A Million Tons, and What do You Get?
The MechWarrior series holds something of a special position above all other games for me, as MechWarrior2 was the first Windows PC game I ever played. With the exclusion of Quake, Windows games have always done far more than DOS games were capable of doing, if only because it's easier to program them to do so. Nevertheless, MechWarrior2 is probably the single most responsible thing for entering me into the gaming world. I must have played that game for at least five hours a day for three months straight. With interactive "clan halls" for your menus, a complete library system to catch up on Battletech history, and incredible simulation the likes of which had never been seen before it was impossible to put the game down. Sure, it may have had pretty bad graphics which, if I hadn't known better, I would have said was just a bunch of flat-shaded polygons with no textures on them. Of course, the "disappearing" terrain which would simply stop drawing after so far a distance, including spontaneously appearing mountains and buildings added to the delight. Surely, it was not the pinnacle of engine development, to say the least.
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Desperados? |
Uninvited guests |
Loadout |
Anyone home? |
Needless to say, game engines have come a long way since then, and so has the MechWarrior series. Having come through two different publishers since Activision's instant classic, FASA has dragged those poor 'Mechs by their endo-steel tails for years now, only to be snatched up by Microsoft in time for MechWarrior 4. So what has come of it? As much has changed as has remained the same.
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Tactical planning | Good morning! | Take 'em down! | Kaboom! |
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