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PostPosted: Thu Mar 15, 2012 11:13 am 
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John Walker at Rock, Paper, Shotgun wrote:
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It’s been ten years since the last MechWarrior game. Which seems odd, since the idea of stomping around in giant robots is such a popular one. But now the license has been put in the hands of Piranha Games, and it’s going online, and MechWarrior Online is going free to play. I saw it in action at GDC, so read on for my report.

Piranha aren’t a particularly prolific developer. Their most recent, somewhat inauspicious work, was the console port of Duke Nukem Forever, along with its multiplayer. For their last home-grown game you’re suddenly back in 2002 with the unremarkable Die Hard: Nakatomi Plaza, with various console ports of games along the way. But it was first revealed they were working on a MechWarrior title in 2005. Seven years later and they’re showing something. Thankfully, what they’re showing doesn’t look like something from 2005.

What I saw last week was a CryEngine 3 game featuring exactly what you’d expect from MechWarrior – large, stomping robots shooting at each other. And it felt like enough. (Not the first time we’ve seen mechs in CryEngine, of course, but that’s another story entirely.)

The first glance of the game revealed a highly-detailed cockpit with working instruments that usefully measured various aspects of the game, as well as your own arms and legs as you look around. Piranha say they’re keen to remind the player that they’re a person in a Mech, rather than the Mech itself. Then there’s a HUD on top of that, along with a neat double-crosshaired aiming system. This seemed to work rather well. Each Mech comes equipped with weapons on both arms and shoulders, and each can be fired separately, depending on where you’re facing, and where you’re aiming, with a circle and a cross on screen to let you aim at two enemies at once.

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It won’t be deviating too far from the familiar Mechwarrior template: in 12 v 12 battles, you’ll be clomping around in metal suits varying from 20 to 100 tons, each designed to be useful in their own way. Smaller scout Mechs have been created to be a decent character, well worth playing, able to check out the terrain for other players, while also offering decent defensive capabilities. The idea is to have each type feel worthwhile, and suit a player’s style. And each can be significantly augmented through play, scoring “Efficiency Points”, which can be spent to unlock features, and eventually open new tiers. And importantly, these are something you can’t pay your way to – they’re only earned through playing the game.

The free-to-play elements are designed to work in the “time vs money” way. You cannot buy skill, but you can speed up your time fixing Mechs between battles with cash. And of course there are the vanity purchases, letting you create a custom look for your botsuit if you’re willing to fork out for it.

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As for the persistent world sort of aspect of it, well, players can join Mercenary Units if they’re interested in playing the long game, in which an entire galaxy of planets are there for the taking, and defending. Or the occasional player can ignore all that and just jump into a fight wherever they wish. It seems the 12 v 12 battles will me made up of smaller squads of 3 or 4 players, but exactly how all that works wasn’t clearly explained.

And being a MechWarrior game, heat plays a crucial part in how you balance your fights. Standing in water cools off your Mech, while settings in ice wastelands and deserts will obviously dramatically affect how you maintain those levels. And while they weren’t showing it yet, they’re adding in a new setting for the series – urban maps.

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Being CryEngine 3, it obviously looked very pretty, but I found what I was shown oddly sparse-looking. Set in green-grey valleys, vegetation was at a minimum, and it looked rather flat. However, the Mechs themselves were utterly splendid, and the detail for damage was incredible. Combat looked incredibly meaty, with the metal beasts able to take a lot of brutality from each other before finally falling, excellently detailed as they fell to bits, various parts no longer working.

All this leaves us feeling pretty optimistic about 2012, which is looking like the year of robot combat, what with this, Hawken, and some stuff that isn’t on the PC. Mechwarrior Online is due to go into open beta this Summer, but you can already register your pilot name now, to stop anyone else getting to it first.


Om nom nom nom.

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PostPosted: Thu Mar 15, 2012 11:18 am 
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Interesting. I may check it out.

The last Mechwarrior game I played was..... Mechwarrior. On a blazing fast 286.

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PostPosted: Thu Mar 15, 2012 11:19 am 
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I'll believe it when Harmony Gold declines to file a lawsuit.

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PostPosted: Thu Mar 15, 2012 12:13 pm 
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The lawsuit was filed in 2009; the courts have sided with Harmony Gold frequently enough that Microsoft dropped FASA and the Battletech license.

