BATTLETECH

Shadowrun and Battletech studio Harebrained Schemes is now a part of Paradox Interactive, which announced today that it was acquired by the developer in total for $7.5 million plus a percentage of earnings over the next five years. Harebrained "will continue to operate with its own internal management and creative teams," Paradox said, "designing and developing the games that have earned them their outstanding reputation." 

Paradox's publishing partnership on Battletech, Harebrained's most recent game, was "a fantastic collaboration," Paradox CEO Fredrik Wester said. "Harebrained Schemes have proven themselves as a world-class studio with a very talented team within a genre where Paradox wants to be present. In addition, we really like the studio, the people who run it, and their games; these are all absolute hard criteria for us in any acquisition." 

Paradox will handle Harebrained's finances, marketing, PR, and distribution going forward, while the studio will "have the freedom to creative direct our games and build our player experiences." Future Harebrained projects will have to be approved by Paradox's publishing processes, however. 

Harebrained CEO Jordan Weisman said the growth of the studio and the "noise" of the marketplace prompted the studio to seek out a permanent publishing partner "that could provide us the financial stability and marketing expertise that would allow us focus on what we love doing—making great games and stories." Experience with the Paradox fan base after the release of Battletech was also a factor in the decision, president Mitch Gitelman added, saying, "The fit just works." 

Paradox said it plans to continue support for Battletech with future updates and additional content, solidifying comments about possible future expansions made by Harebrained in May. The studio has also begun "concept development" for an entirely new project. 

Shadowrun: Hong Kong - Extended Edition - contact@rockpapershotgun.com (Alice O'Connor)

Paradox Interactive have announced they are buying Harebrained Schemes, expanding their power as the heavyweight champ of traditional PC gaming. Y’know, Paradox, the Swedish mob who make games including Crusader Kings II and Stellaris as well as publishing loads more. And y’know, Harebrained Schemes, the American studio behind Shadowrun and BattleTech – and which was co-founded by a fella who helped create those tabletop worlds, Jordan Weisman. Paradox published BattleTech and evidently they got on so well they want to tie the knot. It sounds like the plan is for Harebrained to continue as before, including making more BattleTech, only now with more security. (more…)

BATTLETECH - contact@rockpapershotgun.com (Alec Meer)

battletech-speed

I’ve been on something of an emotional journey with Harebrained Schemes’ turn-based mech combat game, BattleTech. I was turned off by its unusually slow animation speeds and drawn-out wars of attrition during my first dozen-odd hours of play, but a combination of speed-up mods and deepening understanding of rules the game itself did not take the time to explain saw me fall ever-deeper in love with it. Many people, especially fans of its tabletop source material, adored BattleTech from the get-go, but others expressed similar concerns to me about its pacing – and soon enough the developers announced that their forthcoming first major update would offer new, official speed-tweaking options.

So, I bounced a few questions off BattleTech game director Mike McCain and ended up with some candid answers about exactly what we can expect from those options, the original design intentions behind the game’s languid pace, how the team feel about it being altered by mods and why they’d “love to improve on” how BattleTech currently explains how to best take down a giant killing machine. (more…)

BATTLETECH

A new BattleTech mod out this week condenses the mech strategy game's lengthy campaign down to a bite-size maximum of eight hours by giving you a 120-day time limit to build up your fleet and reach the campaign finale. If you die in the process, that's it: game over.

It's inspired by FTL, which means the star map that you play on will be randomised each time, and will be a lot smaller than the base game's map. The idea of fighting through seven hours only to fail at the last sounds daunting, so it's not for the faint-hearted, especially as every faction in the game will dislike you from the start.

A revamped XP system will encourage you to specialise your mechs more than you normally would, so expect to make tough choices about what equipment to bolt onto each one. 

To help speed up progress, you'll get more salvage at the end of missions, and you're more likely to find rare weapons. You'll also start with the Argo, a ship you only usually unlock later in the campaign.

Modder Delta Angelfire plans to add a barebones story, randomised final encounters and tweaked skill trees in the future.

If you fancy it, here's the Nexus page, where you'll find full installation instructions. 

