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MechCommander 2

In a 31st century devastated by war, BattleMechs risk all to put down a rebel uprising on a distant planet

*MechCommander 2
*Windows 95C/98/ME
*Pentium 266 MHz with hardware acceleration, PII 400 without
*64 MB RAM
*400 MB hard disk space
*4X CD-ROM
*DirectX compatible sound card
*MSRP: $54.95

Review by Mark H. Walker

T he BattleTech universe is a universe of war. Without the war, there would be no need for BattleMechs, heavily armored, bipedal weapon platforms. Without BattleMechs there would be no need for BattleTech. Through several iterations of the Mechwarrior simulation/action games, and 1998's MechCommander strategy offering, the story of this war-torn universe has been told to computer gamers. Now Microsoft is adding another chapter to the tale, titled MechCommander 2.

Our Pick: A

This sequel to MechCommander once again thrusts players into the role of a Mech company commander in the 31st century. Gamers control up to 16 BattleMechs as they try to quell a supposed bandit uprising on planet Carver V and fight the good fight against the forces of House Steiner—one of the universe's reigning houses of royalty.

The controlling is real-time, but without the resource management commonly associated with the real-time strategy genre. A set number of Mechs may be taken on each mission. These Mechs, are subsequently ordered about the map and viewed from a floating 3-D camera that may be zoomed, rotated and moved to suit the gamer's fancy. The lack of resource management allows the gamer to concentrate on tactics, and it takes plenty of tactical savvy to complete the missions. In one scenario, enemy Mechs must be destroyed, in another a base captured, in still another terrain scouted and air strikes called in.

In addition to the campaign, the game boasts a robust multiplayer suite. Up to eight players may participate in a variety of multiplayer contests, including Deathmatch, King of the Hill, Capture Base and Last Man Standing.

BattleTech bytes come to life

MechCommander 2 is the game for anyone who has ever wanted to play BattleTech on a computer. No, it isn't turn-based, and neither does it stress heat management, but the tactics, feel and fun are daggone near identical to its boardgame ancestor.

Each Mech and pilot has a distinct personality. Some Mechs are packed with long-range missiles and excel at engaging their enemies from afar, while others deal death in close with short-ranged autocannon. By the same token, the pilots learn new skills as they gain experience. One may specialize in sensor technology, making him or her ideal choice for a fast scout Mech, while another excels in short-range missile strikes.

Hence, upgrading Mechs and keeping pilots alive is a major part of the game. Upgraded parts may be purchased, or, if a commander is really lucky, a defeated Mech may be salvaged in its entirety. Of course, to do that a salvage craft must be called, and to call a salvage craft resource points must be available. These are captured from the enemy resource buildings.

The strategic options are limitless. Mechs may be configured before the mission. Resource points may be used to call in air strikes or repair vehicles. Buildings may be captured, laser turrets assaulted or their controlling HQ captured, which turns the turrets on their former owner. In short, MechCommander 2 offers myriad strategic choices for the gamer. That's what makes it fun.

On the downside, the 3-D graphics are nothing special. In fact, the game's 2-D predecessor looked a wee bit better. However, the voice acting and full-motion-video cutscenes are excellent. Come to think of it, the entire game is excellent. Fans of BattleTech will love this one.

You know, the orders-while-paused feature could have been better, and the graphics could have been prettier, but I still have to jerk myself away from this game every evening or I wouldn't sleep. — Mark

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