Note: iOS 9 + Facebook users w/ trouble scrolling: #super sorry# we hope to fix it asap. In the meantime Chrome Mobile is a reach around
hot  /  reviews  /  videos  /  cblogs  /  qposts

mech

Gundam VS photo
Gundam VS

Gundam Extreme Vs. coming Stateside on Vita


Dibs on the Char clone
Dec 21
// Nic Rowen
After years of surviving on a thin stew of import model kits and Crunchyroll viewings of Iron Blooded Orphans, North American Gundam fans are finally getting some love. Namco Bandai is bringing Mobile Suit Gundam: Extreme Vs....

Very Quick Tips: MechWarrior Online

Dec 14 // Nic Rowen
Movement: Mechs are large, clumsy machines that move at a deliberate pace. There is no strafing side-to-side for these beasts and accelerating or coming to a stop takes a moment, so you really need to think about where you are going before you commit yourself to a course. If you’re piloting anything heavier than a light mech, always plan your actions out instead of moving willy nilly, or you might get caught in a crossfire with no way to retreat. Remember that you will always move in the direction your legs are pointed, not necessarily where you are looking. A mech's torso can swivel like a turret while its legs take it in a different direction. It may be helpful (and hilarious) to picture them as tanks on stilts. The C and F buttons will center your aim in the forward direction of your mech, or bring your legs to the same bearing as where you are aiming. Being able to center your view or movement after a disorienting fight can be a lifesaver. Try the tutorial and some of the newbie UI options if you have trouble getting the hang of it. Aiming and locking:  One of the odd things about MWO is that there are two different aiming reticles on the HUD representing weapons mounted on the arms and legs. The arm-lock feature will be enabled by default on new accounts, which means the arm and torso weapons will move and aim in sync. Turn that crap off right away. Learning to aim independently with the arms and torso is a crucial skill that you should start developing sooner rather than later. The torso crosshairs' range of motion is limited by a mech's ability to bend and pivot. Considering we're talking about robots the size of small apartment buildings, they're typically not very agile. Being able to independently aim with the arms allows you to strike at more angles. But it also means you need to be careful when firing weapons from both groups as once -- it can be easy to take your arms way off target while trying to make a slight adjustment with your torso. Coordinate your firing groups accordingly. Pressing R will lock on to the nearest enemy mech you can see, or indirectly if a teammate has a lock on someone. They cover this in the tutorial, but I want to stress it: PRESS R. The number one thing you can do to improve your play as a new player is to be constantly acquire locks. Locking onto a mech not only shows you where they are and the range they are from you (important since every weapon has a maximum range) but their status information and armor condition, absolutely essential for knowing what you are up against and where you should aim. Pressing R is love. Pressing R is life. People who don't press R are bad people. They don’t have souls. Don’t be one of those people. Heat:  Mechs build up heat as they fire weapons and shut down if you push it too far. If you're desperate to get off one more shot while riding the line, you can override the automatic shutdown by pressing the O key by default. This is some risky business though as every moment you spend past the heat threshold will cook the internals of your mech. Make sure that shot is worth gambling against an embarrassing suicide. When building a mech, you need to find a balance between firepower and the cooling required to use it. Having a huge arsenal of weapons won't do much good if you can only fire them every 30 seconds or so. At the same time, being able to repeatedly fire a single laser till the end of time is just going to tickle the enemy. Generally, it’s better to run a little hotter and practice good fire discipline than to run super cool, but keep it sane. There are some byzantine rules about linking too many of the same weapons together commonly referred to as “ghost heat.” In an effort to combat front-loaded boat builds that pack all their offensive punch into a single mech annihilating strike, a balance change was made a long time ago that punishes mechs with exponential amounts of heat for firing several of the same weapon in one salvo. For example, firing three PPCs at once builds a toasty four PPC blasts worth of heat while firing four at once is all but guaranteed to crash a mech into an insta-shutdown. You can get around this by staggering your fire, but it's still something to watch out for (the mechlab will warn you when building a mech that runs this risk). Combat:  Mechs are designed to take a beating, especially if you know how to roll with the punches. Instead of having a pool of HP that is depleted until death, damage in MWO is handled on a component-by-component basis. Mechs are made up of several parts with a layer of armor on each and an internal health value underneath. Knowing where to shoot (and where to take shots) is essential. You can shamble around like some horrible 90-foot-tall Frankenstein's monster after losing your arms, side-torsos, and even a leg. But if the internals of your center core are destroyed, the cockpit in the head gets melted, or both legs are disabled, you're done. Knowing how to tank damage by intentionally exposing expendable parts of your mech to cover vulnerable ones is probably the single biggest dividing line between ace pilots and average players. Twisting your torso to spread damage evenly between components when under fire will sustain you where others fall. It's better to lose half your armor over all your arms and torso pieces than to have an exposed chunk where your internals are vulnerable and full armor everywhere else. Don't get tunnel vision while fighting. Mechs are slow and move in predictable directions. You can afford to take your eyes off an enemy for a second to twist and take a shot in the shoulder instead of the chest. The dark side to this knowledge is that it can also be exploited. Weapons that do all of their damage in one front-loaded burst (PPCs, IS auto-cannons, etc.) can do full damage on a single component and there is little an opponent can do about it. Some mechs are intentionally built with an asymmetric design that puts most of the firepower on one side of the mech. This is a blessing and a curse. When riding these, you can use the entire other side to soak up damage, making your mech's arm a ghetto shield and that entire side torso a wall of meat for enemies to chew through. When a side torso is destroyed, damage done to it will bleed over into the center core, but only at a 50% rate, so it's better to take shots to a damaged side than straight on. The downside is that it puts all your eggs in one basket. Lose the side of your mech with all the guns and you might as well call it “GG.” Along with the different limbs and sections of a mech, individual pieces of equipment like weapons can also be destroyed once a