Published on November 24th, 2024 | by Scott De Lacy
MechWarrior 5: Clans – PC Review
Strap into the cockpit of your multi story battle Mech, with the latest edition of the MechWarrior franchise, MechWarrior 5: Clans!
Actually the 6th title to be released, or even 13th depending on whether you count the expansions. Fans of the MechWarrior franchise have eagerly awaited the better part of five years for another release. This time a fully immersive campaign Experience the Clan Invasion from the perspective of Clan Smoke Jaguar as you lead your Star through engaging missions and combat, with cinematics unlike anything seen before in MechWarrior
Gameplay
The campaign launches cinematically into an extensive back-story, which the finer points are easily lost without prior knowledge or experience to the other titles. Nevertheless, it does not detract too much from the introduction.
The story focuses on a group of friends who each must kill or be killed as they face their trial of position, their right of passage in order to obtain the rank of MechWarrior with their clan. Aligned to the player is Jayden, who will emerge as the Star Commander of the group.
Perhaps an oversight in this politically correct world, but the game mechanism does not allow for player choice in this alignment. So choosing any other character, including the two female team members, is not an option. Regardless, the player is able to switch between any of the NPC Mech’s in the star and control it directly.
As with all MechWarrior games, the Mech’s are dropped some ways outside the intended hotzone (although not always), and must leg it to the fight. Most battles take place in inter-urban environments and areas surrounding them. Typically, bigger is better, the larger the Mech the more powerful the weapons and stronger the armour. The trade off being that larger, heavier Mech’s are also less agile and no longer contain jump jets, which can forfeit some tactical advantage.
Strategy makes little difference, as the enemy levels up with each mission and lesser Mech’s simply cannot withstand the onslaught. This dynamic is not quite right though, as there are some aspects of the weapons, design and rate of fire that the Star can be deployed with that will provide tactical advantage or complete defeat, particularly around the mid-way mark with the transition from medium to heavy Mechs.
MechWarrior 5: Clans employs a research and upgrade mechanism that aligns to the level and achievements, which increases based on the points scored – by kills. Effectively, as the storyline progresses, so too do the available resources and Mechs. Unfortunately this mechanism allows a lot of upgrading to Mechs ans classes that cease in usability in the missions by the time they are upgraded. Making the entire exercise almost redundant. That said, early on, investing in the lower light grade Mech’s is essential, especially in terms of maneuverability.
The marketplace buying of Mech’s and points scoring perhaps needs some refinement, but it does break down the monotony inbetween missions.
Finally, the heat mechanism is really well handled, even though conceptually it remains the same. The thresholds seem to be perfect. Certain weapons generate heat when used, and the Mech has a maximum heat it can safely hold. The thermal bar is indicated in the player’s HUD and when the threshold is reached the weapons are disabled until cooling has occurred. The heat override can be enabled by pressing O and the player can risk exploding or losing entire systems by firing during overheating.
Controls
Basic WASD controls are used for directional control, W and S to accelerate and decelerate. The player can allow throttle decay, meaning the W/S need to be held down or allow the throttle to be set and forget (arguably the best and default). Turning left and right is A and D, whilst the mouse movement allows directional view and aiming control – subject to the Mechs own limits.
The middle mouse button activates special menu options which do not pause the game during play. For some reason, this menu is invoked when pressing Left and Right buttons together, which are associated with weapon groups.
On a standard gaming mouse, there will be at least four buttons available, which allows the firing of four weapon groups, which can be all at once or in cycles.
Battle mode is accessed with the B key, which allows the player to control their star group and issue orders over the map in a table top view. It is very handy, although it does not pause movement for the player, nor yield to AI control, nor stop battle. So during a battle, it is useless. Instead, a player could use F1-F5 to issue preset commands, but it is too cumbersome to do in the heat of battle when rate of fire is important to survival.
Difficulty
The campaign offers a serious challenge, worthy of experienced and inexperienced players. However, this review and testing was halted when the game mechanics locks half or ALL of the Star in a bunker and then force at least four entire waves of enemies at you.
