|
Archived
Review
MechWarrior
3
MechWarrior
3 is the fourth title in the highly successful MechWarrior
series, and boasts many enhancements over MechWarrior
2 and its quasi-sequel, Mercenaries. However, there
are parts of MechWarrior 3 that just do not seem to
be up to par.
I
love BattleTech. There's just something about piloting
a huge robot and blowing the heck out of other ones
that draws me. So it was with great enthusiasm that
I placed the CD in my drive, grinning widely and knowing
that if the actual game was anything like the demo,
it would be totally terrific. Installation proceeded
without a hitch, and I was ready to jump in and start
playing.
The
introductory movie was fairly good, not the best I have
ever seen, but quite good in its own right. The interface
screen is very straightforward, offering Campaign, Training,
Instant Action, Multiplayer, and Options. The moving
background is slightly disorienting, but is easy to
get used to. An option to turn it off would have been
nice, however.
The
Options button leads to a host of graphical, audio,
and input controls. Graphical control is highly detailed
in MW3, allowing those with Direct3D cards to even select
the size of the textures to be used with the game from
2 MB, 4 MB, and 8 MB textures. Resolutions range from
320x240 in software mode to 1024x768 in Direct3D mode.
The controls of the game can be customized, but not
to the same extent as in MechWarrior 2, where almost
every control could be switched. The interface for customizing
controls is clean and intuitive. MW3 supports mouse
/ keyboard, and joystick / keyboard combinations.
The
Training missions are fairly decent, and do a good job
of teaching one how to control their big, unwieldy 'Mech.
The combat training could have used a mission against
a live opponent, however. Instant Action allows the
choice of four maps and six types of missions, allowing
for a lot of playability.
Playing
the Campaign is like immersing yourself in one of the
BattleTech novels. MW3 takes place around the time Clan
Smoke Jaguar is utterly defeated by the Inner Sphere,
and Victor Steiner-Davion has gone to Strana Mechty,
the homeworld of the invading Clans, and defeated them
in combat. You are a warrior of the Eridani Light Horse,
a mercenary unit that has discovered a secret Smoke
Jaguar holdout on the planet Tranquil. Forces have been
sent in to destroy the Jags, but something goes terribly
wrong, and the forces are scattered. You land fairly
far from your first objective in your Bushwacker, and
are instructed to move to the attack. Time to kill some
Jags.
The
storyline is well-written, and plausible within the
scope of the actual BattleTech universe. Briefings consist
of probe camera shots and a voice-over of your commander.
The camera shots are surprisingly useful, as they show
the actual mission terrain.
Loading
up a mission does not take very long. Once it is loaded,
you can head over to the Mechbay and customize your
'Mech quite easily. The construction and modification
rules run parallel to actual BattleTech design rules,
and are very easy to pick up, especially for MW2 / Mercs
/ BattleTech players. Each weapon or component weighs
a certain number of tons, and takes up a certain amount
of critical space inside a section of your 'Mech. The
customization screen is also very intuitive, and you
can save your own designs and send them to a friend
if you'd like.
Entering
the mission is like entering another world, especially
when running Direct3D. The outlines of the cockpit (which
looks different for each of the 18 types of 'Mechs)
appear first, then your 'Mech starts up and the HUD
appears. It displays a reticle which is movable with
the mouse, a radar screen in the upper left, weapons
control in the upper right, targeting in the lower left,
personal damage in the lower right, and other components
in easy to see areas. All of the HUD overlays are transparent
enough to not block one's vision, allowing for easy
sighting of the enemy.
The
graphics are simply stunning. A laser beam looks just
like a shaft of colored light, and missiles leave a
smoky trail behind them. High-powered autocannons fire
a string of tracers and actually cause your 'Mech to
recoil from the blast, and the powerful PPC seems to
be an unleashed lightning bolt. The 'Mechs are all textured
and traced out with incredible detail, and can even
be seen to take damage from weapons fire. Blowing off
one's arm leaves a tangle of pipes and components jutting
from the enemy's side. Hitting an enemy with a good
salvo will send chunks of armor spinning away, and a
good kill will force the enemy pilot to eject as fire
consumes his fallen 'Mech. A powerful blow will knock
a 'Mech flat down, almost painfully. I actually wince
on occasion when I see one fall over. Getting up looks
equally painful. Lighting effects cast glows across
the entire battlefield, and one can see smoke rising
from his vanquished foes. Moving even leaves footsteps
for a short time.
Sound
in this game is excellent as well. The on-board computer
calls out warnings as missiles arc in toward you or
as your heat scale spikes too high. Lasers sound like
a true beam of energy, not a weak squirt as they were
in MW2. A PPC blast and hit is easily recognizable,
and the heavy pounding of autocannons can strike fear
into one's heart. Missiles race from their tubes with
a swish, and then you can hear the 'clunk' of the rack
loading another salvo. A stricken 'Mech will be consumed
with explosions as the pilot screams curses at you,
and a damaged one will limp with creaking hydraulics.
