Lets get a bit of background info, shall we? This game is a
strategy game, not unlike Command and Conquer in many
ways. It is based around the popular BattleTech (c) Fasa
universe which is sibling, Mechwarrior, Mechwarrior 2 and the
addons were. I remember downloading the demo to Mech
Commander as soon as it came out and doing my preview on
it. It was a whopping 116megs, which wasn't that bad really
because my connection is better then ok. Still, a demo that is
over 116 megs better have some pretty impressive 3Dfx
enhancements or lots of Full Motion Video (FMV) or it can't be
justified, right? Wrong. The demo had little to no video that I
could find, maybe a smk here and there for a logo, but that
was it. The game itself is a real time strategy game and
although it has been proven possible (Robo Rumble, it is
difficult to incorporate 3Dfx visual enhancements into a playing
surface that is generally top down or isometric view. What was
this game going to be like then? Well...
Of course I had played the demo so I knew what to expect from
the full game, but I was still wowed. Things caught my
attention in the full game that I had never noticed in the demo,
whether or not they were in the demo. The graphics are well
above par for a modern day, non 3D accelerated game. Each
Mech has thousands of frames of animation (I read
approximately 50,000 each, but that might be incorrect.) and it
shows. Being a non 3D game, there is no framerate to worry
about, so really the only difference you'll see between running
this game on a P133 home computer and a P-II 400
powerhouse will be loading times. The robots are all
individually detailed and even show burn marks etc when hit.
Not only were the robots visually impressive, but so was their
surroundings. The game takes place on a single planet, which
you must reclaim from the "Smoke Jaguar Clan" (those familiar
with BattleTech will know who I'm talking about) and the
planet is very lushly detailed with trees, forests, bushes, roads,
stones, hills, valleys, ditches, and every other geographic
object possible. There are different areas to each map, for
instance: you can fight your way through forest (yes, you can
burn down trees) and come across a small town, complete with
bill boards, roads, a strip mall and cars to step on/blow up.
The units actually interact with their surroundings as well. A
Mech can't walk through a forest, obviously, but they can
trundle their way through thinly vegitated land, and when a
Mech walks into a tree, it gets knocked over, and the Mech will
trip up momentarily before regaining its balance. If a Mech is
destroyed, they generally fall over and when its a big enough
unit, there is a loud bang and the ground shakes. Some of the
larger Mechs also leave footprints, but only in earthy grassy
land, not on asphault, which is realistic. When one of your
Mechs gets damaged badly, it leaves a trail of odd footprints
because it will be limping, generally dragging a leg. This
allows enemy Mechs to follow the trail and destroy you, so be
careful! Every single building and object in the Mech
Commander universe is destroyable, from Mechs, to buildings,
to gas tanks, to cars, to people to billboards. Naturally, when
something is destroyed, it explodes which leads me to my next
point; the special effects. As I mentioned earlier, this game
has no 3D acceleration, (you voodoo junkies might want to look
elsewhere if all you're interested in is big billowy puffs of
smoke) however explosions and all the special effects are
dazzling. Every mech can be outfitted with different weapons
layouts and every weapon has a different special effect. It
might be the way the AutoCannons light up the ground directly
under them when they fire, or the way missiles leave an aura
of smoke on the way to their target, or even the lightning bolt
that the PPCs shoot across the ground at your enemy, but they
all have lighting effects that affect their surroundings. The
explosions were very realistically done, and each unit and
weapon will cause a different explosion. Some send sparks
flying, some shoot bits of shrapnel away from the target etc,
but they all can damage your Mechs if they get too close. Even
things like shockwaves occur when you destroy something like
a laser turret. Smoke seems to have some nice transparent
qualities to it, despite the anti 3Dfx nature of the game. One of
the last major points about Mech Commanders graphics I
thought I needed to raise, is the incredibly useful "ZOOM"
function. During actual gameplay, you can zoom in on the
battlefield and watch your Mechs' battle it out up close. This is
where weapons, mechs and terrain looks its best. Zooming
out allows you a better command of a large scale battle seeing
as sometimes you will have up to 12 mechs fighting on your
side alone.
