BATTLETECH - contact@rockpapershotgun.com (Alec Meer)

battletech-game

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.

(more…)

Apr 24, 2018
BATTLETECH

If, as Sid Meier likes to say, good strategy game design boils down to providing a series of interesting decisions, then what comes next should be a series of interesting consequences. This is where BattleTech excels. Harebrained Schemes has taken the hard sci-fi tabletop game (best known to PC players as the basis of the MechWarrior series) and married it to the XCOM formula in a way that brings out the best qualities of both.

You field a lance of up to four bipedal battlemechs in open-ended, turn-based combat encounters that cover swathes of open terrain. Unlike many of its tactical peers, BattleTech doesn't use a grid—this is a far more granular wargame than most, asking you to pay attention to not just the position of each mech but also its degree of rotation, its speed, and its relationship with its environment.

Here's an example of how this might play out. Taking advantage of the initiative bonus granted to light units, your opponent activates their Jenner skirmish mech and has it sprint into a flanking position along a distant treeline. Moving a longer distance grants it several stacks of the evasion buff, and moving into trees provides cover. In response, you move your Wolverine medium mech into a firing position—but the Jenner's evasive action makes your odds of hitting pretty low.

However, this Wolverine is piloted by a mechwarrior with the Sensor Lock ability, allowing them to forgo shooting to strip two stacks of evasion from the Jenner and reveal them to your other battlemechs. This in turn allows your heavier Trebuchet mech to launch an indirect attack with its long range missiles: the barrage catches the Jenner out, dealing critical damage and blunting the flanking attempt. You've committed two mechs to dealing with what could well be a feint, however, and now your opponent has an opportunity to exploit your new position. Situations like this are the meat of BattleTech as a wargame.

The metal and the meat

The fact that this is a game about vehicles, rather than soldiers, is vital. Mechs take damage based on the precise angle of each assault, with layers of armour protecting specific components, weapons, and ammo housed in one of 11 body segments. You must also consider the heat generated by your weapons, each mech's ability to keep itself cool, and how this relates to your environment: an Orion standing in a river can fire indefinitely, while an Orion standing on an exposed hilltop on a moon with no protective atmosphere will overheat very quickly. There's also stability to consider: take too many successive hits, or a critical strike to the legs, and a mech can fall with potentially devastating consequences.

All of this is driven by the dense internal logic of the BattleTech universe, which spans from the internal workings of each mech to the technology that powers interstellar travel and communication. Becoming a better commander means understanding the exact strengths and weaknesses of each of your combatants. New players will inevitably make mistakes, but with experience comes a gratifying sense of understanding and ultimately mastery. If you've played a MechWarrior or BattleTech game before—if you know your LRMs from your PPCs—then you've already got a head start. It's a testament to Harebrained Schemes' success at adapting the source material that skills developed in very different games are transferable to this one.

The UI has so much information to impart that it can initially seem a little overwhelming, but with time and greater fluency I came to appreciate how much it manages to express with relatively few elements. BattleTech has no undo function for a turn gone awry, so it's vital to know exactly where your mechs will end up after a move, what they'll be able to see, and who can see them—the UI achieves this. There's plenty of detail to dig into, too—while initially you might see a red signature on the long-range scanners and not know what to do about it, with more experience you'll learn to pay attention to the tonnage of the incoming foe, weigh this against your understanding of the various mech types, and plan accordingly.

It's not perfect. Cancelling out of a planned move or attack is unintuitive, and what a given mech can see and shoot at doesn't always align perfectly with the battlefield. The line-of-sight indicator might tell you that you've got an unobstructed shot at an opponent on the other side of a big rock, and in the jankiest edge-cases this'll result in you firing accurately through level geometry. The vital thing is that the targeting indicator is always right, regardless of what your eyes might otherwise be telling you, but this aspect of the tactical game could certainly use a bit more polish.

In the singleplayer campaign, you take the role of a mercenary commander dragged into a war between great houses on the fringe of human civilisation. Your primary objective is not simply to win battles: it's to pay the bills, build up your roster of mechwarriors and battlemechs, and upgrade the ship that carries you from planet to planet. As in XCOM, this strategic layer grants additional significance to each battle you fight. When one of your pilots comes under sustained fire you must consider ejecting them, or risk losing them forever.

BattleTech is a far denser game than XCOM, however, and as such the consequences of both success and failure are more interesting. You might win a battle but lose the arms of one of your best mechs, incurring expensive and lengthy repairs—and potentially a journey to find and replace their rare SRM 6++, a special variant with slightly buffed stability damage. On the other hand you might be hopelessly outmatched in a battle, but if you can score a single objective before retreating then you'll earn a good-faith failure and partial payment. When that payment lets you keep the lights on for another month, running away can feel like a victory in a way that it rarely does in this type of game.

