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Mech Commander 2 By John "Award" Del Percio, June 05, 2001
Developer :FASA
Publisher :Microsoft
Release Date :Mid-July 2001
Demo Available : No
Table of Contents

· Introduction
· Closer Look
· Facts
· Final


To begin to describe MechCommander 2 is a bit of a difficult task. It's one of those things that you really need to see to understand. Generally speaking, it would appear to be best classified as an SBTC. You are the leader of a band of mercenaries hired by House Steiner of the Inner Sphere. You select which 'Mechs you bring on your mission based on a max total weight limit. You can fully customize the 'Mechs, though not quite to the level you can in the MechWarrior games. The numbers have been put to rest for a bit, giving more attention to strategy and tactics than "my numbers beat yours." You can buy, sell, and trade 'Mechs before your mission, and even pay to salvage some mechs that were left on the field after your mission is over. Once in the game, it will immediately appear to be an SBTC. The only thing that seperates it is the lack of an insane amount of settings and options. If you look at true SBTCs like fallout tactics, you'll be bombarded by a number of inventory screens, amounts of things, and all other forms of insanity. The controls in MC2 are much more like a real time strategy, though with the addition of jump jets.

As far as movement and controls are concerned, there is a bit of a mixed bag. There is certainly enough of fast and furious action dependent upon heavy firepower. With a full compliment of long, medium, and short range 'Mechs, you get a full range of tactics and combat ala strategy. But gameplay goes beyond sending units to the slaughter. You only have a few mechs to go around, so keeping them alive is of the utmost significance. It is essentially like playing the MechWarrior team controls, without piloting your own mech. You must use range and speed of each mech to your advantage. There are buildings inside enemy bases such as turret control, resource buildings and the like that are best if captured. Using tactics you can sneak into the enemy base and capture, say, turret control to turn all the base turrets on your enemies. Resource captures give you more credits for special units (more on special units on next page.) Other types of building captures yield other interesting results. Your mission objectives are usually clearly outlined and are somewhat varied, though usually tend to boil down to "capture this unit/building," or "destroy all enemy resistance."

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