I expected gameplay in Mech Commander to be good, but
nothing special. Again, I was proven wrong. The enemy AI
seems very crafty and they certainly outsmart you at every
chance they get. The missions themselves can get a bit
repetative if you have to replay it over again, but thats not a
big concern because you generally move on quickly, learning
from your mistakes. The weapons in the game have different
abilities, ranges, and powers, and sometimes, depending on
the skill of your MechWarrior and the damage your Mechs have
sustained they will miss hitting their targets. That is another
nice point in the game. Not only do you manage what Mechs
are put in each mission, but you manage your MechWarriors
too. You start the game with 3 Mechs and 3 MechWarriors.
They are all green and rookies. After the first mission, which is
fairly easy, their skills improve, which consist of gunnery,
sensors (how long it takes them to detect enemy units outside
visual range and announce it audibly) etc. They gain
experience as the game progresses and you can hire more
MechWarriors and train them, and also purchase newer more
advanced Mechs. Not only can you purchase Mechs and
weapons but you also salvage some from the field after every
mission, this helps alot when it comes to refitting and repairing
Mechs that were in a heavy scrap heap after finishing the last
mission. The intelligence of your units was a bit questionable.
While in an RTS game, the point is to strategically place your
units yourself, Mech Commander is a bit more action based
then a game such as WarCraft or Command & Conquer, it is a
faster moving game and more guns-blazing-no-guts-no-glory
action. Because of this, you can't constantly be babysitting
every unit when you have 2 Mechs engaging 3 enemy ones, an
APC taking over a prison and an air raid being called in. It
worked out in the end though. The games interface is very
similar to any other RTS, with "status" bar down the right that
has a map in it, controls for attacking ranges, and of course
control for the zoom in-out function. The map can also be
zoomed in and a nice feature was that the status bar could be
retracted by pressing ALT.
I was somewhat disappointed by the sound in
MechCommander. There was nothing 'wrong' with it, but I
found that my units' voices were overly repetitive in making
their victory comments. They were rather unoriginal to, like
"I'm gonna make this one count!" etc etc etc, which made me
think back to the days of GI Joe and other such one line
classics. However, they also say useful things like "I've got a
new sensor contact" which allow you to be warned in advance
of enemy units that you might have missed. The music is
basically the same erie music that you should remember from
Mechwarrior 2. The ingame music was good on the whole, but
it changed too much. When you were just walking to your
target, without engaging it, the music was just normal
MechWarriorish background music but it changes when you
engage an enemy, make a sensor contact, or any other event,
which got very distracting after a while because this is an
action oriented game and lots happens, quickly.
Mech Commander supports 4 different types of gameplay, the
most entertaining of which I think would be Network and
Internet play. I had difficulty playing over the internet with the
tcp/ip connection because you MUST have Mplayer, which isn't
a bad product, but I just didn't feel like going through the
hassle of signing up... It would have been better if they had
made the engine simply direct play tcp/ip, but I am guessing
that they wanted it to almost be advertised at get wider spread
attention. The tcp/ip multiplayer engine isn't bad, it caused no
lag for me, and over an IPX or tcp/ip network, its fine.
In summary, MechCommander is an excellent game, and it
brings together all of the elements that are required in an RTS:
Great graphics, sophisticated gameplay, smart enemies, well
thought out maps and terrain and interesting and varying units
that can be customized. The plot felt kind of tacked on, but
that was just how I felt. If you liked MechWarrior, don't be
afraid of this game because it too is very heavy on the action,
and not as heavy going or overdrawn as some RTS games
have been in the past. In other words, looking for some action
that requires a little brains too? Get MechCommander.
Graphics 20/20
Sound 11/15
Gameplay 23/25
Fun Factor 19/20
Multiplayer Play 4/5
Packaging 5/5
Overall 9/10
Overall: 91%