Mercenary life

There's a lengthy, story-driven series of critical path missions to guide you, and while these are ostensibly optional they often come with the best rewards and gate your access to certain game features. I enjoyed the story, but diving into it headlong feels like the right way to play in a manner that undermines the freedom that an open campaign structure purports to offer. Similarly, the campaign's light RPG elements feel underdeveloped. When you create your character you construct their background through a questionnaire, but the choices you make here don't seem to impact very much at all. Likewise, each of your pilots has a series of keywords that define who they are—criminal, soldier, noble, etc—but this never seems to have an influence on battles or the story. These feel like hooks for systems that aren't quite in place yet, and their absence is one of the things holding BattleTech back from all-round excellence.

There can be frustrating moments, too. Every time an otherwise well-positioned mech takes fire, there's a chance that something goes critically wrong. Given how risky each mission can feel, taking that one-in-a-hundred crit that takes one of your best pilots out of action for a month feels pretty bad. The tendency for the AI to focus on exploiting weakness—while smart strategically—can also result in rough situations where waves of hitherto-unseen enemy reinforcements pummel a single mech to pieces before you can do anything about it. The answer is to take as few risks as possible, which is a worthy tactical lesson but slows the game down considerably. In Skirmish mode, where combatants field matched forces, this isn't an issue.

I've got a few concerns about how difficulty varies from mission to mission, too. Noticing some strange spikes—battles that seemed wildly harder or easier than their listed difficulty rating—I tried generating the same battle twice by loading a previous save. The first time, I faced a heavy mech, two medium mechs and a heavy tank supported by a reinforcing lance of mixed heavy and medium mechs. The second time, I faced a squad of four heavy tanks supported by mixed medium and light mech reinforcements. The second version of the same mission—same objective, same payout—was considerably easier. Variance like this encourages the player to load a save rather than live with the consequences of a mission gone south, which is directly contrary to one of BattleTech's most pronounced strengths—the intricate relationship between the outcome of a battle and your overall campaign. There's no 'iron man' mode to force your hand, so it's ultimately on you to respect the negative consequences of a tough fight.

These are inconsistencies in what is otherwise an accomplished and fundamentally sound strategy game. BattleTech's success at making you feel—and want to live with—the interesting consequences of each mission is its greatest achievement, and will hopefully have an influence on other developers working in this genre. Where it fails, it fails because it doesn't fully implement all of its best ideas. Given the quality of what it accomplishes elsewhere, however, that's a good-faith sort of failure.

Note: this review is based on advanced access to an early version of BattleTech. As such, we were unable to gauge the performance of the multiplayer mode in a live environment.

BATTLETECH

BattleTech lore spans over 1,100 years of wars, events, people, and space exploration, from an alternate version of the Cold War era to the far-flung future. Harebrained Schemes' BattleTech is set in the year 3025, a critical epoch where humanity has been in fractious decline due to centuries of continual warfare with no end in sight.

Like many games that come from tabletop beginnings, BattleTech world-building is split between a variety of novels, sourcebooks, and other supplements—enough to satisfy any lorehound for a lifetime. Here's a brief smattering of recommended readings to really get you invested in the universe of BattleTech.

The Warrior Trilogy

(Warrior: En Garde, Warrior: Riposte, Warrior: Coupé)

This series takes place across the 3020's and establishes a number of characters and organizations that become continually important for the BattleTech timeline. Written by Michael A. Stackpole (who also wrote the special novellas released with HBS' BattleTech), these books deal with the political and military machinations taking place in the core of humanity known as the Inner Sphere. There are also awesome mech battles, of course.

The Blood of Kerensky Trilogy

(Lethal Heritage, Blood Legacy, Lost Destiny)

Another era-defining series, these three books capture a picture of the Inner Sphere and its warring Great Houses immediately before the apocalyptic Clan Invasion and their response to the threat of total annihilation. Continuing with the approach of the Warrior trilogy, Stackpole introduces new scions of previous heroes and villains and advances the political landscape. The Clanners and the strangeness of their society and obvious military might are also introduced here.

