Mech Warrior 4: Vengeance
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There's been a real effort to weld the game into the Battletech Universe, which includes a long series of books on the "imaginary history" of the Clans, the Inner Sphere, the wars between the empires, and so forth. Some of the earlier games sort of skimmed by this. In other words, the "future history" is well developed.
I like the way the mechlab limits what changes can be made by separating weapons slots into energy, missile, or ballistic. In the past, a mech like a Catapault that is really a mobile missile platform could be rebuilt into anything-- some custom revisions making it entirely unlike the Catapault in the novels. In MW4, you can customize the Catapault but only within the concept of the vehicle. In other words, you can change the types of missiles, and regroup the missiles, but you will have difficulty adding much by way of ballistic weapons (cannons) since the slots just aren't there. This makes mechlab much more like the "real" aspects of battle mechs.
I like the story line and so far-- being 2/3 through the mission progression, I have not met a mission that I could not achieve. A good thing, because the cheat codes simply don't work. They were derived from the free demo version. The final version of MW4 has apparently been altered to invalidate the cheats. This could be a real problem if certain missions were almost impossibly hard, because you can't go on until you accplish the current mission. However, like I say, the missions have not been all that unreasonable.
I do very much like the placement of mech repair stations in a number of the missions so -- after you are shot up -- you can sneak off and get repaired and rearmed. Although sometimes the placement of these repair stations seems a little loony -- in one mission, you are cruising across barren desert for miles, and suddenly, low and behold, there's a repair station just sitting in the middle of nowhere. Not even a road nearby. But heck, I am not that good a gamer, and I appreciate the help.
To bring this to a close-- great game. As I say, I have played all or just about all of the previous mechwarrior series games and I truly believe this is the best.
No tech problems either. I am at the "minimum requirements," but it plays fine for me. No bugs, no glitches.
_Overall: if you haven't played a previous Mechwarrior game, get it. You'll have nothing to be dissapointed in. If you really liked Mechwarrior 3 AND it works on your system, save your money. The only thing this game has going for it is one or two new weapon systems.
MechWarrior 4 fits firmly into the tradition established by its predecessors: you're given a mission and a selection of 'Mechs (40-foot-tall, vaguely anthropomorphic walking tanks) and lancemates to execute it with. Completing missions successfully and nailing the secondary and tertiary objectives nets you more weapons, equipment, and 'Mechs to employ in future missions. Gameplay feels like a slowed-down, cerebral first-person shooter - it's not so simulation-like that it takes half an hour to learn to walk your 'Mech out of the hangar, but even the nimblest, most trigger-happy player will be quickly stymied unless he learns how to think tactically.
Also, as is to be expected, the game inherits many of its various quirks from its granddaddy, the dice-and-miniatures BATTLETECH game. There's the overriding concern with managing your robot's heat disposal - do you spend those extra five tons on more lasers and missiles, or do you add more heat sinks to keep the machine running longer without stalling out? There's the endless indecipherable acronyms for everything - a term like "Clan Ultra LBX AC 20" may accurately represent the real-life military's preoccupation with senseless acronyms, but the term does little to inform players that it refers to what amounts to a really big gun. And then there's the dauntingly large and impossibly convoluted BATTLETECH backstory, which while entertaining to those with the will to suss it all out, leaves everyone else benumbed and without a frame of reference to appreciate most of the goings-on (aside from Stuff Blows Up Real Good, anyway).
So yeah, MW4 carries a lot of baggage. But that's okay, because, all other considerations aside, it's a great big hoot of a game. Graphics this time out are lovely, even given that the game was released in late 2000. Weapon effects are tops - lasers generate groovy light-sourcing, impacting missiles leave obscuring gouts of thick smoke around their targets (which can be useful to effect a quick getaway), and PPC blasts cause your opponent to spark and trail electric arcs. There's a big selection of gorgeously-rendered environments to stomp around in, from lunar wasteland to snowy peaks to swamps to coastal harbor towns. (A welcome addition: the coastal levels let you wade your 'Mech a couple miles out into the water to do battle with enormous oceangoing battleships and cruisers.) Particularly well-done this time are the urban levels, which are finally done correctly to scale and give a nice tingly feeling of paranoia and claustrophobia (you never know when a 100-ton Atlas might come stomping out from behind a building).
Enemy AI this time is generally very good, with enemies using the right weapons at the right ranges, taking cover behind buildings and hills, grabbing the high ground to pound you with long-range missiles and Gauss rounds, etc. Your lancemates are actually people of value this time around, and they really do behave according to their skill profile (the guy who's a crack shot actually opts to snipe, and the girl with a huge score in piloting actually runs rings around her targets, etc.)
What came as a surprise to me was the quality of MW4's story. Previous MechWarrior games too often felt like abstract military exercises, with mission briefings coming to you in blocks of jargon-filled text that too often failed not only to convey a story, but even to be understandable to people not steeped in BATTLETECH lore. While it's true that MW4 employs dodgy full-motion video backed by even dodgier 'actors', the narrative is clean, focused, and perfectly sensible - your lancemates become actual characters rather than collections of statistics, and your enemies are hissable villains rather than abstract bullseyes under your target reticle. It's admirably supported by a lovely musical score that veers between violent, pounding guitar riffs (like most of the music in MW2 and Mercenaries) and swelling orchestral themes.
It's a great game and I give it an unqualified recommendation to anyone with a muscular enough PC.