BATTLETECH - contact@rockpapershotgun.com (Dominic Tarason)

Battletech

Stompy-bot management sim BattleTech may not technically have native mod support, but developers Harebrained Schemes aren’t so proud as to keep all their data under lock and key. Realising that folks would want to poke around inside the guts of their latest game, they left much of its file structure open and human-editable.

One of the nicer little mods to come from this is Unlock Full Map After Obtaining The Argo, which is a very boring name but does just what it says on the tin. Ideal for the mercenary captain that would rather leave the main story behind and go freelance for a while.

(more…)

BATTLETECH

Scrappy mech game BattleTech is one of the best PC games you can play right now, but some players might feel its star map—which opens up gradually throughout the campaign—is too restrictive. A mod released this week changes that, opening up the entire map early in the campaign.

You'll still need to play a few hours to unlock it, completing the tense Liberation of Weldry campaign mission. But after that, you'll be free to roam around every star system, taking on contracts wherever you fancy.

The game's campaign is fun, but I prefer the feeling of being a freelance mercenary, earning money through contracts to balance the books and pay wages while building up my fleet of mechs. This mod should play into that fantasy by giving you more freedom to play the way you want.

You can download the mod, and find instructions for installing it, on its Nexus page. For it to work, you'll also need to grab the BattleTech mod loader and ModTek.

ABZU - contact@rockpapershotgun.com (Brendan Caldwell)

podcast-dadcast

The dadification of games continues. So we re going full Dad this week on the RPS podcast, the Electronic Wireless Show, as we ve been asked to talk about the games we play with our children.

Alec s daughter is excited by the unlockable characters in Rayman Legends (and she s also strangely fascinated by Battletech). John s son is a bit younger and likes to watch his dad diving in Abzu and Subnautica (but also manages to sneak glimpses of God of War s quiet moments on the TV naughty!). Brendan doesn t have children, only a cat. She can t stand games and thinks they are a waste of time. (more…)

Counter-Strike 2 - contact@rockpapershotgun.com (Alice O'Connor)

Hullo! John is preoccupied with wizards right now, so I’m taking over for the rundown of last week’s top ten on Steam. It was an interesting week, bringing back some welcome old games and slamming in some shiny new ones. Largely, it’s all about robots and survival.

(more…)

BATTLETECH

Not only is it a bank holiday here in the UK today, it's sunny up and down the country. And what better way to celebrate our brief window of summertime, wherever you are in the world, than by staying indoors and indulging in discounted videogames? Fanatical's May Madness sale is underway, and brings with it a selection of daily deals from now through May 20, 2018. 

As noted in the headline above, today's special offers include Harebrained Schemes' mech brawler Battletech, which is on sale for £29.74/your regional equivalent with a 15 percent discount. Studio MDHR's brilliantly animated and uber-challenging boss fighter Cuphead, on the other hand, comes in at £12.74 with 15 percent off. And the Irregular Corporation's PC building sim—the aptly-named PC Building Simulator—costs £13.49, ten percent less is recommended retail value. 

Elsewhere, Lords of the Fallen Game of the Year Edition has a whopping 80 percent discount and will set you back £4.79—while Fanatical's daily Star Deal sees the Tropico 5 Complete Collection on sale for £3.39, with 89 percent off its RRP.

Add voucher code MAY10 when checking out to receive a further ten percent off everything mentioned above, bar the Star Deal.

Check out Fanatical's May Madness sale in full over here

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info.

BATTLETECH

Following Chris' enthusiastic BattleTech review, Evan sits down with Harebrained Schemes' Mitch Gitelman and Mike McCain to talk about the game's reception, incoming bug fixes, and what the studio might explore in future expansions.

PC Gamer: BattleTech's been out for a little more than a week. How do you guys feel? 

Mitch Gitelman, studio co-founder: Our heads and our hearts are full. Put it that way. [laughs] We’re not relaxed, I’ll tell you that much. We’re not sitting down and smoking cigars and high-fiving each other.

Mike McCain, game director: Yeah. Launch is always a roller-coaster of emotions. The number one thing, though, is just that there’s a sense of accomplishment, and there’s a sense of—

MG: Duty!

