Average User Score: 7.3Sep 25, 2013If X-Wing and Freelancer would have a son, and Macross and Homeworld became a godparents, it would be Strike Suit Zero. A piece of pureIf X-Wing and Freelancer would have a son, and Macross and Homeworld became a godparents, it would be Strike Suit Zero. A piece of pure awesomness arcade space action in a real 3D environment with incredible music and intuitive K+M controls.… Expand
Average User Score: 5.2Sep 17, 2013The story of Overstated Expectations.
When the new Mechwarrior game was announced after almost 12 years discontinuation, It drew alot ofThe story of Overstated Expectations.
When the new Mechwarrior game was announced after almost 12 years discontinuation, It drew alot of attention of all fans of the series arcade simulator mech-combat game based on Battletech tabletop game universe along with Battletech's own fans. That's because developer team declared maximum possible proximity to the tabletop game rules as a goal for a first time of long (since 1989) Mechwarrior games history.
In addition, a lot of features were announced: dynamic global map reflecting outcome of every match, multiple game factions and loyalty/reputation system, first person view only, deep combat roles system, day-to-day matching with universe rich and deep history, and a plethora of other things.
Matched 12 vs.12 combat game mode were chosen as a backbone, with f2p as business model and Cryengine3 for graphics. As a concept it looked near-to-awesome.
Closed beta started with very limited assets available for players four mechs, one map, one 8x8 game mode. Despite multiple stability issues, UI bugs and optimization issues, it was a solid base for a true Mechwarrior game. It had all core mechanics we all loved in MW series: multiple weapons, twisting torsos, separately armored locations etc. Graphics wasn't bad, even without DX11 support and interactive environment, while still far from Crysis level. But even then first problems emerged some tabletop stuff like ranges and weapon parameters weren't perfect for real-time action game, witch caused a lot of imbalance. Mechlab your battle machine customization system turned out to be another balance issue while giving alot of freedom in customization, it became a clear step back from the previous game Mechwarrior 4 in terms of balance and Battletech rules and lore proximity.
With addition of new weapons and equipment, balance issues became more and more crucial, but developers decided to not change the core mechanics, adding some very anti-intuitive and complicated solutions instead. And that's not only about combat mechanics for example, economic system, implying repair and rearming your mech after battles, was completely removed as "unbalanceable".
Combat role system was reduced to a bunch of very simple and totally linear "+N% to something" unlockable perks.
Day-to-day concept also proved itself insolent, because of slow development process, unable to keep in pace with key universe dates event.
Alot of improvement and content were added during Closed and Open betas, such as bugfixing and networking, alot of new mechs and maps, but core game wasn't really improved to the release date: it still offers very limited lobby capabilities (only random matchmaking for individual players and groups), only two no-respawn game modes without any match-to-match connections global map and faction system were postponed too and are not included to the 17th September release along with DirectX11 support, destructable environment. With every new patch game comes further from Mechwarrior and Battletech basics, desperately trying to be playable, but still weighted down by unresolved core mechanic issues. Optimization still is not a bright side too even on minimum graphics settings you'll likely need a quad-core CPU and descent graphic card along with 4gb of RAM.
Now, after game left Beta state, it's very unlikely that small developers team will make a massive overhaul, and a lot of time will be required to achieve announced features, which weren't canceled completely. For now "release" is only a word in the profile.
The bright side, actually, is business model unlike many f2p games, it's definitely not a pay-to-win. Despite players were able to buy premium subscriptions and mech for real money since closed beta, there is no way to receive any ultimate advantages this way.
If you aren't hardcore Battletech/Mechwarrior fan, ready to forgive drawbacks just because you're crazy of mechs, you'd better wait for a moment, when game really will have something more than 12x12 15 minutes matches. There is a chance it will happen, after all.
If you are, you'd better know, that the game world clock stopped just before Clans invasion, so you'll not see some iconic clan mechs of previous games, at least for a while.… Expand