BattleTech: The Crescent Hawk's Revenge

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AMG AllGame Guide:

BattleTech: The Crescent Hawk's Revenge

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  • Platform: IBM PC Compatible
  • Release Date: 1990
  • Genre: Strategy
  • Style: 2D Real-Time Strategy

Game Description

Battletech: The Crescent Hawk's Revenge continues the story of Jason Youngblood from the point where its predecessor, Battletech: The Crescent Hawk's Inception, ends. The game opens with the Crescent Hawks being dropped on the Kell Hounds' home planet and takes players through the Battletech universe's timeline. Players will fight House Kurita, experience the shocking arrival of the Clans into the Inner Sphere and eventually participate in the fight against the Clans.

The game uses the Battletech board strategy game rules but is played out in a real-time setting. Players must control their 'Mechs, either in lances of several 'Mechs together or individually while moving around a 2D overhead view map to complete mission objectives. Each 'Mech or lance can be ordered to negotiate the map following one or more way-points and can have its aggressiveness set with several controls, including firing parameters and permission to overheat. In certain missions players can also call on artillery support, air strikes, or satellite reconnaissance..

Battletech: The Crescent Hawk's Revenge features twenty-seven scenarios set on five worlds and gives players more than fifty-five types of 'Mechs to control as well as an assorted variety of military vehicles. The scenario progression is fixed but actions within one scenario often have consequences in subsequent scenarios. Players must complete all mission objectives, sometimes within time limits, to advance to the next stage. During the course of the game, players have the opportunity to gain and use more powerful 'Mechs than those available at the start.
~ Kyle Knight, All Game Guide

Roots & Influences

The game is based on the storyline and system of FASA's Battletech board strategy game.
~ Kyle Knight, All Game Guide

Production Credits

Design: Tony Van; Programming: David R. Dettmer, Barry Green; Music/Sound Programming: Glyn Anderson; Level/Scenario Design: Michael E. Moore; Graphics/Artwork: Chuck Austen, Scott Berfield, Joseph B. Hewitt IV, Jenny Martin, Rick Parks, Aaron Powell, Don Woo; Music: Paul S. Mudra, Dwight K. Okahara; Sound: Paul S. Mudra, Dwight K. Okahara; Production: Tom Dickson, Bill Swarts; Documentation: Steve Venters; Producer: Scott Berfield, Tony Van; Playtesting: John Carlsen, Chieh Chou, Jeff Glazier, Frank Higgins, Mitzi S. McGilvray, Mike Norton, Glenn Sperry, Peter Winch
~ Kyle Knight, All Game Guide
Wikipedia on Answers.com:

BattleTech: The Crescent Hawk's Revenge

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Battletech: The Crescent Hawk's Revenge
BattleTech - The Crescent Hawk's Revenge Coverart.png
Developer(s) Westwood
Publisher(s) Infocom
Platform(s) MS-DOS
Release date(s) 1990
Genre(s) Real-time tactics
Media/distribution Floppy Disk
System requirements

DOS: 286, 640KB RAM,
MS-DOS

BattleTech: The Crescent Hawk's Revenge is a real-time tactics game based in the FASA BattleTech universe. Developed by Westwood Studios for Mediagenic, and produced by Scott Berfield, it is a major milestone in the gaming industry in that the game serves as a prototype for what later became Dune 2, the first real-time strategy title on the PC.

Essentially, The Crescent Hawk's Revenge was the turning point in PC strategy gaming, where a genre formerly dominated by turn-based titles would begin a massive shift towards real-time. Later Westwood titles, Dune 2 and Command & Conquer, would expand this newly-established real-time strategy gameplay.

Contents

Gameplay

BattleTech: The Crescent Hawk's Revenge used a proto-real-time strategy engine[clarification needed] that allowed players to pause the game every time orders were issued to a unit. Players could also speed up or slow down time, allowing them to play the game at any desired pace. The combat was modeled modestly well after classic BattleTech rules, much more so than the later Mech Commander, making The Crescent Hawk's Revenge one of the few BattleTech games to closely follow the rule set of the board game.

The main part of the game was a linear campaign of missions, where the player was presented with a tactical battle that could last anywhere from 5 minutes to 50 minutes. The first mission involves a simple battle between a Jenner mech and a Locust mech, serving as a tutorial and story kick-off. Later missions would give the player control of 4 mechs in their 'command lance' and 2 additional lances.

The mechs in the command lance were controlled individually, while mechs in the two other lances were controlled by issuing orders to the entire lance. This is another major strategy milestone, as The Crescent Hawk's Revenge had the concept of allowing the player to control both individual units and groups of units using the same control scheme.

The campaign is noted for its variety, where the player would be tasked with objectives ranging from defending a crashed dropship, to stalling enemy units for a set amount of time, to protecting a convoy that is attempting to load up with ammunition. Campaign missions sometimes had multiple endings and/or different story paths. Additionally, the outcome of a battle could often influence the next few missions, giving the game a sense of persistence that campaign modes in strategy titles often lack.

However, the campaign is also noted as being very difficult, with some early campaign choices making subsequent missions much harder without the player realizing it. While the game attempted to present the player with multiple ways to complete some missions, the methods often varied wildly in difficulty, and the player would not know this until after trying all options.

Plot

The story follows the protagonist of the previous Crescent Hawks game, Jason Youngblood, as he heads to the home base of the infamous Kell Hounds mercenary organization. The Hawks are attacked en-route, crashland, and spend a good portion of the early game protecting their crashed dropship and helping the Kell Hounds repel the Kurita attack.

After repelling the attack, the Crescent Hawks go on a long series of missions to rescue Jason's father from his Kurita captors, at which they are successful. Jason is reunited with his father, who has been missing since the beginning of the Crescent Hawk's Inception.

The game then has a major timeskip to the period of the clan invasion. The Crescent Hawks join the Kell Hounds and fight alongside them in repelling the clan invasion, often alongside their former Kurita enemies. The Crescent Hawks, Kell Hounds, and Kurita forces are successful in defending the Kurita capital, and the game ends with the Hawks earning the respect of their new Kurita allies.

Notably, there is also a story crossover between the Crescent Hawks and the original Mechwarrior game. In a short one-shot mission, The Crescent Hawks attempt to save the Blazing Aces, the mercenary group from the original Mechwarrior game, from a Clan attack. They are unsuccessful at saving the main character, Mechwarrior Gideon Vandenburg, who dies during the attack. However, Gideon has secretly hidden most of the Ace's mechs from the clan, and the Blazing Aces survive despite their leader's death.

Reception

The game was reviewed in 1991 in Dragon #167 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4 out of 5 stars.[1]

See also

References

  1. ^ Lesser, Hartley, Patricia, and Kirk (March 1991). "The Role of Computers". Dragon (167): 47–54. 

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