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MechAssault

 
Games: MechAssault

Game Description

An offshoot of Microsoft's MechWarrior series on the PC, which in turn is based on the FASA-licensed BattleTech universe, MechAssault is an action-oriented mech combat game designed specifically for the Xbox. Rather than strap players into the cockpit for a simulation style of game, MechAssault is played from a view behind the 30-foot mechs as they lay siege to anything foolish enough to stand in their path. In total there are 12 upgradeable mechs to guide across 20 combat missions set within fully destructible environments.

As a mercenary from the Wolf Dragoon clan, players are in the dangerous position of infiltrating an enemy planet to prevent a war. Negotiations on this world are not forged with the pen but with firepower, and strategy will play an important role in the outcome of a mission. Certain mechs are more agile than others, so the environment becomes a key factor in which to choose. Objects within the scenery can also be used to an advantage. Tanks coming out of a tunnel can be neutralized by focusing firepower above it, collapsing the entrance and trapping the enemy inside.

Trees can also be set ablaze to smoke out infantry lurking behind them, and a missile to an oil refinery, fuel drum, or even a skyscraper can have a devastating impact on enemy mechs nearby. Each mission can thus be completed in several different ways since players are given the freedom to destroy anything and everything they see before them. A mech can squish soldiers underneath its massive feet, blast the glass out of windows and watch as the shards blanket the street,

The single-player game follows a campaign format complete with mission briefings and cinematic cut-scenes to further the story. Once the campaign is over, the game can still be enjoyed with some friends (or would-be enemies). Players can challenge up to three competitors on a split-screen or take the combat online via the Xbox Live broadband service. The latter option includes voice communication support and downloadable content such as maps, mechs, and more. Multiplayer games offer a selection of team-based missions as well as deadly free-for-alls.
~ Scott Alan Marriott, All Game Guide

Review: Overall

An action-packed offshoot of the MechWarrior series, MechAssault is sure to appeal to players who like to shoot particle projection cannons first and ask questions later. The strategy involved in missions is token at best -- the game is more interested in showing the awesome destruction potential these armored assault warriors can wreak on cities filled with traffic, skyscrapers, towers, airports, bridges, and more. After a few minutes swaggering around with these mechanical monstrosities, players can't help but be floored by the intense pyrotechnics and raw power found within this game.

The storyline is as simple as they come, which is appropriate given the emphasis on pure shooting action. A fanatical cult known as the Word of Blake is terrorizing peaceful cities with tanks, troops, helicopters, ships, and 'Mechs, so it's up to players to take them all out with extreme prejudice. The majority of missions involve neutralizing specific buildings or installations and all supporting defensive units. As players progress further into the game, more 'Mechs become available that offer different features (such as jump jets). Later missions have players defending a unit from its attackers, and even entering an enemy base inside a stolen 'Mech trying to avoid detection.

While players can go anywhere they want within the battlefield, missions are scripted in a linear manner. Moving into one area, for instance, automatically triggers an event that is the same each time the mission is subsequently played. The actual fighting has a freeform style -- spanning the entire level map if so desired -- and will give players a controller workout, with enemies aggressively pursuing from the air, ground, and sea. The 'Mech can walk over infantry units and blast tanks and ships with missiles, but the main event is the battles with other 'Mechs. These beasties come in three types (light, medium, and heavy) and can pack more than enough punch by themselves, let alone in groups.

Combat is a bit awkward, but players learn to adapt after the first few missions. Players guide their 'Mech using the left thumbstick while swiveling the 'Mech's torso using the right thumbstick. Players must always have the unit in sight at all times to use their long-range firepower -- tricky when the enemy can boost high into the air, run behind a structure, or retreat into well-defended areas. There are also annoying super soldiers to worry about, who are as small as infantry but with armor nearly as strong as a 'Mech. They tend to boost up and down making them tricky to target. Once players eliminate these threats and knock out the specific target building(s), the mission automatically ends.

The star of the show is the graphics engine, which rewards those who have always wanted to blow up everything around them (in a game, of course). Players can blast holes into any structure in the game, torch trees by firing at them, crush people, cars, and small structures simply by walking over them, and watch buildings crumble to the ground after a few well-placed shots to their foundations. It's a shame there isn't any type of reward or incentive for doing so, other than retrieving valuable salvage for replenishing a 'Mech's health, missiles, or energy.

Like the game Blast Corps, players could have earned destruction bonuses or cash for the amount of territory they destroyed, and possibly use this money for upgrades. Unfortunately all of the 'Mechs come outfitted with a specific weapons package that cannot be modified by players. The only choice a player has before each battle is which 'Mech to use, which is rather obvious since a new 'Mech is doled out after completing a mission. In addition, some missions only involve one 'Mech, further limiting the decisions being made. While the 20-mission campaign is as straightforward as they come -- watch a brief cut-scene, listen to objectives, and eliminate a finite number of enemies -- the game's possibilities seem limitless with its multiplayer support via Xbox Live.