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PostPosted: Thu Mar 15, 2012 12:14 pm 
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shuyung wrote:
I'll believe it when Harmony Gold declines to file a lawsuit.

Heh. *sigh*

First off, it astounds me that this still goes on. FASA got slapped down on this a decade and a half ago, and continued to actively publish BattleTech for half a dozen years after the decision was handed down. The whole Unseen thing and whatnot -- how do the video game developers keep running afoul of this stuff, or is Harmony Gold just filing frivolous lawsuits against material that's no longer infringing at this point?

In any event, the guys making MechWarrior Online are the same ones who were making MechWarrior 5. When they were posting trailers for that, that's when Harmony Gold most recently made a stink and bullied press into taking down the trailer. Since then, Pirhana games has claimed they had trouble finding a publisher, so they've switched gears into this project, instead. I guess the rationale is that when you're just doing matched online multiplayer, you don't need the same developer budget to write the campaign and AI and whatnot? I dunno.

In any event, the point is, Harmony Gold has already taken their shots at this project 2.5 years ago, and that it's still around and by the same developer suggests to me that it's either been resolved or Harmony Gold was just blustering and has no case. Still, Harmony Gold blustering is probably plenty enough to scare off the publishers, as we've seen.

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PostPosted: Thu Mar 15, 2012 1:06 pm 
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Actually, the courts have never sided with Harmony Gold. The only lawsuits I can find referenced were settled, for undisclosed terms. Microsoft published Mechwarrior 4, and the two MechAssault games. I never heard of Harmony Gold trying to tangle with them over any of those releases. Harmony Gold C&Ds everybody and their brother, but I think they try to stay away from picking fights that could get them beggared. Unfortunately. Here's a pretty decent write-up.

Now, it would be nice if Piranha would cowboy up and head to court against Harmony Gold, but I doubt it will happen. The other option is to strip out the Unseen from the game, which would then not be exactly catering to the original fan base.

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PostPosted: Thu Mar 15, 2012 1:35 pm 
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Hah, I've never played a mech game - after my time, I think. But, that gameplay trailer makes it look pretty fun.

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PostPosted: Thu Mar 15, 2012 1:58 pm 
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That's a fantastic read, Shuyung; and my memory was indeed confusing events and outcomes it seems ...

I guess I kind of stopped caring about Battletech somewhere.

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PostPosted: Thu Mar 15, 2012 9:06 pm 
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I wish Harmony Gold would get their head out of their *** so the other Macross series could get licensed over here... I'd love to have a nice HD copy of Macross Frontier without having to shell out TONS for the import BDs

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PostPosted: Thu Mar 15, 2012 9:10 pm 
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I love how they try to impress a person by showing an Atlas...when you know the best you will get to start is a Raven.

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PostPosted: Thu Mar 15, 2012 9:48 pm 
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Meh. Atlases are kind of overrated, anyways. I've never liked how they looked. I like the somewhat less anthropomorphized ones. Mad Cats, Marauders, etc. are what I like to think of when I think BattleTech/MechWarrior.

Atlases are just **** silly. It's bad enough you put a head on the thing, and paint it like a skull or face... but shoulderpads!? And hands... I leave that **** to anime mechs, and prefer my BattleTech to grow away from those parts.

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PostPosted: Thu Mar 15, 2012 9:54 pm 
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The Shadow Hawk and the Archer where the ones I really loved. I still have my Archer mini somewhere. There is just something special about a mech with two LRM 20's.

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PostPosted: Thu Mar 15, 2012 11:25 pm 
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Madcat Mk II all the way. And Cougars. As an aside, I absolutely loved MechAssault for the Xbox. It was the first console game I ever played online. So much fun, that was. It might just be that console controls made piloting scout mechs easier for me.

I'm liking the idea of having the separate crosshairs. That will go a long way toward the simulator feel, I think - seeing a mech firing lasers at two separate enemies.

Not sure if I'll have the processing power for this though. Hell, I'm barely Crysis-compatible.


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PostPosted: Thu Mar 15, 2012 11:34 pm 
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Oh, and Raell -- as for starting in a Raven; if you read dev interviews, they talk a bunch about being cognizant of establishing good battlefield roles for small mechs so it's not just "bring tonnage to win."