mech loses its armor. Occasionally, it can be a good idea to try and disarm an opponent before going for the kill (the Hunchback with its huge shoulder cannon is the classic example). Gauss rifles explode when destroyed and often rip an entire side of a mech apart when they go, so pay attention to what your enemy is packing and where. Contrary to what some people may tell you, there is no way to specifically target a weapon (shooting the barrel of a gun is no better than shooting the area right beside it, and no, heating up the area with lasers before shooting it with ballistics does nothing. I can't believe some of these rumors are still around). The game rolls an RNG when an exposed area is hit to see what, if any, piece of equipment in a component is damaged. Machine guns and the shotgun like LBX cannons have an increased chance to damage equipment and Clan targeting computers can improve those odds as well. When building a mech, it's a good idea to pad a sensitive piece of equipment if possible by stacking expendable things like heat sinks and electronics to better your odds. Oh yeah, there is a chance that ammo can explode if hit by enemy fire, so keep that extra ammo in the knees where it will do the least harm. Building your mech:  Despite several redesigns over the years, customizing a mech in the mechlab is still a Kafka-esque nightmare of menus, drop-down lists, and microscopic fine print. I guess building robots is going to be complicated no matter how you try and slice it. Being effective in the mechlab is just as important as being effective in the battlefield though, so you're going to have to learn its quirks sooner or later. I recommend tinkering around with your builds in a third-party mech builder like Smurfy when trying to plan out your changes. It's a cleaner interface that's easier to use and you won't be risking thousands of your space-dollars on an accidental mis-click. Always invest in the double-heatsink upgrade if a mech doesn't come with it. Despite more than a few attempts at balancing it out, double-heatsinks are ALWAYS worth taking, and mechs that don't run them are obsolete out of the garage. Endo-steel always saves more weight than the ferro-fibrous upgrade and takes up the same number of critical slots, so always go for that one first between the two. Your first robots (hopefully on the cheap):  Building a garage of personalized killer robots is one of the best parts of MechWarrior. However, mechs are expensive, C-bills don’t grow on trees, and garage space is at a premium, so you want to make the best purchasing decisions you can. Accounts start with four mech bays (essentially character slots) for you to fill in with your own mechs by default. Seems like plenty, but they fill up fast. Progression in the mech skill trees depends on owning three chassis of the same kind of mech, so four bays will limit you to one particular brand of ride, or require some extremely tedious re-selling and re-buying. Mech bays can only be purchased with real money unfortunately, but diligent spendthrifts can earn free ones by participating in fairly regular weekend events and dipping their toes into the various faction play options (you unlock a free mechbay fairly early in the progression for each house or clan and are free to bounce between them after fleecing them for the reward). When buying a mech, you have to consider the cost of equipping it as well as the flat cost of the mech. Upgrades like endo-steel frames and double heat sinks are essential and bloat the sticker price of a mech. XL engines are used in several popular Inner Sphere mechs and cost millions of C-Bills on their own. Again, pre-planning your builds in a third-party builder is a smart move. You can move engines around between mechs, so try and purchase ones that you can reuse in several mechs (my single XL 255 engine is swapped between basically half of my medium and light mechs). The XL 300 is also used in many popular builds and might be a wise investment. You’ll notice when buying mechs that there is a divide between Inner Sphere tech and Clan tech. For folks unfamiliar with BattleTech lore, these basically represent two different sides of a galactic conflict. Clan mechs cost more than their IS equivalents, but you get what you pay for -- and here is the part of the guide where I make a lot of enemies -- because Clan stuff is generally better. Outside of any lore affiliations, in-game, the choice between Clan and IS represents a difference in power and playstyle. Clan mechs come equipped with XL engines (that don’t explode when you lose a side compared to the fragile IS equivalent), double heat sinks are standard, and many come with upgrades like endo-steel pre-installed. So while the sticker price is higher, it’s also a little closer to what you actually pay in the long run. By and large, Clan tech is lighter, hits harder, and has greater range than IS tech. On the downside, Clan weapons tend to fire in volleys or bursts and their lasers take longer to do full damage (all the more reason to twist and spread the damage). The potential to do A LOT more damage than IS mechs exists, but you need a steady hand to really take advantage of it. Clan weapons also generate more heat on average. In default game modes, you aren't locked into either side and are free to fill your garage with whatever mechs you want. If you plan on getting deep into the Community Warfare aspect of the game though, you will naturally want to focus on one team eventually. On the bright side for the IS, several mechs have positive “quirks” that let them leverage unique attributes with certain weapons, or give them a little more durability than their armor rating may imply. If you pay attention and build towards them, some IS mechs can be just as powerful (or more) than Clan mechs and cheaper if you can swap around parts. On the IS side, the Blackjack line of mechs are relatively cheap, has great high-mounted weapon hardpoints (they can peek over a ridge and fire without exposing too much of themselves) and thanks to a few quirks, can do surprising damage (the 1X with six medium lasers in the arms is a beast). You can also look into the heavier Thunderbolts with laser quirks if you want to make an impression, or the nimble Firestarter if the idea of backstabbing larger mechs appeals to you. For the Clans, the medium weight Stormcrow packs all the firepower of a heavy (and maybe some assaults) while staying incredibly mobile. Lovely hardpoint placements high on the torso and nose of the mech make it easy to use. The Timberwolf heavy is also a great (if expensive) choice with a ton of build flexibility -- it’s the poster child of the franchise for a reason. Good luck! For a “very quick tips” post this guide went on, didn’t it? There are a lot of moving parts to keep track of in MWO and it can seem bewildering when starting out, but with a little practice and some patience, you’ll be reducing giant robots to scrap heaps in no time.
MWO tips photo
All systems nominal
With MechWarrior Online hitting Steam, there are bound to be a lot of new pilots climbing into the cockpit for the very first time. But getting started might not be the easiest thing in the world. MechWarrior is a little more...

