
A couple of days ago, I started BattleTech‘s campaign over from the start. For uninteresting technical reasons I’d had to use a different Steam account when playing it for our BattleTech review, but the savegames wouldn’t then load on my usual account. I’d been fairly frustrated by the turn-based mech combat game’s treacly pace and janky interface, and so didn’t intend on this do-over lasting long. As it happened, I played until I reached where I’d left off in my previous campaign.
It took half the time it had done before, and my blood rarely reached the tempestuous boil that had characterised my broadly unimpressed pre-release experience. And then I kept on playing. I have no current intention of stopping. I am enjoying myself immensely, mostly. BattleTech’s failings very much remain failings, but they’re not the obstacle to happy bot-blasting that they once were. So what changed? (more…)

Perhaps ~~you re~~ the robot? Did you ever think of that, huh? No, it s fine, you re a human, a human who likes the RPS podcast, the Electronic Wireless Show. This week, we’re chatting about our favourite mechanoids, cyberfolk and rust-buckets. Alec likes the robo-ostrich from World of Warcraft, a bird capable of great speed (and good for showing off). Brendan is fond of the abandoned bots of Hackmud, and their tragicomic existence on a humanless earth. Meanwhile, John loves little BUD of Grow Home and his wobbly walking animations.
Speaking of large, bi-pedal machines, we’ve also been playing strategy mech-em-up Battletech. Well, Alec has. He’s been stomping around, slowly firing missiles. But is it any good? (more…)

In my BattleTech review yesterday, I focused on the ways in which Harebrained Schemes’ long-awaited boardgame adaptation sadly wasn’t the big ‘bots at war experience I’d hoped for, but I want to go into more detail about why, as I put it, “I don t think that redemption is impossible.” The tactical core of BattleTech’s fights is fascinating, compelling and uniquely mech-y, even if the glacial pacing and drab presentation drove me spare.

I was perplexed to discover that my partner, also a home-worker, was wearing earplugs as she sat at her computer. There was, for once, none of the thunderous din of new kitchens or loft extensions being built in one of the adjacent terraced houses, and nor was my own PC’s volume set high as I threw stompy tankbots at each other in XCOM-meets-Mechwarrior turn-based strategy game/boardgame adaptation BattleTech. Stony-faced, she informed me that listening to me sporadically bellow “Oh god, it’s so boring>” every few minutes is not terribly conducive to work. I didn’t even know I was doing it.
I don’t like calling things boring. It’s an aggressively dismissive criticism, and often says as much about the accuser as the accused. I’ve returned to BattleTech repeatedly, in different moods and with absolute determination to find the fun in a game made from components I usually thrill to, but I keep winding up in the same place: bored. And then hating myself for feeling that way.

Oh no. Somebody sound the journalists discussing journalism klaxon. Rattle it as loudly and furiously as possible, because the RPS podcast, the Electronic Wireless Show, is talking about how being a critic changes the way we play. Don t blame us, blame listener Aleksei, who sent in the theme as a suggestion. But please also forgive Adam, because it s his last showing on the podcast (he s leaving RPS next week) so he deserves a bit of self-indulgence. (more…)

The summer of Mech, they’ll call this in years to come, when they’ve stopped caring about strict definitions of when a season is. Later this month we get Harebrained Schemes’ healthily-Kickstarted XCOM-meets-Mechwarrior affair Battletech, and then towards the end of 2018 we return to a first-person, real-time view of that big, stompy world, with MechWarrior 5: Mercenaries.
It’s a bit of an unknown quantity right now, given devs Piranha Games’ last crack of the ambulatory tanks whip was 2012’s unlovely (but still live) MechWarrior Online. MW5 will return the series to its singleplayer roots, and its latest attempt to win back the hearts of jaded MW fans is to show us how much stuff we get to smash, stomp, crush, bash, decimate and so forth. (more…)

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.