Whether that means you start out small and earn bigger stuff (as in most MechWarrior campaigns), or whether that just means that small vs. heavy is a playstyle preference, I couldn't tell you.

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PostPosted: Fri Mar 16, 2012 3:38 am 
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Yea, a lance of 4 100 ton Mechs would be kinda silly.

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PostPosted: Fri Mar 16, 2012 8:01 am 
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My preferences always ran to the Wolverine or, if I wanted/needed to go heavier, the Victor.

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PostPosted: Fri Mar 16, 2012 10:42 am 
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My favorite tactic to make tons of cash was to take a job where you had to defend a base from a Battlemaster. I'd just purchase a Locust (yep, a Locust) and beeline it right for the mech that was 4x my size.

Once you're at the Battlemaster's kneecap, he can't hit you at all. And since it's a defending mission, he's less concerned about the Locust coming at him and more concerned about blowing up the base.

After that, it's just a matter of blowing his leg out from under him and watching him topple.

Tons and tons o' cash.

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PostPosted: Fri Mar 16, 2012 10:43 am 
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Neksar wrote:
Madcat Mk II all the way.

Yes! What were the wolf ones?

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PostPosted: Fri Mar 16, 2012 10:50 am 
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Hopwin wrote:
Neksar wrote:
Madcat Mk II all the way.

Yes! What were the wolf ones?

Timberwolf. But they're the same thing. Mad Cat is the Inner Sphere name.

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PostPosted: Fri Mar 16, 2012 10:56 am 
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Numbuk wrote:
My favorite tactic to make tons of cash was to take a job where you had to defend a base from a Battlemaster. I'd just purchase a Locust (yep, a Locust) and beeline it right for the mech that was 4x my size.

Once you're at the Battlemaster's kneecap, he can't hit you at all. And since it's a defending mission, he's less concerned about the Locust coming at him and more concerned about blowing up the base.

After that, it's just a matter of blowing his leg out from under him and watching him topple.

Tons and tons o' cash.

Which game was that? The height difference between a Locust and a Battlemaster is only 2 or 3 meters.

Also, it would be nice if physical attacks could be an option. Every so often, you just want to smash a Locust in the cockpit.

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PostPosted: Fri Mar 16, 2012 11:21 am 
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shuyung wrote:
Which game was that? The height difference between a Locust and a Battlemaster is only 2 or 3 meters.

Also, it would be nice if physical attacks could be an option. Every so often, you just want to smash a Locust in the cockpit.


Mechwarrior. No bloody A, B, C, or D.

The 1989 version.

Edit: I am not the only one who remembers putting the ***** on a battlemaster in a locust by sweeping the leg.

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PostPosted: Sun Mar 18, 2012 9:10 pm 
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Looks like that might be fun.

They totally had the wrong music for the video tho, should have been Robot Rock by Daft Punk.


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PostPosted: Thu Aug 16, 2012 1:29 pm 
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Oh, I forgot to mention... Two weeks ago, I broke down and ponied up for a Founder's package. I'd been holding off on the basis that it seemed like a very ambitious project and I wasn't sure I'd be comfortable with the F2P monetization model.

But then I decided, "ah, screw it, I'm going to at least give it a try when it comes out. And if it weren't F2P, I'd consider $30 a bargain for a MW game anyways."

I hadn't even realized that they'd gotten to the point where they were doing the "Founders get instant beta access" thing. So I downloaded it and...

Well, let's just say that if anybody else wants to take a leap of faith and drop $30 on the game to get into beta (since they extended the availability of the Founder's Packs), I'd be most interested to hear it and we would be obliged to play a few drops together. Pretty much anytime. *ahem* And also, I don't think it breaks any NDAs to admit that I upgraded my Founder's Package level pretty much right away.

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PostPosted: Wed Aug 22, 2012 1:01 am 
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Just passing this along since it came in my email: Piranha Games has set a date for when the Founder's Offers will expire. If you want to get one of the Founder's Packages (or upgrade an existing one to a higher tier), you need to do so before Thursday, Sept. 6th.

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PostPosted: Thu Aug 23, 2012 3:43 pm 
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I always preferred the Hellbringer or the Summoner.

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