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
MechAssault was the first BattleMechvideo 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 built from the ground up to support console play.[2] "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 BattleTechfictional universe.
MechAssault takes place in the Battletech universe, a science-fiction universe that often centers around pitched battles between human factions in control of combat robots, called BattleMechs. The plot of the game centers around an inhabited planet called Helios in the dominion of the Inner Sphere, a powerful coalition of feuding factions in control of large areas of space. The player is a BattleMech pilot (referred to throughout the game as simply 'MechWarrior') in the employment of an elite mercenary organization called Wolf's Dragoons. The player's ship is hired to investigate the cessation of communications from the planet Helios. The Dragoons' ship, the Icarus arrives at the planet and is shot down upon entering the atmosphere, causing the ship to crash-land on the surface of Helios. It is later discovered by the player that a rogue technology-worshipping cult known as the Word of Blake has invaded and conquered Helios, and is under the rule of an iron-fisted fanatic called Commander Strader. The game follows the player as, commanded by elite officer Major Natalia and assisted by inept techie Lieutenant Foster, they fight the military forces of the cult, assist in the liberation of the planet from Word of Blake rule, and assassinate Commander Strader.
Multiplayer
MechAssault was one of the first games on the Xbox to feature the ability to be played on the Xbox Live service. "MechAssault" included many of the basic Live services that are now considered standard on any Live-enabled video game. These features included options for finding and creating online matches, such as the common 'Quick Match', which enables a player to find an online match quickly regardless of qualifications. For players who wanted to join a specific type of online session of MechAssault hosted by another player, 'Optimatch' allowed the player to specify the criteria for the session they want to join. The player could also create and host an online session of MechAssault. Once the player defined all the characteristics of a game, they could invite other players from their friends list or leave slots open for any online player to join the battle.
MechAssault had several modes of combat in which players could engage, often based around by-now-common forms of online competitive gaming. 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 opposing team spawn on opposite ends of the map and try to 'Capture' the enemy flag without giving up their own.
Critical reception
IGN awarded the game 9.2 out of 10. 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."
Wikipedia on Answers.com
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