Linux Format

Battletech

The workers in their giant robots suits are revolting! Chris Thursten uncovers Management’s evil plan for the staff in Linux Format Towers.

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The workers in their giant robots suits are revolting! Chris Thursten uncovers Management’s evil plan for the staff in Linux Format Towers.

With Battletech, 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 titles.

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.

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. 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 different games are transferab­le to this one.

Keeping track of your team

The UI has so much informatio­n to impart that it can seem a little overwhelmi­ng, but with time and greater fluency you’ll come 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 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 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 be telling you, but this aspect of the tactical game could certainly use a bit more polish.

In the single-player 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. 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 enables you to 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.

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. We 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.

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, – 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.

Worth the risk?

There can be frustratin­g moments, too. Every time an otherwise well-positioned mech takes fire, there’s a chance that something will go critically wrong. Given how risky each mission can feel, taking that one-in-a-hundred critical that takes one of your best pilots out of action for a month feels bad. 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.

We have 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 – we tried generating the same battle twice by loading a previous save. The first time, we 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, it was 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.

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.

 ??  ??
 ??  ?? The Shadow Hawk is a mech that’s suitable for a lot of task while excelling at none of them.
The Shadow Hawk is a mech that’s suitable for a lot of task while excelling at none of them.
 ??  ?? If range weapons fail, it’s time for a fist-fight.
If range weapons fail, it’s time for a fist-fight.
 ??  ?? If they’re quick enough, pilots can eject from a damaged mech.
If they’re quick enough, pilots can eject from a damaged mech.
 ??  ?? Pity the mech in range of this Atlas’ guns.
Pity the mech in range of this Atlas’ guns.

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