Older than Old School: MechWarrior

Dynamix started out as an independent development house. They’d done a variety of tank-based games in the 80’s – Arctic Fox for Electronic Arts; Stellar 7 and Nova 9 for Sierra. They hit the jackpot with MechWarrior, published by Activision in 1989. For the first time, PC gamers actually were able to “sit inside” their ‘Mechs. Play was relatively simple, as were the EGA graphics, but, in many ways, the depth of the first MechWarrior has not been touched. The action took place pretty much wherever the player chose, with location being important to ‘Mech design (icy planets were everyone’s favorites – no heat!). There was also some additional role-playing that took place outside of the ‘Mech. MechWarrior really isn’t worth playing any more, but it certainly provides a benchmark for robot sims.

As a side note, the online-gaming company Kesmai licensed the original MechWarrior engine, and created Multi-Player Battletech. It appeared on the one of the pre-Internet network giants, GEnie. Once again, the primitive graphics of that first simulation proved to be less important to die-hard ‘Mech jockeys than the rich world they created around it. Multi-Player Battletech, using an updated (if still somewhat antiquated) engine, is still available from Kesmai.

 

The Engine that Would Not Die: MechWarrior 2 and Friends

A quick quiz: what do the following games have in common?

MechWarrior 2, MechWarrior 2: Ghost Bear’s Legacy, MechWarrior: Mercenaries, MechWarrior 2:Titanium Trilogy, Interstate ’76 (Nitro AND Gold Editions), Heavy Gear, and Battlezone?

Simple. They all share the same engine – created in 1995 by a team working under Activision. This was the engine created for MechWarrior 2. The game had a very difficult birth – it was over a year late (a big deal at the time), and had more than one development team – the first team had been fired. The wait, however, had been worth it. MechWarrior 2was a rich, deep simulation of ‘Mech combat. The graphics were extremely good for their time, pushing the machines of the mid-90’s era to the limit. It did have a few flaws – the “Circle of Death” was introduced, and has been plaguing ‘Mech games ever since; weapons were unbalanced and could be abused (nothing could stop a medium-laser and two-LRM-20 Mad Cat); multiplayer was flaky at best. The mission structure was also very fixed, and, since you were playing on the side of the resource-rich clans, salvage was not an issue.

All of this changed – or should have changed, in the MechWarrior 2 sequel, Mercenaries (1996). Looking back, Mercenaries is the real benchmark for ‘Mech games. In it, the player took on the part of a mercenary lance commander, with the freedoms and responsibilities thereof. It featured relatively free-form play (random missions build around a central plot), proper salvage and economic rules, lots of ‘Mechs, a complete ‘Mech building system, textured-polygon graphics (!), and Windows-based multiplayer. It was just too bad that, on release, very little of what made Mercenaries interesting worked! A year passed before Mercenaries settled down to become the game it was originally promised to be. The final V1.08 patch provided completely revamped salvage rules, fixed multiplayer, and had complete Direct3D graphics.

The Titanium Trilogy contained the Direct3D ports of both MechWarrior 2 games, as well as the Ghost Bear expansion. Despite somewhat dated graphics that are fixed at 640x480 (making it perfect full-screen anti-aliasing fodder on a V5 card), it’s modern enough to still be worth playing. There are still enough Titaniums out there in bargain bins to make the purchase relatively easy.