MechWarrior 2: Mercenaries

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AMG AllGame Guide:

MechWarrior 2: Mercenaries

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Game Description

MechWarrior 2: Mercenaries is the second sequel product released by Activision to MechWarrior 2 and is the first full standalone sequel. The game gives players a chance to lead the life of a mercenary captain in the futuristic Battletech timeline, engaging in mech combat in a first person 3D view and managing resources through contracts and salvage.

Players can pilot a variety of mechs but must acquire them through money earned from contracts or from salvage. Before each mission, players must negotiate the terms of a contract, then travel to that destination and fulfill the agreed to terms. Assignments range from simple one mission garrison defense to extended multi-mission attack sequences.

In multi-mission contracts, players cannot make extensive repairs to their mechs between missions; only field repairs and ammunition re-supplies are possible. Between contracts, players can purchase new mechs or parts, sell their own or profit from salvaged mechs and parts. Players can also hire several pilots who can be given simple commands during the course of battle to help in missions.

Through the course of the game, players will go through a storyline that covers events ranging from the arrival of the Clans in the Inner Sphere to their final defeat. The storyline is extended by a series of special pre-scripted contracts and players can also choose from the game's other randomly generated contracts.
~ Kyle Knight, All Game Guide

Review: Overall

MechWarrior 2: Mercenaries is a great improvement on MechWarrior 2. It also returns to the theme initially introduced in the original MechWarrior: mercenary action. You begin the game as a mercenary taking out contracts in the Inner Sphere succession wars, experience the frightening arrival of the Clans and play through to their first defeat.

The game's graphics engine is basically the same as that from MechWarrior 2 except that the developers have added in some visual effects. You'll see improved real-time lighting when you fire energy based weapons and realistically computed smoke trails when you shoot missiles. Additionally, you get well detailed and visually appealing multiple types of terrain and fairly good mech models you would expect from MechWarrior 2.

Due to the game's setting in this edition, there is a bit more variety in the types of mechs and other items you'll see. In one mission you'll even get to view the world from a ground level perspective as you pilot a very speedy hovercar. Through it all, the game maintains a steady and very fluid frame rate, even the mission with the speedy hovercar. Considering the one year interval between this game and MechWarrior 2, though, it's a little disappointing that more improvements haven't been made to the graphics.

The game's sound effects and voice clips are done very well. Shots and explosions sound quite realistic and add significantly to the overall feel. Unfortunately, MechWarrior 2: Mercenaries' music tracks don't meet the other sound effects' high standards. Some of the tracks are a bit catchy but there are quite a few bland songs as well.

MechWarrior 2: Mercenaries successfully combines the great mech simulator combat gameplay from MechWarrior 2 with the resource management aspect of the original MechWarrior and sets that against the timeline of the Battletech universe. The game begins with mechs available in Battletech's 3025 sourcebook and slowly makes newer mechs and equipment available for you to purchase as they're actually released in the Battletech game's timeline. You can even get superior Clan weaponry after its introduction into the game.

Because of the importance the game places on inventory management, you choose from a more extensive list of mechs than was available in MechWarrior 2. But you'll have to earn them somehow, either through purchase or through salvage, a decision that affects how you'll play the game. If you're not going to earn salvage, you don't mind unleashing huge Alpha Strikes that incinerate enemy mechs in one shot. Since your profits rely on salvage as much as the contract payoff, you'll want to aim for head and leg shots, especially against those hard to get Clan mechs. In great mercenary style, though, they're trying to indiscriminately blow you away too, so it makes your life a lot harder than if you just went for the Alpha Strike.

In some ways, MechWarrior 2: Mercenaries is a worthy and successful sequel to both MechWarrior 2 and the original MechWarrior. It's a great addition to the series and anyone who enjoyed any of the previous MechWarrior titles will be happy with this game.
~ Kyle Knight, All Game Guide

Review: Enjoyment

The game successfully combines resource management with classic MechWarrior 2 simulator combat to provide a thoroughly enjoyable experience.
~ Kyle Knight, All Game Guide

Review: Graphics

Although the game does sport some nice effects and improvements over MechWarrior 2, it's unfortunate there isn't more in the way of improvements to keep the game up to date with current graphics (circa 1996).
~ Kyle Knight, All Game Guide

Review: Sound

The game has some very nice sound effects but has a mix of both good and bad music tracks.
~ Kyle Knight, All Game Guide

Review: Replay Value

The randomized contracts do provide for some replay but also tend to be quite similar in nature.
~ Kyle Knight, All Game Guide

Review: Documentation

The basic manual is rather skimpy and sparse but the game also includes a second academy manual.
~ Kyle Knight, All Game Guide

