Ah, the MechWarrior universe, who wouldn’t want to live in it? A
gigantic metallic colossus, weapons drawn, barrelling down a plain,
ready to rendezvous with an equally hulking mass of metal at the
other end. So with blood pumping full of testosterone (and
enthusiasm), I am trying out MechWarrior: Tactical Command on the
IOS.
The Federated Commonwealth have encountered a curious enemy during a
scouting mission, an enemy whose firepower seems to be greater than
anything they have seen. It is up to you, as the new MechWarrior
commander to guide your squad of mechs through s series of missions
to confront this new power or face total oblivion.
The game is a reasonable effort at a RTS with some minor RPG
elements. Each mission is presented in a top-down view allowing you
to pinch to zoom onto the action. Control is available using the
usual tap-to-move and hold for the context menu. This is pretty
intuitive if not for the unresponsiveness and low intelligence of
your units. Your units do not seem to attack when enemy mechs
approach if they have issued a “Walk” command - instead, they are
pre-occupied with walking to their destination. Similarly, your
unit will often get “lost” behind a building when walking together
as a squad to a destination that is a screen away - which is strange
because if they are walking as a squad, why does only one mech have
issues with pathfinding. Sometimes, your mechs would also not
follow your instructions, plain ignoring them. The context menu
would also refuse to appear in many situations. It just leads to
frustrating controls, which is a shame, as I can see that a lot of
thought went into designing the interface to be intuitive.
Graphics are adequate but not particularly impressive. The actual
mechs are small, even when zoomed in full. It sometimes is
difficult seeing what is going on due to the miniature size of the
mechs. Weapon fire is basically just straight lines from one mech
to the target. It just is particularly awe-uninspiring and
emasculating.
Voice acting, during the pre-mission briefing and in-mission chatter
is reasonable and does the job. The voiceovers are the usual
over-the-top, stereotypical macho voices, the kind that are
particularly jarring and as subtle as a jackhammer. A particular
cringeworthy moment though was when we see bushido-obsessed Omata
for the first time, replete with comic Oriental-impersonation
accent. This, combined with almost all the other voiceovers, should
have been toned down just to maintain a semblance of believability.
The actual missions are quite enjoyable and challenging, often
having enjoyable twists mid-missions, breaking you away from the
mission brief. After the first set of missions, you get to
customise the loadout of your mechs, providing a small, warmly
anticipated aside to the main gameplay.
If
only for the run-of-the-mill execution of the game, this could have
been an excellent RTS. The gameplay has many enjoyable moments but
is let down by troublesome controls, annoying artificial
“non-intelligence”, disappointing graphics and voiceovers. This is
a game only for the true MechWarrior fans, unfortunately.