Oh. Yes. Looks so good. More importantly, looks so right. Sounds so right, too. In game footage, Unreal 3 engine, reused art assets from previous games in the video, but looks like the basic feel is already in there.
Deforming buildings. Fog of war. Fog of weapons fire…
I don’t mean to inject negativity here but I really didn’t like the screenshots. Or, at least, I don’t like their choices. Like a lot of such games it looks like the only colors are, as the old saying goes, “Brown, grey and muzzle flash.”
I DO like the talk about making different mechs worthwhile. In previous games, you pretty much just wanted bigger and bigger mechs; almost all combat was a toe-to-toe slugfest, so in single combat a 40-ton mech was going to get blown to smithereens by a 75-ton mech 99 times in 100. Actually making it an interesting combined arms process, with surveillance and EW emphasized, is a great idea.
Actually single combat a small mech usually wasn’t too bad. Run around and pop the big boy in the kneecaps till he fall down, but he can’t follow effectively, usually worked. The big problems came in multiple enemy engagements where there just wasn’t enough survivability to last during two or three firing sources in a small mech.
I metaphorically skidded in my tracks when I saw this thread. I’ll watch the vids at home. Oooo, I hope it’s good - my computer will not be able to run it, but his will!
Yay! I’ve actually been idly wondering if it’d be worthwhile to try to get Mechwarrior 3 running under 64-bit Vista. (I never did finish the campaign, but had a lot of fun with LAN play.)
I think I can wait for this! (Has it really been ten years?)
In the interview it is said that they want to capture the feel of original Battletech, where 'mechs are expensive, ancient machines that are kept going through salvage and repair.
The idea of class specialisation for single and multi-player sounds cool. Marauder FTW!
And if I look down in cockpit view I better see bare legs.