MechWarrior Online is aiming for the stars on Steam

Dec 14 // Nic Rowen
The biggest news for MWO, and the focus point for the event is that the game is now available on Steam. After three years of existing as an independent product, MWO is now on the monolithic game service. While this is obviously big news for the game, and PGI no doubt hopes to capture a wider audience on the more visible platform, my question was “why?” MWO has existed as a stand alone product since launch and has cultivated a loyal, if not massive, core audience. The mech combat genre is nowhere near as hot as it was a decade and a half ago, and with plenty of other free-to-play games already available and established on Steam, why make the move so late in the game? Russ says it wasn't a decision the team took lightly. “It was always in the conversation... We became certain that we definitely wanted to go to Steam about 12 months ago, and we spent that much extra time making sure that we were ready as we could for that new influx of players.” “Part of that conversation, though, was just the features you need for that audience” added Bryan. “We felt that if we were going to go for Steam, we needed to present a product that was accessible for that [broader] audience.” Recently added features such as a guided tutorial and fresh UI options designed to ease new players into the complicated mechanics of the game certainly seemed to be aimed at that. MWO has long been a “learn by dying” experience that tossed new players into the deep end, an experience I remember only too vividly (cue awkward break-up #1). Giving new players a rundown on the basics of movement and what all the gauges on the HUD mean before having them wander into a combat will be a more welcoming introduction to the game than expecting them to refer to the manual while under fire. [embed]326481:61510:0[/embed] As for keeping that new audience, PGI has a few plans. Russ confirmed that they have at least one more “big update” planned for Faction Warfare, the persistent territorial control game mode that pits the Great Houses of the Inner Sphere and the warring Clans of BattleTech lore against each other. The galactic conquest is supposed to give players a reason to invest in the world and care about the game on a deeper level than a series of robotic death-matches by giving them something to fight over. Future plans center around making the acquisition and holding of planets more valuable by providing resources to successful groups (a nuclear like artillery strike was teased) and unclogging stalemates by introducing attacker or defender based advantages in contested battlegrounds. There are also plans for single-player content in the works. “That's one of the great aspects of MechWarrior that has been unexplored for the past 15 years, so that's definitely going to be part of our future.” This is something that a lot of fans of the original campaign driven MechWarrior games have been hungry for, so it's great to hear PGI is actively working towards that goal. But don't expect to hear anything about it soon, Russ was quick to position it as a future project.  What PGI seems to be hanging its hat on in the meantime is a greater emphasis on community participation and eSports. Later that evening during a stage presentation, PGI unveiled their plans for a worldwide MWO tournament slated to begin in the new year. Complete with regional qualifiers, play-off elimination series, and with PGI already committing to a $100k seeded prize pool, the announcement broke to the absolutely thunderous approval of the gathered fans. If PGI was searching for the thing that would appeal to their core fanbase the most, they certainly found it – as the ringing in my ears could have testified. I'm not so sure that's what the game needs though, especially when trying to capture a broader Steam audience. We've seen many games try to come out as “the next big eSport” in the past few years and almost all of them have failed to take off (looking at you Evolve). While everyone in the room that night can't wait to watch (and probably participate in) a huge worldwide bracketed tournament, I have no idea who else is going to be interested. Even with improvements to the game's spectator options and a focus on tighter, fast paced four vs four mixed-tech teams, the game is still working in the confines of the fairly niche mech combat genre. When I tried to envision who would actually watch a such a spectacle, all I could picture was other tournament players watching while waiting for their turn to play. What I personally found more exciting were the two separate VR demos on display. While the virtual mechbay tour on the ghetto-holodeck HTC Vive seemed like an impressive but COMPLETELY unnecessary exercise in BattleTech nerd wish-fulfillment, the smaller Oculus Rift demo caught my attention. While it was obviously in the very early stages of development -- little more than a stationary mech that could swivel its torso around and test fire a few weapons into a nearby mountain range -- it was captivating. Just being able to look around the cockpit and survey the area with a quick side-to-side glance was unbelievably thrilling. Honestly, it felt like the way stompy robot games were always secretly meant to be played. I squatted the unit for a good ten minutes trying to make myself sick by rotating the cockpit in a clockwise direction while trying to rotate my head in the opposite (easier said than done) and dreamed of the future in a dizzy haze. I've been as excited as anyone for the dawning VR age, but I've always been skeptical that a lot of "real" games would translate well to the experience. I don't want to see a future where the potential of VR is squandered on quaint virtual tours and on-rails shooters. But, a mech simulator that naturally sits you down in a cockpit while you manipulate a suite of controls makes sense with what the technology  is currently capable of and has that one-to-one coordination between what you are doing and what you are seeing that really makes VR pop. Nobody asked me, but this seems like THE thing to focus on instead of trying to carve out a slice of the already picked apart and wholly devoured eSports pie. A bunch of smaller features were also announced. Improvements planned for the Faction Warfare mode with expanded career options, ranking progressions, and leaderboards seemed like a big hit with the fans. As was the newly demonstrated decal system that will let MechWarriors plaster the ancestral battle machine of their noble family with gaudy stickers and logos like a warmongering Dale Earnhardt. I joke, but it is my secret shame that I would love nothing more than a big giant decal of a wrench to slap on my favorite mech. As a longtime player who has seen the game go through several ups and downs, I had to take the chance to ask about some of the more controversial decisions and notable difficulties the game has encountered. Things like the total about face on third person view, a feature PGI promised would never be added to the game during the beta, but was nevertheless eventually introduced to the collective disdain of the community. The sluggish pace of development that delayed key features for months if not years past announced launch dates. The introduction of consumable items purchasable for real money and a myriad of other insular grievances that sound completely crazy to people outside of the MWO bubble, but created serious rifts and a huge amount of distrust and negativity within the community. Russ acknowledged that the issues that set the fanbase off haven't always been predictable and they've been caught off guard once or twice. “It can be frustrating, but there comes a point where you don't have to understand why they're upset, you just have to know they're upset, and face it head on.” He says that after the departure from former publisher IGP last year, the team doubled down on communication with the fans and focused on providing concrete proof that they were addressing their concerns. “We weathered it, I think mostly due to 'put up or shut up' type things. We said we would pick the pace up and we did it.” When asked about the working relationship PGI had with IGP before separating ways, Russ and Bryan were quick to point out that there were some great people who worked there, but admitted there were difficulties. “In the end, it [working with IGP] really impacted our speed at which we could do work, implement features, and interact with out community. It was too policy driven.” says Russ “Our community suffered for it.” In comparison, he went on to describe how much faster the work flow is now. When the team wants to make a change, they can do so without having to hold several meetings about every decision. He pointed to the more frequent community facing Town Hall meetings and Q&A sessions with fans as proof of PGI's dedication to their audience. I don't know if I'm personally ready to lay every past snafu at the feet of IGP. At this point, MWO has broken my heart so many times that I'm not sure that I'll ever completely trust it again. But on the other hand, it has seemed to enjoy a new lease on life in the past few months. Big balance changes, new features, fresh players, MWO has really cleaned up its act. Maybe this time it really has changed. Maybe this time we can make it work. Oh what the hell, I'm gonna reinstall. Nothing serious, just going to test the waters. Relationship status: It's complicated.
MWO steam event photo
But is it too late for stompy robots?
Longtime readers of the site, especially folks that read my c-blogs and recap articles before I became a staff writer, know that I have a weird, on-again, off-again relationship with MechWarrior Online. It's a game I want to ...

