I <3 Mech games. And the Battletech: Mechwarrior franchise is the one responsible. I spent many a hour as a youngling, strapped into my PC's command couch, earning C-Bills in Mechwarrior 2: Mercenaries. So when I learned that Mechwarrior 4: Mercenaries was entirely FREE and easily downloadable from
MekTek, I jumped all over it. It's a delicious cake of ferro-fibrous armor, with a PPC filling, and dotted with Streak-SRM gumdrops; however, it's a small cake, so you will still be hungry when it's gone.
Mechwarrior 4: Mercenaries (MERKS4) features the gameplay modes franchise veterans will expect: Instant Action with various options of enemy waves and numbers, multiplayer, and the Campaign. The thrill of owning my own mercenary group is what I love so much in the the first Mercenaries, so I jumped right into the story line. I was instantly disappointed.
In MERKS4, you do not get to create you own mercenary unit, instead you merely become a company of a well-known canon unit. While your finances and operations remain entirely independent, it takes the "oomph" out of the player ownership to not be able to name your own unit (and make a cool insignia.) The four different unit choices offer slightly different inventories at the beginning of the game, and increase the chances of certain technologies becoming available in the store later. Yet the variety ends there, as the missions are the same, the storyline is the same, and mission salvage will make most anything you can buy from the shop superfluous.
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"Another victory for my side over the other side!) |
The timeline is set during the FedCom civil war, a point in Battletech history when the largest political entity in the known universe is splitting in half in a King Lear-ish fashion. This may seem exciting, but its not, as you only have two different factions to fight against, the Lyran Commonwealth or the Federated Suns. In the first MERKS, the game was set in the much more volatile 3rd Succession War, where-in all seven of the major factions were in combat, providing a huge number of mission variety. Throw in the Clan Invasion, and you had a stunning campaign with great replay-ability. In MERKS4, you eventually get to make a choice to pick a side late in the game, and you gain access to perhaps 2 or 3 different missions (and the Clans only exist as a side-note.)
Also: it's damn short, perhaps 5 hours (depending on how much time you spend in the mech-lab altering load-outs.) What I wouldn't give for a campaign tool-set! I could make this game into an EPIC!
So the story is lamer, and the campaign less dynamic than the original- what, then, does MERKS4 have going for it? Thankfully: gameplay.
The missions and combat sequences are incredibly fun to play, your mech lumbers along over the landscape, your vision blinds a little as you fire long-range missiles at enemies, and you HUD frazzles as your mech begins to overheat or you take a lightning blast from a PPC. The game FEELS Battletech. The speed is just right, and gone is the FPS insta-shooting found in Mechwarrior 3. Instead, the targeting cross-hairs move sluggishly over the screen as your 80-ton war machine attempts to bring weapons to bear- your aim is skewed as you take hits, throwing off your mech's balance. Any fan of the (mostly atrocious) Battletech novels will love the authenticity of MERKS4's experience.
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I favor the first-person view. |
Accompanying you on your soldier-of-fortune quest are seven other pilots whom you can hire and place in the mechs you are not currently killing people with. Most have great sounding voices, but they do repeat the same sayings continuously (and the player-character's voice is downright stupid.) Still, there is a certain satisfaction entering a mission and seeing your 8 war-machines lumber into battle. There is much LESS satisfaction when you try to get those morons to actually fight. MERKS4 provides an adequate system for ordering your teammates around; however, they have real problems navigating the game's terrain. A simple matter of turning and accelerating takes them a good 10 or so seconds to figure out, so your once tight formation stretches out into a sandpeople-esque single-file line. A wonderful formation for feeding your units to the enemy one-by-one.
And you NEED your teammates. There are no health packs, no repair bays (except a single early mission where you don't even need it.) Once you are damaged, you stay that way for the rest of the mission, and when you begin running into 80 and 100-ton behemoths that carry enough firepower to rip through your mech in two shots- this is an issue. It's highly frustrating to get to the last fight in the mission (always the hardest fight) in tattered armor. BANG. One shot. Ooops, you're dead. You have to start over from the beginning. LULZ!
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BOOM! LULZ! |
So what does any self-respecting mercenary captain do in this situation? Order your teammates to move ahead of you to every target and soak up the damage! Thus, after waiting around for the dumb-asses to figure out how to navigate over a hill, you follow them in as they wander into the enemy forces like lemmings. Luckily, they are much more skilled at shooting, so they will envelope the enemy team in a firefight and you can bring up the rear, unnoticed, and deliver wanton destruction without taking much in the way of return fire. Since the mission only ends when you die, you need to stay alive.
As I read back over this gameplay description, I have to say that MERKS4 is a solid game, even better for the price of nothing. But true fans of the franchise will find its repetitive style much more palatable.
To add in some missing details: the audio is great, especially the music, but the main character's voice is straight obnoxious. The graphics are last-decade, but if you need something that runs smoothly on an integrated graphics card, this is a game you can turn to.
Altogether, Mechwarrior 4: Mercenaries feels like an expansion pack to Mechwarrior 4, not really it's own game. It's not long enough, and frankly, it feels a little half-assed.