Forcing a 'Mech to fall calls for a tortured scream
of metal and components and a highly satisfying thump
on the ground. Unfortunately, MW3 does not have the
same powerful musical score that its ancestor MechWarrior
2 had. MW3's music is quiet and easily overlooked.
The
enemy AI is quite effective. They aren't always the
best of shots, but they do score hits on a realistic
frequency. They also have a tendency to conserve their
deadliest weapons fire for close range, when they are
basically assured to score a hit. Unfortunately, the
friendly AI is not quite as smart. Your lancemates can
get hung up on tiny objects, and sometimes refuse to
fire unless you have given them a specific target to
attack. Then when you tell them what to attack, they
are sometimes very inept. I once ordered my lancemate
to finish off a damaged 'Mech that was twenty tons lighter.
The lancemate ran towards him and attacked while I took
out some other targets. The next thing I know, my lancemate
was limping around, one arm blown off, and the enemy
had no additional damage.
Another
element of the game that I truly enjoyed was that it
followed standard BattleTech rules. All the weapons
had the correct range as it was defined in BattleTech,
and did the correct amount of damage. The only glaring
exception to this is when a 'Mech's leg is blown off.
In BattleTech, the 'Mech is not destroyed, merely crippled.
In MW3, the 'Mech is destroyed utterly. Another interesting
element is the addition of Mobile Field Bases (MFBs)
to the game. A standard MFB is a set of three vehicles
which carries your salvage, and can also repair and
rearm your 'Mech in the field. They are, however, a
primary enemy target.
Multi-player
support for MW3 is the standard suite of connection
protocols - Serial, Modem-to-Modem, IPX network, and
TCP/IP. The Microsoft Internet Gaming Zone, an on-line
gaming service, supports MW3, although its support is
not fully integrated at this time, only allowing free-for-all
games and not team play. Connecting to a multi-player
game is easy and smooth - out of all the games I played,
only once did I see someone fail to connect to the game.
Unfortunately,
multi-player goes downhill from there. The multi-player
startup screen features a chat box with hard-to-read
text, and with no word-wrap around the sides of the
box. The rest of the interface is easy to learn - for
the host. For the other players, you really cannot do
much until the game settings have been locked and set.
The only thing you can do is select your 'skin', the
color scheme your 'Mech will have. Once the game settings
are locked in, you can enter the Mechbay and select
the 'Mech you will pilot, and configure it to your liking
if the host has allowed modifications. There is a bug
that seems to affect the chat after you exit the Mechbay.
Sometimes you will be unable to chat after exiting the
Mechbay. Fortunately this does not preclude you from
playing, but is highly annoying, and seems to be caused
by saving a custom configuration in the multi-player
mode.
Entering
the mission is as smooth as entering one in single-player,
and is similar in another way - all the maps for multi-player
are taken directly from the single-player campaign.
There are no multi-player specific maps. Then when you
begin to fight, you realize something. The networking
code has not been improved hardly at all over the older
MechWarrior games. Lag is a HUGE factor, making
some opponents seem to teleport across the battlefield,
while others move smoothly. Client prediction, where
the game 'predicts' where the objects on the battlefield
will move next, is almost non-existent, forcing the
player to lead the target to compensate not just for
movement, but for lag as well. Until you find the area
in which to lag-shoot, it is horribly difficult to fight.
In the years since MechWarrior2 and Mercs, the programmers
should have been able to improve that area of the code,
but they haven't at all. And then, there is a simply
horrendous bug that crashes MW3 on occasion. Using the
in-game chat will sometimes cause your controls to freeze,
and MW3 will close up and return you to the desktop
within seconds. Other times, the chat window will stay
open, not allowing you to control your 'Mech at all.
The majority of the crashes come when one is hosting
the game, as well. At least the game can continue if
the host crashes out.
These
bugs and horrible dependence on compensating for lag
are things that Zipper Interactive should not have allowed
the game to ship with. There are serious problems with
multi-player, and a patch is desperately needed. Worst
of all, I have heard rumors of an upcoming multi-player
add-on pack, which will probably give MW3 players all
the multi-player options and playability that the game
should have had originally, for another $20-$30. That
is a horrendous practice, and should not be tolerated.
All
in all, MW3 is an excellent game - except in multi-player.
The graphics are top-notch, and the sound is also of
very high quality. The single-player experience is far
superior to its predecessors. Unfortunately, the bugs
in multi-player detract a lot from this game, and the
rumors of a multi-player add-on pack to fix these gaping
holes are a very low blow by the company. Shame on the
programmers for not having multi-player fully ready
to go, but kudos for making an excellent game in all
other areas.
|