MWO moving to Steam photo
MWO moving to Steam

MechWarrior Online is coming to Steam in December


Stomping on up
Nov 13
// Nic Rowen
After what seems like years of rumors and speculation, the free-to-play shooter MechWarrior Online is finally making the move to Steam. According to a news post on the MWO website, the Steam launch will happen on December 10,...

MonHun X photo
MonHun X

Monster Hunter X has nods to Wind Waker and Macross Delta


Link with a tail and whiskers!
Nov 09
// Jordan Devore
Capcom has a habit of putting crossover characters, outfits, and weapons in Monster Hunter and that amusing trend continues with Monster Hunter X. The upcoming 3DS game has tie-ins with The Legend of Zelda: The Wind Waker and Macross Delta. Here's a look at them.
BattleTech photo
BattleTech

BattleTech Kickstarter stomps to the homestretch


PVP for a few dollars more
Nov 01
// Nic Rowen
The BattleTech reboot Kickstarter launched a little more than a month ago and by all appearances has been a total success. Harebrained Schemes smashed through the original funding targets, and now in the final days of the cam...
BattleTech photo
BattleTech

BattleTech Kickstarter begins, immediately secures funding for 'stage 1'


Turn-based stompy robots live again
Sep 29
// Nic Rowen
[Correction: Contrary to what I reported earlier, Harebrained Schemes did not fund the initial $250K goal of basic funding on its Kickstarter. All of those funds came from backers. Harebrained has invested $1 million into the...
BattleTech Kickstarter photo
BattleTech Kickstarter

Harebrained Schemes to Kickstart a BattleTech game this fall


Back in the cockpit
Jul 29
// Nic Rowen
The studio behind Shadowrun Returns, Harebrained Schemes, is planning to resurrect another classic PC series in the near future, trading in net-running cyberpunks for the towering mechs of the BattleTech universe. The studio ...

My favorite Morpheus game so far is RIGS

Jun 22 // Jordan Devore
Combat isn't anything new for the genre, but after you take enough people out and pick up orbs from fallen foes, you're put into an overdrive mode. It's at this point you need to make a mad dash toward the top of the map where there are ramps leading up to a giant hoop. Jump down through the goal as if you were a basketball to score, but watch out for incoming fire and melee attacks. If and when your mech is destroyed, you'll eject and skyrocket to the top of the map. You can take in the scenery, or get straight back into the action by looking at one of a few colored spawn points and confirming with a button press. Given the immersion of VR, free-falling felt awesome. Had the game just been standard team-based combat centered on blowing up mechs, I wouldn't have thought much of it. This mode, Power Slam, really was the best way to introduce it. RIGS won't be a compelling enough reason to own a Morpheus by itself, but it's a good starting point.
Virtual Reality photo
'Basketball with guns'
Metal Gear Solid V: The Phantom Pain and virtual reality -- those were the two things, by far, I most enjoyed at this year's E3. Steven did an exceptional job of capturing the essence of the former, so now it's on me to ...

RIGS photo
RIGS

Sony debuts cheesy-as-hell trailer for VR-experience 'RIGS'


Riiiiiiiiiigggggs!
Jun 15
// Chris Carter
Do you want VR? Sony wants you to want VR. If you're down with it, you can watch a ton of people absolutely "loving" VR, with the newest game on the block -- RIGS. It's an action mech game that will debut on the PS4 at some point. Um, okay. Is there still time to ask for a new Virtual On?
MWO update photo
MWO update

Mechwarrior Online retools its MechLab again


Hold the phone, NEW MENUS!?
Jun 05
// Nic Rowen
Have you seen a commercial where a company basically throws its last product or several years of service under the bus to promote its new stuff? Like those bizarre ads for Domino's Pizza a few years ago which basically boiled...

My greatest gaming regret is never making it to one of those ridiculous BattleTech Centers

May 29 // Nic Rowen
While BattleTech Centers were a video game experience, I'd say they had more in common with a laser-tag joint than an arcade. It was a production; one part video game, one part fantasy. They'd sit you down inside an overly-complex facade of a mech cockpit they called a “battle pod,” complete with WWII bomber-style tail art and mock technical information plastered on the side. Inside were a dizzying array of peddles, throttles, joysticks, and an assortment of quasi-functional warning lights and buttons. The pod was totally enclosed, fully immersing the pilot in the fantasy of actually being in command of a giant war-machine. They'd give you a call sign, have you watch poorly acted in-universe tutorials of how the game worked (staring Jim Belushi of all people!) and print out “after action” military reports (scorecards) of your performance. Mechwarriors would play a networked multiplayer death match, piloting their giant mech against with other real live humans piloting their own mechs from separate pods. All of this in the year of our Lord 1991. It was astounding for the day. In just a few short years, they'd have the technology to allow players in different BattleTech Centers around the country play against each other, likely the first introduction to online multiplayer for many mech nuts. Again, this is in the early '90s! [embed]292997:58730:0[/embed] Even voicing the idea out loud, I have no idea how it got off the ground. It sounds like a pipe-dream. A mad fantasy scribbled down in the margins of a high school notebook during the last few minutes of a particularly boring English class. Not something real people would spend real money on. It sounds exactly like the product of one of the “wouldn't it be cool if...” head-in-the-clouds conversations I'd have with my brother when we were kids. Even at the absolute height of the franchise's popularity, I can't imagine dedicating an entire building to mechanized combat. Nowadays, The Avengers are about the most popular thing on Earth, with their combined movie franchise making more money than some national GDPs. Still, I can't imagine getting any investors jumping on board to make Iron Man Centers where you strap on some fake Tony Stark gloves and a helmet and shoot repulsor blasts at other players. It's insane. Still, BattleTech Centers happened. There was a time when you and 15 or more friends could pile into a couple of vans, drive to a BattleTech Center, and spend the afternoon recreating the 4th Succession Wars of the early 3000s from the comfort of your personal cockpit -- and I fucking missed it. Nothing gold can stay. As the popularity of BattleTech as a whole began to wane, and the general market shifted away from arcades in favor of home consoles, BattleTech Centers around the world began shuttering their cockpits. There were reattempts at the idea. BattleTech: Firestorm came out in early 2000s with improved Tesla 2 cockpits (capable of “Advanced Mission Mode” which actually turned on all of the extra switches and controls in the cockpit, changing them from a cute cosmetic affectation to necessary instruments). But despite a small hardcore audience of enthusiasts, battle pods are on the brink of extinction. There are a few places still running BattleTech pods, but they are scattered throughout the country and operate on a much smaller scale. A few half-functioning pods tucked in the back of an arcade at a Go-Kart track in New Mexico. A small mech cache in Houston that is only open on occasional weekends or by appointment. Or the Fallout Shelter Arcade's wandering BattleTech exhibition that travels between conventions and events, dropping pods in the middle of a show floor for curious attendees. Even with these last few preservationists, the clock is ticking. The machines are getting older, spare parts and the knowledge to repair them increasingly scarce. Soon, the few remaining pods around may suffer the “lostech” fate that befell the advanced Star League technology of the BattleTech series (an end that is deeply depressing to the part of me that still wants to climb into a cockpit, and bizarrely exhilarating to the part of me that is a bone-deep MechWarrior nerd). Look, I know these centers are dead for a reason. I get that they were cheesy as hell even when they were new. I know the games probably haven't held up. The once quasi-mystical LAN multiplayer experience is completely unnecessary these days and there are any number of better mech games and pilot sims to spend your time on. [embed]292997:58731:0[/embed] But good lord, I just would have loved to have gone to one back in their heyday. Just the idea of dragging a few of my friends and family (who aren't obsessed with giant robots) to one of those centers puts a smile in my heart. Sitting through the terrible videos, climbing into one of those big fake cockpits, it's just the right blend of something I would enjoy both ironically and completely sincerely. Of course I would immediately switch it to the so-called Advanced Mission Mode and spend most of the time flailing about trying to figure out the controls and basically waste the opportunity. I know myself, I'm exactly that kind of jerk. I guess I should start planning a road-trip to catch up with one of the few remaining clutches of pods scattered around the country. The big, silly BattleTech Centers of yesterday are gone, and I'll never get the chance to go to one, but their legacy is still around -- at least for now. I don't want to add another regret to the pile. 
BattleTech Centers photo
They'll never bury me in my robot
I've done a lot of things I'm not proud of in my life. I've made a lot of mistakes, missed some opportunities that still feel like a cavity in my heart, know that I've done wrong. But if I'm being honest? My number one regret...