Production Credits

PRODUCTION Director: Jack Mamais; Producer: Tim Morten; Associate Producer: Matt Candler; Asset Manager: Daiva Venkus; PROGRAMMING Lead Programmer/3D Programmer: Bill Ferrer; Shell Programmer: John Peck; Artificial Intelligence Programmer: John Keating; Multiplayer Programmer: Dan Kegel; Windows 95 Programmers: Henry Yu, Smith Surasmith; RMG Programmer: John Keating; Installer: Bill Dusha, Frankie Tan; DESIGN Lead Game Designer: Dustin Browder; Written by: Dustin Browder; Associate Game Designer: Ken Hullett; Assistant Game Designer: Mason Demming; Additional Writing by: Sacha Howells; RMG Designed and Implemented by: Ken Hullett, John Keating; Intro Movie Script by: Zack Norman; FASA FASA Contact: Tom Dowd; Original BattleMech Designs by: Dana Knutson, James Nelson, Steve Venters; BattleTech Background Materials by: Mike Stackpole, Brent Carter, Rob Cruz, Evan Jameson, Rodney Knox, Sam Lewis, Bryan Nystul, Michael Pellicciott, Boy Peterson, Diane Piron-Gelman, Christopher Hussey, Laurie Mair, Gene Marcil, Stephane Matis; BattleTech Universe Creators: Jordan Weisman, L. Ross Babcock III; FASA Senior Editor: Sharon Turner-Mulvihill; ART 3D Art and Animation, 'Mech Builder and Sim Art Direction: J.J. Franzen; 3D Geometry and Animation: Sean Kinnear; Shell Design: Sean Kinnear; 2D Art and Animation and Sim Art Direction: Jerret Lloyd Farmer; Add'l Sim Art Direction: Danny Matson; 3D Animation and Movies: Tim Hoffman; Intro Movie: Equinoxe, Andy Chung, Anthony Fung, Brian Heins, Aryeh Richmond, Sean Ro; Shell Art Direction and Creation: Equinoxe, Andy Chung, Anthony Fung, Brian Heins, Aryeh Richmond, Sean Ro; Additional Shell Models: Alan Iglesias; SOUND Audio Director: Matt Candler; Sound Design, Bitchin' Betty, and Cinematics Mix Created at: Soundelux Media Labs; Sound Design and Mix: Scott MArtin Gershin; Bitchin' Betty Editing: Gregory J. Hainer; Asset management: Halima K. Gilliam; Digital Mastering and File Conversions: Kevin Fowler; Sound Design and Direction: Big Fat Kitty Productions, Bill Black; Add'l Casting and Directing: Bill Black; Original Compositions: Jehun Hwang; Voices: Allison Zie, Beverly Bremers, Bill Black, Bill Ferrer, Bruce Reed, Chacko Sonny, Chad Findley, Clynell Jackson, Collette Freedman, Daiva Venkus, Danny McBride, David Greenspan, David Hayter, David Prokop, Don Mercer, Dustin Browder, Gary Newton, Graeme Finlayson, Hillary Black, J.J. Franzen, Jack Mamais, Jason Wong, Jay Ploussard, Jean Powell, Jennifer Morrison, Jerrett Farmer, Jim Riordan, John Busse, John Charles Peck Jr., John Keating, Josh Gerhardt, Kat Cressida, Kate Romero, Ken Hullett, Lisa Labon, Matt Candler, Michael Pace, Murali Tegulapalle, Paul Garnica, Peter Byrne, Red Broad, Riaz Mecklai, Robert Biehn, Robert Kramer, Roy Joe Lee, Rue Hon, Ryan McNairy, Sean Kinnear, Steve Scott, Tara Emerson, Tim Hoffman, Tim Morten; Add'l Audio Engineering: Michael Schwartz; QUALITY ASSURANCE QA Manager: Dave Arnspiger; Senior QA Project Lead: Tim Vanlaw; QA Project Leads: Jason Wong, Rue Hon; Beta Test Liaison: Robert Berger; Bug Database Manager: Matthew Paul; Mercs Test Team: Mark Burndorf, Giovanni Castello, Judith Chipala, John Cibulski, Terry Cossar, Jonathan Eubanks, Todd Hill, Scot Kramarich, Joe Lacko, Tanya Langston, Karin Lewis, Cliff Maraschino, Sam Nouriani, Henry Sheen, Walter Urteaga, Tony Villalobos, Kelly Wand; QA Project Lead for MercNet: Dave Osper; MercNet Test Team: Brian C. Diggs, Drian Dean Jennings, Tim O'Gorman, Rick Omori, Gerald Paciello, Charles Shia; MANUAL Documentation Manager: Mike Rivera; Copywriter: Sacha Howells, Lorraine Suzuki; Layout: Lorraine Suzuki; Cover Art: Ron Graening; Cover 'Mech: Tim Hoffman
~ Joe Lamb, All Game Guide

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