MM: Reward? All the incredible stories people are sharing, it’s incredibly fulfilling. And then there’s a sense of duty, a sense of what’s next. How are we going to keep on building on the success? That’s been the arc of our journey over the last week, culminating with that Kickstarter update. All right, we’ve been working on this game for two and a half years. It’s out there and it’s amazing. We’re hearing a lot about what was done well and we’re hearing a lot about the places where people do still have some feedback. We’ve been synthesizing that, and now we’re jumping back into the fray with a rich plan for what’s next.

I think some folks have this perception that you ship a game and everybody goes on vacation.

MG: Yeah, no. 

The way we describe it internally is we just ran a marathon to get to the starting gate. And now, finally, we can start in earnest, growing this thing from the platform that we built.

How do you feel about the commercial performance of the game so far, and the critical reception?

MM: We’re happy with both.

MG: Yeah, yeah. Relieved.

Would you say it’s performed to your expectations so far?

MM: Yeah, definitely, without a doubt.

MG: Without equivocation.

One of the vocal, minority reactions to BattleTech's release centered around a microscopic element of the game—the ability to select a gender pronoun during character creation. Right now, of 1,023 negative reviews on Steam, 47 mention "gender," and 60 mention "politics." What was the reaction within the studio as you were seeing players with very low playtime negatively review BattleTech for such a tiny feature?

MG: We only have one on-the-record answer to that. Internally, what we say to each other is, our work speaks for itself, right? And that’s that. Our only public statement is, we believe that… we make great games that are welcoming to everyone. Our character creation system just reflects that belief. That’s it. And that’s it. 

How many people made BattleTech?

MM: Average team size, if I had to pinpoint it in the middle somewhere, was around 30. We peaked at almost 45 people in the final stretch of development. But starting out it was just a few of us on preproduction, and then a core team of maybe 10 or 12 people that were working on the initial prototypes and establishing the framework of the game. Over two and a half years we’ve scaled from that small initial team up to, I think, probably still about 45 people here right now.

Any first expansion we put out will not be, "We re advancing the timeline and here s the Clans now!"

Mike McCain

Some players have been experiencing crashes and performance issues, which you mention as a top priority in your post-launch roadmap. Do you have a grip on what was causing those issues?

MM: We do now, yeah. It took a few days and some long nights from some of our developers here. We see that stuff happen and there’s a strong emotional reaction. Nobody wants somebody to not be able to play or have a good experience with our work.

MG: The team here is focused less on the bug and less on the game than on the people that they’re hurting. You know what I mean? The people that are hurt. They’re really focused on solving problems for people, which makes it really cool to work here.

MM: That said, it is a small percentage of people that are experiencing a combination of hardware and software compatibility issues, primarily. We have a couple of leads and a patch that we’ll be likely putting out. We just put our first patch out yesterday. We’ll likely have a new public beta patch coming out [Thursday] or [Friday]. The way we do that is we put it out to a beta branch on Steam first, so that people experiencing issues can hop in. This next patch, we believe, has a fix for some of the video player crashes that people have been experiencing. We’re hopeful to continue improving that for the people that are experiencing issues, and obviously we’re continuing to provide a great experience for everyone else who’s been playing.

MG: Like we said in the update, that’s number one. Nothing else matters to us right now besides smoothing that experience for people.

Another thing that some people have noticed is that BattleTech seems to work their GPUs harder than expected. 

MM: That one, also, we’re pretty confident is hardware-specific. We’re still working to triangulate a little more within that. We’ve been talking to Nvidia about it. That’s not to say they’re to blame, just that we’re investigating.

MG: We’re aligned in our goals.

MM: Again, it’s specific to some users. We’re also looking at—this next patch will push some memory usage optimization as well. Some improvements there.

Outside of the technical stuff, one of the other conversations around the game has been difficulty. You addressed this in your most recent update, talking about options and managing difficulty spikes. What to you represents undesirable difficulty in BattleTech right now that you want to fix?

MM: When it feels unfair and poorly communicated. When we talk about spikes, we’re talking about outliers to the intended curve and variance of that curve. We’re not looking to create [a situation where] I see a two and a half skull contract and I know exactly how challenging that will be. Some of that variance is exciting. That lends to the drama. "I scored big on this mission or I had to retreat from this mission." 