Titanfall photo
Titanfall

PSA: Best Buy gives you an excuse to get Titanfall


Xbox One version currently $8
Apr 24
// Robert Summa
For those rare Xbox One owners that still haven't experienced Titanfall, Best Buy is running a sale that certainly limits your excuses for not owning the game. As of now, the game is available for only $7.99. Seems like a good value to me, but I suppose if you hate fun, then it isn't. Titanfall [Best Buy]
Xenoblade Chronicles X photo
Xenoblade Chronicles X

Furries, mechs, and an octopus lady in Xenoblade Chronicles X


I WANT TO PET THAT CAT!
Apr 22
// Jed Whitaker
A fresh new trailer for Xenoblade Chronicles X can be seen above that looks more like Gundam and Metal Gear Solid to me than a JRPG. I couldn't quite decipher what is going on in the above trailer, but I'm just happy th...
Titanfall photo
Titanfall

A Titanfall sequel is coming and surprise, it will be multiplatform


Bro, have you seen Titanfall?
Mar 12
// Robert Summa
At last, it looks like PlayStation 4 owners will finally be able to see Titanfall. That initial sting of denial will be wiped away with a second installment as IGN confirmed the same information we already knew -- even if it ...

Mecha Trigger made me feel real dumb before it made me feel (kind of) smart

Feb 05 // Nic Rowen
Mecha Trigger delivers an insidious two-stage payload of knowledge. At first it may seem like another typing-trainer-by-way-of-game kind of a deal, a Typing of the Mech if you will. While the threat of being skewered by a railgun the size of a city bus is a pretty good motivator to learn how to type quickly and accurately, the real core of what Mecha Triggeris teaching is actually the rock-bottom basics of coding and scripting. There are no such things as joysticks or control pads in the world of Mecha Trigger. And while you use a keyboard to control your TypeFighter mech, the secrets of WASD have never been revealed to the engineers who made these giant robots. Instead, every single action your mech makes needs to be typed into a DOS style command line. Want to walk forward? You need to specifically type out (with proper spelling and format) the code to move your legs and the distance you want to travel. “legs move -d 10” for a few short lurching steps. An enemy to your right is pelting you with a mech-sized shotgun? Better type in “legs turn -a 90” to face right and look at him (you'd type in “legs turn -a -90” to look to the left), and so on. If this already seems like a huge pain in the ass, you have no idea how bad it really is. I only got to play with Steel Battalion’s infamous twin-stick, 40-plus button control surface once at a kiosk that was displaying it like some novelty act, and it was infinitely easier to grok. Even with that massive layout, there was the comforting familiarity of triggers and peddles, and when you pushed a button, while the mech might not have done what you wanted it to do, it did something. The command line prompt gives you nothing. Mistype a line, use the wrong format, whatever, and the mech remains stubbornly, perfectly, inert. Incredibly frustrating, especially when you're being picked apart by enemy fire. Even after reviewing the tutorial, I still managed to forget important commands -- like say the ones for controlling your guns and laser cannons -- in the heat of battle. The first time I actually managed to shoot something, my machine gun farted out a single impotent shot. Clearly there was room for improvement. [embed]287185:57169:0[/embed] Fortunately, you can create your own custom macros in the game that can activate a command with much fewer button presses, or even carry out multiple actions. This quickly reveals itself as the holy guts of the game. After a bit of fussing around I wrote scripts that would fire my laser beam for a nice controlled 2 second burn, or one that would empty my machine gun clip and automatically reload it. I destroyed an A.I mech or two, things start to click. For the first time in a long while, I go and grab a pen and jot down some notes. Any time a game makes me break out the ol' yellow legal pad, it's a sure sign of a burgeoning obsession, or at least a brief but intense infatuation. Soon I have a page full of abbreviate commands and reminders. I have my weapons figured out, I even come up with (what I think was) a fairly clever script to automatically switch to the cloaking device and activate it for emergencies. I'm no ballerina, but I've wrangled the controls enough to generally trundle my mech where I want to go. I can scan the enemy, get within optimal range, and unleash a holy rain of – oh wait, he activated his jump jets. How the fuck do I look up again? More notes, more macros. Over an evening of play, I slowly stumble my way towards something resembling competency. I create a slew of macros -- basic controls, weapon systems, responses to every typical situation I can think of. I try them out in the field, find holes in my battle-vocabulary and fill them. I streamline the commands that work by trimming down unnecessary keystrokes, shortening command lines to as few button presses as possible. I experiment and find out I can string more than two commands together in a single macro, instantly obsoleting more than half of the commands I've already written. I toss them out, rewrite them into tighter, more efficient, little bunches of code. My mech stops trudging about with a noticeable stutter-pause between every action, and soon I'm moving around about as smoothly as a multistory death-robot can. The process of writing macros and the logic of the game becomes so familiar that I start writing the occasional script in the middle of a fight whenever I notice something I'm missing or have an idea that would speed things up. I'm embarrassed to admit it, because I know writing macros is the most basic kind of scripting imaginable, but a thought occurs to me. “Is this how developers feel when they really understand the tools they work with? When instead of doing some menial task by hand they hack in a clever little line of code that does it for them?” I remember how Rock Band, with its simplified five button plastic guitar, gave you that little glimmer of understanding of what it's like to actually play an instrument when you got into the zone. Mecha Trigger is opening up the same conduits in my brain, but instead of a more nuanced appreciation of bass-lines and chord structure, its giving me a peek into the world of development. Just a tiny bit, a crack in the door with a weak beam of light spilling through. This is the most surface-level simple stuff, but for me, a guy who has never even considered writing a line of code in his life, it's like learning the first few words of a new language. It left me wanting more. What if I could write a script that could respond appropriately to different contexts? What if I instead of having to build my mechs around my scripts, my scripts could work with my mechs, allowing me to change up the equipment without having to write up an entirely new group of macros? These are questions the developers probably hoped people would have after playing. Sneaky bastards, teaching me things. Even if you don't feel Mecha Trigger will inspire some new-found interest in scripting for you, it's still worth checking out. It's free, offers a very different way to play than conventional shooters, and there are always worse ways to spend a lazy evening than turning giant robots into scrap.
Mecha Trigger photo
Okay, I'm just going to make the joke, 'Typingfall'
When people say “educational game” I instinctively clench up. I was raised in the heyday of Canadian educational software, with all the impenetrable geography-teaching trucking simulators and embarrassingly stilte...

