As far as deals on poverty games go, my
local Goodwill has been a great source of old, cheap PC games, and
not just those budget PC games that Target carries, but good,
sometimes classic, stuff like Zak McKracken and the Alien
Mindbenders. At $1.99, I was hard pressed to find a reason to
leave MechWarrrior 3 on the shelf. Granted, I've never gotten
into the whole BattleTech thing, but I am a fan of various walking
tanks and large death-dealing machinery, though the mech designs of
the franchise aren't really my style. This 1999 title was developed
by Zipper Interactive, the company that went to make Crimson Skies
for Xbox and the majority of the SOCOM: U.S. Navy SEALs titles
for various Sony platforms.
The game, much like its mechs, is quite
clunky. I'm okay with a mech game being slow, it only makes sense in
the context of the world, and a proper feeling of weight is integral
to the game. I guess the whole point of this detail is that the game
is considered a “mech simulation,” and though I find it odd to
simulate something that doesn't exist in reality, but it is a good
way to describe the game. It isn't a typical FPS with mechs, and it
isn't an arcade-like experience, it is a slow, methodical, and mostly
complicated.
MechWarrior, and I guess BattleTech in
general, comes off as impenetrable to outsiders, with a huge world
filled with a bunch of different factions and mechs involved in some
sort of war. This game starts off with some lengthy cutscenes that
didn't do much to bring me into this world, and I don't think I can
say I know any more about it now than before I played it. Seriously,
I applaud anyone that is able to read through this game's plot
synopsis without declaring “fuck this” partway through. I'm sure
there are fans that eat that stuff up, but to an outsider it is hard
to understand and even harder to care.
Controlling the mechs in this game is
probably intentionally complicated, what with the simulation angle
and all that, but really it just feels like there would be no
intuitive way to to control all of the complicated features that are
present. Sure, Steel Battalion had a lot of similarly
complicated features with relatively easy to grasp controls, but that
had the advantage of a gigantic controller that made sense in
context. Still, both games have a severe learning curve that rewards
dedication to the game, but I could never get past the point of them
being frustrating.
It isn't a common FPS, as the mouse
doesn't control where the mech looks, but where on the exposed screen
the mech's weapons are aiming. The arrow keys move the mech forward,
backwards, and rotates left and right, but there are separate keys to
rotate just the top half of the mech so as to more quickly allow
aiming in different directions. Between this, the controls for
changing weapons, and about a million other things, it is a very
difficult game to get a handle on.
By today's standards the graphics
aren't particularly impressive, but it looks about par for 1999.
There are some nice touches though, like the way different parts of
mechs can be destroyed, instead of everything just having some boring
stock explosion. This also affects how the game is played, in that
if a part is destroyed, then any weapons that were on that part will
no longer function. It's a nice detail that encourages focusing
attacks to one area. It's generally an interesting game, but I just
can't get past the complicated controls to get into it. On the plus
side, the options allow the player to turn on invincibility and
infinite ammo, which is convenient for getting used to things, even
if it declares the player “DISHONORABLE.”
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