Online play is as fast and furious as the single-player campaign, and aside from the usual problems of people dropping out, camping near 'Mech regeneration spots, and trash talking new players, MechAssault plays extremely well. It is recommended that first-time players familiarize themselves with some of the maps by playing the one-player Grinder mode, which throws an unlimited number of computer 'Mechs at them to see how long they can last. After getting a feel for multiplayer competition against the computer, players can join games where it's every 'Mech for itself, games of tag called "Not It," or games where they fight alongside a team. Initial variants include competing for most kills or simply being the last team or 'Mech alive at the end of the game.

The most intriguing option is the game's support for downloadable content, meaning players can add new 'Mechs, maps, and even new multiplayer modes beginning in February 2003. MechAssault is a good action-oriented single-player game that is transformed into a great multiplayer game -- one well worth getting Xbox Live for. Hopefully more titles will support downloadable content in the future, which not only extends a game's shelf life but also helps create buzz and community support that is so important for an online title. MechAssault is not the strategy title MechWarrior fans may have been hoping for, but when a game's fast and furious action is only topped by its sense of wanton destruction, it's hard to complain.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

The single-player game is okay, suffering from some repetitive objectives and too few strategic elements, but MechAssault shines as a multiplayer title.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

The worlds look great, with plenty of things to smash and destroy. Each 'Mech is well animated and no matter how much fire, rain, snow, electricity, or other effects are thrown at the screen, the action never slows down.
~ Scott Alan Marriott, All Game Guide

Review: Sound

The music is not memorable, but the sound effects and voice acting are well done. Players will receive situational updates as the game progresses via radio chatter from their team.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

The ability to download additional content via {!Xbox Live} is excellent, as are the supported multiplayer games. Once players finish the 20-mission solo campaign, it's doubtful they will ever return to it again.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

Half of the color manual is devoted to multiplayer gaming, which should give you an idea where the focus is. Also offered are brief bios on each of the featured 'Mechs and a list of weapons.
~ Scott Alan Marriott, All Game Guide

Production Credits

Company 1: Day 1 Studios ; Executive Producer: Denny Thorley ; Producer/Studio Director: Mike McDonald ; Lead Designer: Tom Dowd ; Designer: Brad Delaney, Rob Nicholls, Allen Turner ; Technical Art Director: Shane Griffith ; Art Director: Tim Zwica, Tim Coman ; Artist: Joel Dang, Alan Denham, Kurt Mitchell, Jeremy Pierce, Frank Pusateri, Michael Vanaselja, Ken Whitman, John Ybarra, Christopher Zalek ; Engineer: Daniel Broder, Noel Llopis, David McKibbin, Scott Ramsay, Robert Riebau, Mike Springer, Ned Way, Brian Whooley ; Associate Producer: Roscoe Possidente ; Technical Support: Destin Strader, Chris Wilson ; Human Resources: Laura Crowley ; Finance Team: Lyn Soo-Hoo ; Additional Contributor: Brian Bell, Glen Hendrickson, John Hile, Jeannie Kim, Dave MacCarthy, Tom Peters, Mike Rea, Aleksey Zolotaryov; Company 2: FASA Studio ; Lead Designer/BattleTech Line Producer: TJ Wagner ; Designer: David Abzug, Chris Blohm, Derek Carroll, Sage Merrill ; Test Lead: Aaron Ueland ; Tester: Brad Catlin, Michelle Gamboa, Kevin Fetters, Sean Willmore ; Additional Tester: Greg Almgren, Brandon Baker, Erik Davis, Joe Ezell, John Foster, Steve Schaeffer, Patrick Hui, Michael Osgood-Graver, Daniel Winston Smith, Jay Embry, Jeremiah Pieschl ; Strike Team Tester: Mathew Coyne, Stephen Simpson, Harry Stahelin, Joseph Vincezi, Wade McNutt, James Gagnon ; User Testing: Bruce Phillips, Jun Kim, Mark Burdick, Jerome Hagen ; Recon Test Lead: Jason Mangold; Recon Team Lead: Tim Williams ; Recon Tester: Chris Green, Jordan Gray, David Green, Jeremy Morgan, Benjamin Schiendelman, Karla Margeson, Josh Colas ; Multiplayer Lab Lead: TJ Duez ; Multiplayer Lab: Patrick Ascolese, Chris Robinson, Lyle Rich ; Audio Lead: Duane Decker, Tobin Buttram ; Sound Design: Peter Comley, Tawm Perkowski ; Voiceover Engineer & Post-Production: Ben Decker ; Voice of Natalie: Shelley Reynolds; Voice of Foster: Troy Lund; Voice of Strader: Ken Boynton ; Music Score & Audio Post-Production: Duane Decker ; "Battle" Music (Grasslands and Wastelands) Composer: Michael Cozzi, Dario Watts; Musician: Chase, Rieflin, Mike Davidson; "Battle" Music (Arctic) Producer: Duane Buford ; "Battle" Music (Arctic) Composer: Jason Novak ; Audio Line Producer: Tobin Buttram ; Attract Cinema Guitar: Cliford Allen Garrett ; Program Manager: Mitch Gitelman, Andrew Brown ; Associate Program Manager: Chris Kimecky ; Studio Manager: Dave Luehmann ; Art Director: Heinz Schuller ; Development Manager: John Yovin ; Test Manager: James Mayo ; Original 'Mech Models: Lex Story ; Original 'Mech Animation: Duane Molitor, Mary Kay Omelina ; Network Programmer: Daniel Weisman, Gabe Mares, Jonathan Haas ; Product Planning: Jon Kimmich ; Marketing: Steve Fowler, Andrew A. Jenkins ; Localization, Redmond: Marco D'Amico, Lief Thompson ; Localization, Ireland: Greg Ward ; Localization, Ireland Audio Lead: Steve Belton ; Localization, Ireland Engineer: John Twomey, Michael Ivory ; Localization, Ireland Test Lead: John O'Sullivan ; Localization, Ireland Tester: Lorraine Quain, Julien Chergui ; Localization, Ireland Documentation: Niamh Butler ; Localization, Ireland Packaging: David Hamilton ; Administrative Assistant: Karin French ; MechAssault Manual Lead Writer: Keith Cirillo ; MechAssault Manual Editor: Jason Groce ; MechAssault Manual Design: Chris Burns
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Wikipedia: MechAssault
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MechAssault
MechAssault Coverart.png
Developer(s) Day 1 Studios
Publisher(s) Microsoft Game Studios
Designer(s) Tom Dowd
Platform(s) Xbox
Release date(s) USA November 11, 2002 [1]
PAL November 22, 2002
JPN June 12, 2003
Genre(s) Action / Shooter
Mode(s) Single player, multiplayer
Rating(s) ESRB: Teen (T)
Media DVD