MechWarrior Online's Community Warfare has taught me what it feels like to be the frustrated parent

Dec 17 // Nic Rowen
[embed]285078:56683:0[/embed] I realize MWO probably isn't the hottest game perched at the forefront of your mind this holiday season, so let me indulge in a little history lesson. When the game was first announced way back when in the heady days of 2011, and started hitting up fans for crowdfunding pledges and sight-unseen dollars, Community Warfare was the biggest ace up their sleeve. It was robot-nerd catnip. Being able to pledge allegiance to one of the Great Houses from Battletech lore and reshape the flow of history for the galaxy alongside thousands of other players was something fans of the franchise have always dreamt about. I still get goosebumps when I think about the idea. This grand vision of a galaxy on fire was supposed to be released 60-90 days after the start of open beta. Yeah, as you might have inferred by now, that didn't happen. Without belaboring the point, those 60-90 days stretched on further than anyone would imagine. For three years now, MWO players have been spinning their wheels, picking away at little more than an arena deathmatch game when they were promised the galaxy. All the while the dev team has constantly reassured players that they've toootally been at work on Community Warfare behind the scenes. Some people moved on a long time ago, others have stuck around to become gnarled and bitter old men who've given up hope for goodness in this world. Then there are the saddest of all, the true believers who never lost the faith, desperately pinning their hopes on PGI making good. They've spent the last three years rocking back and forth in the corner whispering “Krusty is coming, Krusty is coming...” believing their hero would swoop in at any moment to make things right (there really is a Simpsons reference for everything). It's certainly been a long road, so what does three years of work and anticipation look like? Not freaking much, as it turns out. There is a new game mode called “Invasion” to facilitate all the galactic conquest, and it comes complete with an astounding TWO WHOLE NEW MAPS to play on. A bumper crop of confusing menus with a lot of options and scary-looking long-term contract things for you to sign that make you feel less like a space-faring warlord and more like a nervous 24-year-old leasing their first car. On the plus side, there is a cool holographic map of the solar system that makes me feel like I'm on the bridge of the Normandy again (and has the downside of reminding me that there are far more fun and less broken games out there to play). Of course I still played MWO. I booted it up, downloaded the patch, and started my first foray into a universe at war. By which I mean I opened up a chat service. You see, the very first thing Community Warfare asks you to do is to sign a contract with a particular faction for a period of time ranging from seven days, to a month, to a lifelong pledge. There are warnings of DIRE penalties for breaking your warrior oath, and once you join a faction, you can only play with homeboys from said faction. So that means getting on the same page with your friends, who of course all have different ideas of which faction is the coolest, which has the best long-term prospects, and such. The bickering is further compounded by the divide between Inner Sphere and Clan mechs, which according to Community Warfare rules are not interchangeable. If you've stocked your garage with nothing but the superior Clan mechs since they were released, but all your poor plebeian friends (such as myself) are still riding their bronze-age Inner Sphere rust-buckets, you have to choose between your friends and your cool new toys. Community Warfare's first casualty were some sore feelings. So I signed my contract with our mutually (sort-of) agreed-upon House and then tried to join my friends' mercenary group. At this point, the game balked and informed me that even though I was married into the same House, my contract was for a different length than the groups, which invalidated me from joining. Cue a hefty million-and-a-half dollar fee for breaking my contract and trying again. Off to a great start already. Finally ingratiated into the mighty House Marik, it was time to stake our claim and defend our precious homeworld against the invading Clans! We eagerly arranged our fighting forces, strategically examined the map of the solar system, and clicked the find-match button. Then we waited. And waited. And (omg, is this thing busted?) waited. As I sat in that interminable lobby, watching the clock tick through minutes I'd never get back, I thought about the epilepsy inducing, wub-step-filled trailer for Community Warfare. I thought about the criss-crossing laser beams, the streams of missiles flying through the sky, the triumphant explosions. A single tear rolled down my cheek. I've had a revelation. MWO has taught me what it feels like to be the parent of a disappointing child. Because I desperately want to be proud and happy that MWO released Community Warfare (misshapen Frankenstein of the vision that it is). I want to say nice things about it, but all of the praise I can think of is parsed in terms of “hey, they finally fixed this glaring flaw” or “well, it still isn't very good, but it's getting better, right? RIGHT?” I'm glad that there are now objectives more interesting to fight over than glowing patches of ground. I think the new dropships add a cinematic flair the game has never enjoyed before. I think that holographic map is really freaking cool. But at the end of the day, all Community Warfare seems to be is two maps, some weak stat tracking, and a broken lobby system. It isn't much to write home about. You want to give people the benefit of the doubt, but it's hard to believe them when they say they've been working on this for three years. At what point does over-promising turn into dishonesty? When do pleas for patience and understanding veer into stalling tactics to milk a gullible audience? When do you own up to the idea that your son might not be a misunderstood late-bloomer, but just a run-of-the-mill shitty person? I can't keep making excuses for you MWO, you're over three years old.
MechWarrior Online photo
I'm not surprised, I'm just disappointed
In the land of MechWarrior Online, Christmas came early last week. Or severely, massively late depending on your perspective. Much like my relationship status with MWO in general: it's complicated. Community Warfare, the long...