Illusions of Victory 

A personal favorite, Illusions of Victory skips forward over a decade after the start of the Clan Invasion and centers on the game world of Solaris VII. Solaris is a political microcosm of the rest of the Inner Sphere, and rumblings of civil war within neighboring Great Houses has everyone on edge. This book is notable for its entirely standalone nature, being supported by existing lore but not requiring previous knowledge to become immersed. It's a good sampling of everything the BattleTech universe has to offer in terms of action, suspense, intrigue, and giant robot duels. —Ryan Burrell

Technical Readout: 3025

Nominally a resource for tabletop gameplay stats, TRO 3025 is chock full of lore write-ups and full page illustrations for mechs, vehicles, and even spaceships present in the BattleTech universe. Many of these military assets are downgraded remnants from the glory days of the ancient Star League, with in-world deployment histories and notable pilots. This book established the format for all later Technical Readouts as a mixture of mechanics and storytelling. 

Sarna.net

No article about BattleTech lore would be complete without mentioning the definitive BattleTech wiki, Sarna.net. I made heavy use of Sarna in researching story elements for the BattleTech: Restoration campaign, and it's quickly become one of my favorite resources for deep-diving into the lore and history of the setting. —Andrew McIntosh 

Ryan Burrell is a systems and UI/UX designer at Harebrained Schemes, working primarily on its combat gameplay and MechLab experience. He's been enthralled with BattleTech for over 20 years after grabbing his first Technical Readout at the age of 10. His favorite mech is the appropriately named "Awesome." Andrew McIntosh is the principal writer of BattleTech, and has been writing games for HBS since Shadowrun: Dragonfall. His favorite mech is the humble Urbie, a 30-ton trashcan with an enormous gun and stubby little legs.

Editor's Note: You can find many of these books on Amazon or eBay, although they vary in rarity, format, and corresponding price.

Dota 2 - contact@rockpapershotgun.com (Brendan Caldwell)

This is how Adam will leave us next week. In a truck

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…)

BATTLETECH - contact@rockpapershotgun.com (Alec Meer)

mechwarrior-5-trailer

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…)

BATTLETECH - emmasterakia

Explore the epic tale of how it all began.
Watch the BATTLETECH Intro Cinematic Trailer now.
https://youtu.be/PAGY4UMScyU

PRE-ORDER TODAY: https://pdxint.at/2JP8upI
BATTLETECH

When I first sampled Battletech at last year's Gamescom, I learned, pretty quickly, not to underestimate its Death From Above attack. Both Chris and Evan have since regaled us with hands-on tales of warring mechs and unique internal structures—but I've equally enjoyed learning why Battletech's world is at war. 

To this end, the game's latest trailer is story-focused. Here's franchise creator Jordan Weisman, studio manager Mitch Gitelman and game director Mike McCain on Battletech's civil war, totalitarian regimes, and how players are encouraged to craft their own tales in-game:

Above, Weisman suggests Battletech's overarching narrative helps contextualise its reputation building mechanics, and the ways in which players work for different houses in order to succeed. 

"It’s a wonderful way to get a true, classic Battletech story," says Weisman. "This really opens it up for the player to extend their own story of their mercenary unit, in whichever direction they want to go."

Choose your own path, should you desire, when Battletech lands on April 24.

BATTLETECH - TheLetterZ

We're thrilled to bring you the final installment in their BATTLETECH Basics video series, exploring the games story of noble politics and betrayal among the stars. The first turn-based tactical ‘Mech PC game in over 20 years, BATTLETECH will be available on April 24, 2018.
https://www.youtube.com/watch?v=G_in-YHZ7Ys
“BATTLETECH is Game of Thrones meets Pacific Rim in space,” said Mitch Gitelman, studio manager at Harebrained Schemes. “[Kamea] hires you to do the types of jobs that her standing army can’t do.”

“That is within the context of your larger campaign, of reputation building and working for all the different houses… It’s a wonderful way to get a true, classic BATTLETECH story,” said Jordan Weisman, CEO of Harebrained Schemes and creator the MechWarrior and BATTLETECH universe. “This really opens it up for the player to extend their own story of their mercenary unit, in whichever direction they want to go.”

“It’s knights and nobility, except instead of knights, it’s giant war machines,” said Mike McCain, game director of BATTLETECH.
Pre-order TODAY
BATTLETECH - TheLetterZ

TUNE IN tomorrow as return once more with more BATTLETECH! This week we're stepping into the Mechbay in order to have a closer look at how to put together an effective Lance! Just like last time we're bringing some of the HBS Development crew over video call and streaming from the Paradox Interactive Studio, join us tomorrow at 18:00 CEST at: https://www.twitch.tv/paradoxinteractive
BATTLETECH - TheLetterZ

TUNE IN tomorrow as return once more with more BATTLETECH! This week we're stepping into the Mechbay in order to have a closer look at how to put together an effective Lance! Just like last time we're bringing some of the HBS Development crew over video call and streaming from the Paradox Interactive Studio, join us tomorrow at 18:00 CEST at: https://www.twitch.tv/paradoxinteractive
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