Because of the inconsistent results with Mechs being trapped on one side, ending up with 0 to 3 members of the Star, the only conclusion is that it is a bugged mechanism and not intended to be as difficult as it was. The NPC dialogue also seems to contribute to this thinking, as they all express that they are ‘ready to fight’. Unfortunately, even on story mode, this mission is simply unbeatable and continuous reply leading up to a long-winded lead-in to this juncture, takes all the fun out of the game entirely.
Some missions are absolutely difficult and required at least 20 attempts. There are however methods to gain an advantage, which has always been the case in MechWarrior titles. Bypass the game triggers!
Skirting the red-line border of maps is one method to come from a different spot, or sneak close enough to destroy enemy Mechs before they have powered up. Doing so, saves a battle and possible 20-30% health in the team. Of course this is not always possible for Enemies that drop, or appear out of nowhere from up high. But it works great for turrets and stationary enemies.
Graphics
The 3D animation of the characters is so welcoming. The hair and eye detail is amazing, however in this reviewed release, the faces were a bit ‘off’. The mouth and facial expressions they made were just unnatural and alarming at times. It was also very prominent that each of the males had obvious pronounced prognathism and it felt a bit like the characters were an alternative hominid. Sadly this drew the eye and clearly seemed to be a non rectified mistake.
The menus, Mech lab and interface screens were all spectacular. Special mention to the briefing screen which had a futuristic style and seemed appropriate to the genre. A lot of detail had been given to the ability to customise the Mechs with all kinds of patterns. Those patterns were offered as rewards during progression (naturally), and could then be customised with any colour chosen by the player. Makes spotting your enemies and allies a bit easier!
Scenery and city detail was very standard for MechWarrior games and to be blunt, not much if any has been gained here.
Each map felt like the same map with the same fixed scenery items simply moved around in a different order, if not reused entirely. There were some exceptions, such as airfields and big valley sections. But overall, it was quite derivative and underwhelming.
Unfortunately the in game graphics seemed to be a bit rushed, and none more evident then animated display screens in the cockpit that state systems are nominal even though the Mechs left or right arm is missing and it has 20% health remaining. Systems were clearly not all okay!
This was also compounded further with a number of glitched physics and graphics such as magical levitating objects and unsupported power lines that refused to fall down after their supports were destroyed.
Sound
The music is at first thrilling and uplifting, but after repeating the same mission a few times, the music is a source of frustration and contributes to every death. Sorry Music, but you gotta go!
Overall the sound track and sound effects are expertly done and Mech voice over and alert system is simply perfect. Unfortunately, the dialogue with some of the actors truly sounds phoned in. Hearing apathy to the dialogue in some scenes and parts, perhaps indicating frustration with the lines or takes – who rightly knows. What is obvious is the stark contrast from well delivered lines to when the bar drops in the same scene.
Scripting in some areas is also boring or simply unintelligent. The cliché screaming authority figure, demonstrating his or her complete lack of leadership skills and sense of control, conveniently suddenly incompetent so that the story can lazily arc from that point? The use of Af! And Quiaf just came across childish and garish.
Final Thoughts
Loyal fans of the MechWarrior franchise will happily induct this release into their gaming library with all due respect and reverence, and deservedly so. There is enough in this game to enjoy, especially several hours of genuine down-to-metal battle.
As an RPG story line, this game seems to lack a strong compelling story line. As a platform for Mech battles and team-ups with friends, there is some serious fun to be had here.
Many of the criticisms levied here in this review may yet be addressed with updates, so take that into consideration.
That being said, this game warrants the same score as all the other previous MechWarriors titles received.
The developers played it safe, delivered more of the same and offers very little if anything novel.
There is enough here to keep the current fan base, but perhaps not so much to attract any new.
Oh well.
Summary: MechWarroir 5: Clans, is not a groundbreaking release, but instant action, lots of weapons and explosions are guaranteed.