But there are a few issues we’ve had. Either we’re not properly communicating when reinforcements arrive, or every now and then there’s some bugs in that system too. We’re investigating the outliers where it doesn’t feel like part of the intentional difficulty of the experience we want to provide.

Speaking for myself, it's a double-edged sword. Sometimes I roll into a mission all cocky like, "I can use my B-team on this one and use it as an opportunity to level them up, it’s two skulls, whatever." And then I’m getting owned by Demolishers, PPC Carriers, assault mechs. "Oh god, I have to find a way out of this. Maybe I have to withdraw."

MG: The way I think of it, if it tends to make players feel like it’s a bug, or it makes enough players feel like it’s a bug—

MM: Then it’s a bug.

MG: It doesn’t really matter whether it’s officially a bug or not. That’s the kind of stuff we’re trying to fix. If it felt like an intentional surprise, then that’s a big success. 

The goal from the start was to bring the BattleTech universe to life in a way that did not require prior knowledge of the lore.

Mike McCain

Will we see an ironman setting among the new difficulty levels?

MM: Yeah, we definitely want to do ironman. I don’t know exactly where that will fall on this roadmap, though.

MG: A lot of people right now online are telling me that they’re playing something called, what is it, "Honorman?" Instead of ironman? They’re just doing their own version of ironman. Which I think is kind of cool.

Another thing mentioned in your announcement this week is that Harebrained Schemes would "love to release a paid content expansion or two." What direction might this take? Is it stuff that you think would be very systemic in nature, that would be fit into the existing structure of the game and enhance it? Would it be a new stand-alone campaign? What’s appealing to you?

MM: I think it’s a little too early to say right now. I can certainly say that we have an abundance of ideas. But right now, we’re just a little more than a week past launch. We’re really focused on playing the mid-game. We want to make sure that we’re getting people critical fixes and that we’re reacting to some of the immediate trends and feedback for the game. We want to set this title up for a long and healthy life and growth. As far as DLC, we’re just starting to have some of those conversations, but I don’t want to put a stake in the ground now that we might have to pivot from.

It seems like the BattleTech timeline would allow for several different approaches.

MM: Here’s what I will say, just to set expectations. Any first expansion we put out will not be, "We’re advancing the timeline and here’s the Clans now!" We’re going to start—

MG: Incrementally.

MM: Yeah. We’re gonna work incrementally.

MG: But yeah, we like the idea of moving the timeline forward. We like it. We’ll see what happens, but we like it.

MM: Certainly the Clans are not off the table. But just setting expectations now, if we put out a first thing, that’s not where we’re going first.

MG: BattleTech’s timeline and history is so vast and has so many interesting hooks to play with. The hard part is actually figuring out which of these great hooks to use.

On that note, how did you guys tackle telling your own story in a big, complicated universe that's been around for 30 years?

MM: I think the goal from the start was to bring the BattleTech universe to life in a way that did not require prior knowledge of the lore. We managed to find this blank slate on the BattleTech map that we could work within. That was just fantastic, because it let us build this story without being constrained at every step of the way by lore, the way we would be if we’d tried to integrate a story into the politics of Inner Sphere at the time, which have already been written about extensively. And then, as we’re building this story, we had so much to draw upon from that lore. We could integrate that into our story to enrich it, bringing in the adjacent factions to the Origan Reach, the Magistracy of Canopus and the Taurian Concordat. All these things big and small. 

But rather than being beholden those things, we could pull them in strategically to our story based on our story’s needs, to hopefully deliver a strong character arc, and also to onboard people to what makes the BattleTech world exciting. That’s one of the reasons we chose that classic betrayal story for this first title. We’re not going to pretend that we invented this type of story, right? But what we’ve tried to do is tell our betrayal story, tell it well, and make it special by having it in the BattleTech universe and featuring these characters that we care deeply about.

MG: All of that detail that we brought into it adds a layer of texture to it and makes it feel part of something. It’s not just a story that’s on top of the BattleTech universe. It’s within it and it’s surrounded by it. 

Best of luck working on the next phase of fixes.

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