Project HON trailer photo
Project HON trailer

Project HON's mech combat trailer is amazing and confusing


Mecha got a booty like DAYAM
Nov 25
// Nic Rowen
I wish everyday started with over 20 minutes of gorgeous mech combat. Project HON's impressively long trailer includes everything you could ask for from a game inspired by mecha anime: senseless destruction, giant guns, metal fisticuffs, weaponized grappling hooks, and transforming robots. Best breakfast viewing ever.

If you like spaceships, Fractured Space could be your jam

Nov 16 // Steven Hansen
It's probably worth laying out those Team Fortress and League of Legends nods first off. Like the latter, structurally, this (eventual free-to-play game, mind) is a MOBA. You start in your star base, the enemy in theirs, and you head off to jump between sectors of space and meet somewhere in the middle for giant space dogfights. There's also resources to be had on the battlefield, stations to capture and in-match upgrades.  Unlike more clicky strategy games--and herein lies the stretching for a Team Fortress 2 reference point beyond pricing--there is also a skill-based shooter here as you pilot these behemoths and fire off rockets and lasers and the like.  Ships are differentiated by manufacturer, ship class and individual loadouts. The Hunter, a Zarek Industrial ship, and Sniper, a United Space Research ship, below are only medium-sized attack ships at 750 meters in length. The latter is great at range, while the former has a "blink" ability for fits of teleportation.  This is where spaceship fans can have some fun, as the team has paid insane attention (look at that detail) to these different styled (NASA-inspired, Soviet-inspired), modular ship designs wherein you can mix and match bits to come up with a ship that suits your style. Maybe something that can deliver massive damage, but only from the front, or, on the other end, something nimble. The unlocks and progression are all about play variety, adding options to your engines, weapons. Maybe the standard blink is replace by one with shorter cool down that only goes short distances, or one with a massive cool down that gets you the heck out of dodge. Brooksby made another recognizable comparison in explaining the crew, which act "like Final Fantasy VII's Materia," adding even more diversity and abilities to your individual ship, some of which won't be completely divulged. Crew members are also part of an overarching story and lore that will change based on player input; for example, a popular captain choice among the player base, that captain could become a hero to their faction.  Fractured Space is coming to Early Access at the end of this month. Brooksby calls it, "living the next stage of the dream," to be able to, "make a game with the people that play the game." That is Early Access at its ideal, at least. I saw a bit of the game running with placeholder art, but nowhere near enough to get a real feel for it (though I can tell you the ship models are crazy detailed), so I'm interested in seeing what it looks like later this month.
Fractured Space photo
Crazy customization, Team Fortress 2 and League of Legends influence?
The makers of Strike Suit Zero are increasing the scale of their space battles with a new game, Fractured Space, which features 5 vs 5 matches between massive ships. The newly minted Edge Case Games, comprised ...

Fractured Space photo
Fractured Space

Strike Suit Zero dev brings bigger space fights with Fractured Space


'Fractured Space' is also what I call my brain
Oct 22
// Steven Hansen
The makers of Strike Suit Zero are increasing the scale of their space battles with a new game, Fractured Space, which features 5 vs 5 matches between massive ships. "Above all else we want to transmit a sense of scale to the...
Brigador photo
Brigador

Matador is now Brigador, still a cool looking mech shooter


Matador Gundam is no Tequila Gundam
Sep 30
// Steven Hansen
I decided to do some checking on Matador, which won me over early this year. This proved confusing, briefly, as some legal issues have pushed the isometric mech shooter to be renamed Brigador. I kind of miss the name, but al...
Oculus Rift photo
Oculus Rift

There's a Pacific Rim virtual-reality experience for Oculus Rift


Cool idea, lame video
Jul 28
// Jordan Devore
Legendary Pictures and Reel FX brought a Pacific Rim virtual-reality experience to San Diego Comic-Con last weekend and gee, doesn't that seems like a worthwhile idea for a full game? Pacific Rim: Jaeger Pilot puts players i...