MechAssault was the first Mech video game published for the Xbox. Developed by Day 1 Studios and published by Microsoft, MechAssault was initiated when Denny Thorley of Day 1 Studios approached Jon Kimmich of Microsoft about developing an original BattleTech game build from the ground up to support console play.[1] "MechAssault" was released in November of 2002. A sequel, MechAssault 2: Lone Wolf, was released on December 28, 2004. Both games are set in the BattleTech universe and are a part of the MechWarrior family of computer games.

Contents

Plot

Taking place within the Inner Sphere of the Mech Warrior saga, the story concerns the recent struggle of the people on the terrestrial planet Helios. A militant/fanatical religious sect called The Word of Blake is busily dominating the other inhabitants on the planet, thus a mercenary squadron of Mech Warriors called the Wolf Dragoons are called into action. Led by a Major Natalia and operated by Lieutenant Foster aboard the Icarus, the player controls the best Mech Warrior among them on various missions to finish the Word of Blake and assassinate its leader, Commander Strader.

Multiplayer

MechAssault can be played on Xbox Live. The fastest way to find an online session of MechAssault is 'Quick Match', which allows the player to search for a session quickly, specifying minimal criteria. For players who want to join a specific type of online session of MechAssault hosted by another player, 'Optimatch' allows the player to specify the criteria for the session they want to join. The player can also create and host an online session of MechAssault. Once the player defines all the characteristics of a game, they can even invite other players from their friends list or leave slots open for any online player to join the battle.

In Grinder mode (local play only), the player tries to survive as more and more 'Mechs are spawned into the battle. This mode can played with one or two players. In Destruction mode, the player can choose a 'Mech and fight to the death in deathmatch or team deathmatch. The player or team with the most kills wins. Last Man Standing is a free-for-all with no respawning as a mech. Once a player dies, they respawn as an unarmed infantryman. Gameplay can be either deathmatch or team deathmatch. Capture the flag is a team based game where the opposeing team spawn on opposite ends of the map and try to 'Capture' the enemy flag without giving up their own.

Critical Reception

The game was very well received by the console gaming community, earning a 9.2 from IGN. Fans of the original Mechwarrior and Battletech series however, have criticised the game for playing too much like an arcade game with health bars and power ups and not enough like the traditional simulation games. There is no 'in cockpit' first-person view, for example. Jeff Gertsmann of Gamespot gave the game a rating of 9.0, indicating that "If you're going to buy one game with your Xbox Live starter kit, MechAssault is the one to get."

External links

References

  1. ^ http://uk.xbox.ign.com/articles/374/374984p1.html

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