
Now moving onto more technical issues, hailing from back in 2003 Blitzkrieg's isometric terrain and graphics stand up under modern scrutiny surprisingly well, the shifting weather system being of particular note. There's nothing more inconvenient than a sandstorm invading the map just as your forces advance to evict an enemy anti tank position. The explosions and flashes of guns are credible if not all defining, the explosive crump of artillery being my personal favourite amongst the game's 350 units. It should be noted that not all of these are useful, with infantry demonstrating themselves suited to a defensive role only, although their guns sound convincing even if their effects are negligible.

So what have we learned class? Firstly, that Blitzkrieg requires you to use your noggin. If you don't you'll find yourself frustrated and very, very dead. Secondly, the AI is a little passive but holds a massive advantage in defence. You'll find that some of these advantages shift to you when in the same position, but that the computer is far more effective at employing ground units to punish your lines than you are. I have to say that while this can be annoying it does offer up a real challenge and so should be forgiven in the spirit of cerebral stimulation. And lastly, it's fun, really fun, if you can accept the finite resources and capabilities you're given and use them to out think the enemy. It's particularly rewarding come missions end if you're still in possession of your core units while the German or Allied armour smolders in the background. Blitzkrieg is smart gaming if you want it to be, so give it a go and if it's not for you, there's always Halo Wars.

Thursday, 5 April 2012

Retro Rehash - Future Cop: A Hommage


You know what I think of when I see the police walking the beat? It isn't how they embody our lawful society and all that is good and pure within our democratic system. It isn't even how funny their big hats are. No, it's three words. "Crowd, control, situation." You see, way back in my formative years my family finally bought one of those crazy-fangled Personal Computers and with it came a whole host of new and exciting possibilities, or video games as I came to know them. As such with my pocket money I traveled to Electronic Boutique and purchased the game which most appealed to the mind of an eight year old boy, with a front cover sporting a fiery background and a mech letting loose. As I would come to notice just before I handed over my meager savings, this was Future Cop, and it would change my life. For this was no Mario or simple football game, rendered on my ailing Super Nintendo.  This was violent and positively gleeful in it's execution. By modern standards it's probably fairly antiquated, but back then it was the single greatest discovery of my short life so far.

Not your regular bobby.

In the year 2098 urban warfare is rife, terrorists, drug lords, mutants, cyborgs, they got it. So, it's up to you as X1-Alpha, to serve, protect and perhaps most importantly, survive, while bringing justice in all it's destructive forms to the scum of L.A. Who, might I add, are packing some serious heat. This translates into you choosing your weapons load outs, watching the mission briefs and going to town on whichever organisation has been ignorant enough to warrant your attentions. The level design is fairly linear but enjoys a solid size and variance in styles, from battling your way across Venice Beach to purging the mutant infested hell hole that is La Brea Tar Pits. I'll never forget my first sight of those giant worms, and then vaping them for so offending my senses. It gave me quite the kick.

Let's frak these freaks up!

Putting aside the single player for a moment, Future Cop's multiplayer is deserving of a paragraph all to itself. Precinct Assault is the name of the game and the mission, take over the map by claiming gun turrets and subsidiary bases. Supporting you in this endeavour are helicopter gun ships, hover tanks, flying fortresses and the super heavy dreadnought tanks. The air units primarily defend your base while those on the ground  throw themselves headlong at the enemy defences. It's pretty sweet watching your swarm of helis cut an enemy tank push down to size and even better when it's your opponent in person. Of course, being a lonely child I had to satisfy myself with facing off against the computer's diabolical alter ego, Sky Captain! He was my nemesis, and worst of all had the ability to ply the sky while I trudged across the urban wastelands. To this day I still hear his cries of frustration and crows of victory. Damn him.

Fly my pretties, fly.

Moving onto lighter things, one of my favourite aspects of the game was always the cutscenes. I mean sure they were sometimes kind of childish, but given how seriously mainstream gaming seems to take itself these days a little levity is no bad thing. The voice acting was top notch as was the music, fitting in nicely with the aesthetic of the game. It has been criticised from time to time for it's cheesy dialogue, but I've always thought that part of the charm, much like the early Command and Conquer full motion videos. Hell, X1 even does a pretty sexy dance during the closing credits which I think is hard to beat.  Sadly I couldn't find a video of this online, so you'll have to settle for one badass pistol duel.

Don't mess with this warden.

Looking over Future Cop as a piece of gaming history it wasn't a trailblazer.  It didn't set the bar for mech games, primarily due to it's easy, pick up and play arcade feel. But what it was without doubt, was fun. Watching little sprite people explode in pixilated splatter and formidable war machines go up in smoke after your ministrations is extremely satisfying. It was just exceptionally well executed, from it's near flawless camera control to it's eclectic array of weaponry. There was nothing like dropping a plasma flare on somebody's head and watching it ruin their day. If only Windows 7 would run my beloved, I could do it all again.