Review: Dynasty Warriors: Gundam Reborn

Jul 09 // Brittany Vincent
Dynasty Warriors: Gundam Reborn (PlayStation 3)Developer: Omega ForcePublisher: Bandai Namco GamesReleased: July 1, 2014 MSRP: $39.99 Of course, I couldn’t quite discern the quality of the release at a glance. Given the fact that this was my very first Dynasty Warriors Gundam departure, Dynasty Warriors: Gundam Reborn conjured images at first of executives attempting to cash in on the series one last time before the eventual demise of the PS3. Fortunately, I knew within my first few minutes of evaluation that I was wrong. This game flows so well in every aspect that, despite its eventual repetitiveness, it actually does an excellent job of quenching the thirst of this parched Gundam fan. And while fundamentally there isn't much in the way of classic Dynasty Warriors-styled battles here to coerce longtime fans of the series, there's plenty here for a Gundam diehard to get excited about. [embed]277640:54761:0[/embed] Despite being a hack-and-slash adventure of the Dynasty Warriors ilk, there are actually quite a few strategic elements to be found within the game. In the first few missions of each mode you find yourself simply killing enough enemies or capturing enough fields to progress. Later missions find you completing a myriad of objectives at once.In one particular mission in the original Mobile Suit Gundam story mode I found myself with simultaneous objectives, tasked with both rescuing White Base and securing the Jaburo control room. It was times like these I had to check the map and determine the ratio of enemy units to friendly units and make an executive decision as to which objective truly took priority. This lent an interesting lilt to the immersion factor of being in a Gundam on the battlefield and replicated many of the series’ most thrilling moments. In addition to Official Mode, where you follow the plot outlined in Mobile Suit Gundam, Zeta Gundam, Char’s Counterattack, Gundam Unicorn, Gundam SEED, and Gundam SEED Destiny, there’s Ultimate Mode. Here, you can follow a series of original missions and choose your own pilot and Gundam. I found this to be the more disjointed of the two, with pilots and mobile suits chosen seemingly at random for the stories. Maybe it’s just the purist in me, but I found it odd to see GMs and Zaku IIs fighting for the same side. The Ultimate Mode does add a lot of replay with unique scenarios and several “what-if” scenarios. The stars of the game are the mobile suits, though, and there are a lot of them. Over one hundred mobile suits and armors are waiting to be unlocked and upgraded. The upgrade system is simple, but can be frustrating, as it’s based on receiving plans and parts. Plans can be used to upgrade the general characteristics of your mobile suit such as melee, armor, thrusters, and more. Parts are used to upgrade your weapons, and the higher upgrades can take massive amounts of the higher-end golden parts to upgrade. Frustration sets in with the seemingly random nature of receiving parts and plans. It seems like the rule is the higher the difficulty, the better the drops, but I have received Class E plans for 8-star difficulty missions and Class A plans for one-star difficulty. There’s also a collectible card system in which you receive cards for accomplishing certain tasks that also reward you with parts and plans. I personally was playing mostly just to kill giant robots, but these aspects could cause some major headaches for completionists. Fortunately, while you’re eliminating said giant robots, you can enjoy crisp graphics, which are impressive both for the PS3 overall and how many units are on the screen at once. Each unit is lovingly rendered, although their textures can be a bit plain and muddled. I forgave this as there are hundreds of them rendered at once and the PS3 is a little long in the tooth. The backgrounds are varied and although plain, in my opinion out of necessity for the playstyle, they really give the feeling you’re not playing in the same old arena over and over. Particle effects are also rendered well, be it a beam sword or a funnel bit firing. The audio, in all honesty, is probably going to be the great divider when it comes to Dynasty Warriors: Gundam Reborn. I love the original Japanese with the English subtitles, but this might turn some off to the game. With it being a budget-priced title I understand Bandai Namco’s decision not to hire a whole new team to translate voice audio into English. However, in the middle of battle it can be somewhat distracting to have to focus on fighting and reading subtitles, which definitely resulted in me missing out on some of the story. The background music, as an aside, is subdued but engrossing. It lends itself well to the pace of the game and is quite reminiscent of the soundtracks to the various Gundam series. All in all, I was quite pleased with this entry into the Dynasty Warriors Gundam series. However, I’m a Gundam fan and have been for a decade or more. I would have no problem recommending the game to other fans of Gundam or mecha in general, but for players who haven’t heard of either of those things, I’d be hard-pressed to even broach the topic. Additionally, the entry price for DLC is much too high for what you get and doesn’t add a ton to the game, which was one of its biggest turn-offs. For $30 USD you can get all the DLC, which brings the total up to $70. I purchased it because of my interest in the source material, but I suggest that people mix and match the DLC if interested in purchasing it at all. While to some (myself included), taking to the battlefield piloting the RX-78-2 Gundam and slaughtering thousands of Zaku and Dom pilots and facing off against Char himself sounds like heaven on Earth, a lot of people just don’t care about that sort of thing. Also, with the emphasis on Gundam SEED this game has, many of the other Gundam series are underrepresented, with the noticeable omission of an Official mode for Gundam ZZ entirely. It is possible that non-Gundam fans could enjoy this game on the merits of “beating up the bad guy robots” alone, but they’d end up missing out on the charm of what makes Gundam special. I can only hope with the new generation of gaming consoles we'll continue to see titles like this that are worthy of the legacy of the original IP.
Dynasty Warriors Gundam photo
Go psycho with Gundams
When I was a kid, I loved watching Gundam Wing and the original Mobile Suit Gundam on Cartoon Network. The mecha genre has always been a personal favorite of mine so I tried to capture the same feeling while playing a video g...

Mechrunner photo
Mechrunner

Mechrunner is hitting the PlayStation 4 and Vita this summer


40-foot tall mode-changing mechs
Jun 12
// Chris Carter
Developer Spark Plug Games is ready to show off their newest game -- Mechrunner -- that's coming to the PS4 and Vita later this summer. Said mech can transform between a tank and a robot on the fly, to fight against an invadi...
Japanese indie games! photo
Japanese indie games!

Mecha shooter Gunhound now available on Steam


Blow up all the robots!
May 10
// Kyle MacGregor
Side-scrolling mecha shooter Gunhound EX is out now on Steam for $14.99. Developed by doujin studio Dracue Software and localized by the folks at Playism, Gunhound EX is a throwback to the shooters of the 16-b...
Titanfall review coming photo
Titanfall review coming

Our Titanfall review is coming soon


And our Dark Souls II review will go up at midnight tonight!
Mar 10
// Chris Carter
[Update: Here it is!] As you may have seen, the official Titanfall review embargo has just lifted. Where's our review? It's on the way, and here's why we're waiting to publish. In short, with how big of an online focus T...
Doujin Games photo
Doujin Games

Mech shooter Gigantic Army now available on Steam


A surprisngly satisfying six dollar side-scrolling shoot-'em-up
Mar 06
// Kyle MacGregor
Doujin shooter Gigantic Army is out now on Steam for a measly $5.99. You should check out our review and buy it maybe. That is, if you like fun things. You do like fun things, don't you? I mean, seriously, what els...
 photo

Titanfall leaks: Maps, Generations, Achievements, and more


The Achievements all look so easy
Mar 03
// Hamza CTZ Aziz
We're one week out from the launch of Titanfall, and there's been so many leaks on the game over the last few days. All the leaks come from reddit, where a user has released several photos of the maps, including top down imag...
 photo
Do you think fashion can bloom on the battlefield?
Hey, did you see those Metal Gear Solid V: Ground Zeroes track jackets and sneakers that Puma's making? They're pretty cool, but a franchise with such awesome character and mechanical designs really deserves more creative merchandising. Here are a few ideas.

Titanfall photo
Titanfall

Titanfall beta tips will have you playing like a pro


If you can actually pull this stuff off
Feb 14
// Brett Makedonski
Titanfall's highly anticipated beta formally kicks off today, and if you're lucky enough to have an invite, there's a lot to learn in a short amount of time. The game has its own set of quirks, and once mechs get introduced ...

Auto-loading more stories ... un momento, corazón ...