
MechWarrior Online
Gameplay - 6.5
Presentation - 7
Story - 4.5
Lifespan - 6
6
Without the Faction mode, the games longevity will inevitably suffer, but I am looking forward to see what Piranha Games has in mind for the title.
MechWarrior Online, Piranha Games’ free-to-play edition to the long running franchise, was officially released on September 17th, 2013. The game allows the player to customize their very own BattleMech, a massive combat vehicle resembling a humanoid form, which they competitively pilot in one of two game modes: assault or conquest.
For new players, the strategic intricacies of the game are nearly unapparent. However, by sticking with the team and utilizing the advantages of the Mech-type you choose, players will get better and the game will become more fun.
Gameplay
The tank-like controls are the fundamental game mechanic the player has to master. In this case, a BattleMech can move its torso independently to its legs, allowing the pilot to aim in a completely different direction than it is moving. The single in-game tutorial introduces the player to the game’s basic controls: from movement and the corresponding throttle options, to the use of the jetpack. The tutorial is set in a very quiet sphere where venturing out-of-bounds will actually destroy your Mech and inhibit you from completing the tutorial.
By selecting the Training Grounds mode, the player can further practice controlling their Mech, but really understanding how the Mech works requires external learning, such as watching a series of thorough YouTube videos or looking for player-made guides. Since the game is based on heavy customization, the Training Grounds are essentially for testing your changes and evaluating your Mech’s performance.
Assault and Conquest are 12v12 matches that require co-operative play to defeat an enemy team. In Assault, a team can win by completing one of two win conditions: capturing the enemy’s base, or killing the entirety of the opposing team. From experience, it seems like players prefer treating this mode like a deathmatch. In Conquest, each team’s objective is to capture and defend multiple points until one of the teams reaches 750 resources. Alternatively, you can also eliminate the enemy team to win the match.
A crucial part of MechWarrior Online is the customization. Participating in Assault or Conquest games will earn the player C-Bills which can be used to purchase Mechs, weapons, or equipment. There are four different types of Mechs: light, medium, heavy and assault, and generally, the different models correspond to different team-play roles. These roles are not predetermined or introduced within the context of the game but naturally, smaller Mechs will be quicker and better for scouting, while heavy Mechs may be used to defend a captured point.
Controlling a MechWarrior is simulation-like in its realism. Its movements are slow while excessive firing will cause the pilot’s Mech to overheat and momentarily shut down. The player can also shift from first or third person perspective. Although first person is generally more fitting, utilizing both viewpoints can be useful as third person can help new players get better acquainted with how the BattleMech moves. The third person mode is controversial in the sense that it infringes upon the simulation, allowing the player to perceive a larger area of sight.
Presentation
The main menu is sorted like a flyer, advertising the newest Mechs and add-ons, featuring news updates, and providing external links to learn the game. To make these advertisements less intrusive, the game could implement in-game brands to promote their products and better the game’s presentation. To further the player’s discomfort, adjusting the video settings will not affect the menu, which currently lacks explanations of the different game modes and customization possibilities.
The vast array of maps differ in terms of obstacles, terrain, time of day, and weather. These factors directly interact with the game’s mechanics. For example, altered types of vision can be selected to accommodate varying conditions. Likewise, BattleMechs are not susceptible to differences in terrain as hills or snow will cause it to move slower. The cold weather also reduces the time it takes for a Mech to cool after firing. As a great duration of each game is spent walking across the map before finally positioning for battle, it is important to vary the surroundings. In this regard, the game accomplishes setting versatility quite well.
The HUD provides the player with information pertaining to the Mech’s physical condition (including its current health and temperature), the layout of weapons, and a compass. In the compass there are two helpful arrows, the top reveals which way the Mech’s torso is facing and the bottom arrow represents the direction of its feet. The first person HUD is generally better during combat as it is easier to aim, and unlike third-person; there is a very viable battlegrid (mini-map). In addition, decor can be purchased in the shops to personal the cockpit, allowing further customization to suit the player’s liking.
Story
In terms of the larger BattleMech universe, there is a story, but it is not incorporated within the sphere of the game. MechWarrior Online has plenty of potential as simply adding missions or a storyline would help orient the player. Following this same thread, the Faction mode (currently not included) will give the player a larger conceptual context and ultimately, give each battle worth, rather than feeling like a mere deathmatch. This mode may just be exactly what the game is missing.
Lifespan
With only two game modes, there is not a lot of variety in gameplay. Most of the player’s time will be spent completing matches in order to collect C-Bills which permit the ultimate customization of his/her Mech. There is a ton of variety and reward in the modification of a Mech that supports the player’s play style, but in order to freely customize, C-Bills are mandatory. Alternatively, to avoid these limitations, Mech Credits can be purchased with real-world currency.