
Whirr-stomp. That’s the noise a big stompy mech makes as it patrols the battlefield. It’s entirely dissimilar to the pitter-patter my heart makes when I finally see a release date for BattleTech, the turn-based tactical MechWarrior game from Harebrained Schemes and Paradox. I’ve been waiting for this one for a long time – not just the years it’s actually been in development, but the preceding decades when the world stubbornly refused to give me a BattleTech game that didn’t strap me into the cockpit rather than letting me do what I do best: backseat drive, well out of harm’s way.
BattleTech, with its splendid combat and intriguing merc-management campaign, will be out on April 24th.

BattleTech is the game in which giant mechs punch each other until their limbs fall off and the pilots inside those mechs boil to death. It’s out next month and I’m very excited, having already spent quite a lot of time stomping about in superb turn-based skirmishes. It looks great, it plays great, all is well. Except…what about the dynamic campaign? Will it have enough menus and financial reports to really make my heart sing?
Clashes between clans in control of hulking great war machines are all well and good, but I’m here for the cashflow as well as the combat. I’m very pleased that the latest video to emerge shows lots of menus, as well as random events like pilots getting into punch-ups, bored during the long-haul trips from one planet to the next. It really is a mech management game underneath all that shiny chrome and delicious scrapping. Praise be.

The turn-based tactical MechWarrior-o-rama BattleTech will launch in April, publishers Paradox announced today. When in April? That’d be telling. But at some point. Our Adam called it “the mech game I’ve always wanted” when he played a preview version almost a year ago, so it’s nice we’ll soon get to see what the robofuss is about. We’ll have to mech up for lost time. Mech. MECH. MAKE. On the subject of explaining things, a new video series has started with some Harebrained Schemes fellas (including BattleTech co-creator Jordan Weisman) explaining a bit about how the game works: (more…)

It’s odd to think of Mickey Mouse while ordering a giant robot to rip another robot’s arms off, but in the words of its creator Jordan Weisman, Battletech is kind of like Walt Disney’s Tomorrowland. Opened in 1955, the park was an homage to the march of science that inevitably struggled to keep up. Its present-day incarnations are a bizarre mishmash of the vintage, the cutting edge and the merely obsolete, Flash Gordon-brand retro colliding with touchscreens and VR. Similarly, Battletech is a vision of human history up to the 31st century that began life as a table-top strategy game in 1984, made up of once-outlandish concepts such as artificial muscles that now seem positively quaint.
The series wears its age more gracefully than Tomorrowland, however, because its campaign is as much about obsolescence and forgetfulness as the far future a re-imagining of the fall of the Roman Empire and ensuing dark age that rebuts the concept of history as a steady, linear advance. It’s a solid footing for a strategy sim in the vein of Total War, comparable to Warhammer 40K’s Imperium but less, well, preposterous, though I still think the turn-based battle system Adam sampled in June is Battletech’s strongest asset.

The turn-based tactical BattleTech [official site] “is the mech game I’ve always wanted”, our Adam declared after playing a bit. “It’s likely to be one of my favourite games of 2017,” he said. Well then. Let’s blame him for flipping well jinxing it, as BattleTech is now delayed. It was due later this year but is instead now pushed into some time in “early 2018”. Why the delay? The people making BattleTech — Shadowrun Returns devs Harebrained Schemes — say it’s to make the game good, yeah? (more…)

BattleTech [official site] finally brings mechs and mercs back to their turn-based tactical roots, and if the combat is backed by a worthy campaign mode, it’s likely to be one of my favourite games of 2017. I’ve only played the skirmish mode, against AI opponents, so I can’t assess the quality of the campaign. But the actual mech clashes are absolutely glorious, and as spectacular as any turn-based battles I’ve ever seen.

At the Paradox Convention 2017, the strategy game developer/publisher announced that they would be working with Harebrained Schemes as publisher of Battletech, the turn-based squad level tactical mech game that was an instant Kickstarter success in 2015. We’ve already spoken to the developers in-depth but this weekend will be our first chance to play, and I’ll be speaking to BattleTech creator Jordan Weisman about the collaboration with Paradox and the game itself.