Games with a virtual private network

MechCommander Game Series Review

The revered and outstanding BattleTech science fiction universe is known to apply to the real-time tactical wargame strategy. Each player would not be responsible for a single Mech any longer. Rather, he finds himself directing about a dozen of them at a time without any delay. He would use scrutiny and thoughtful planning to guide his forces to expected victory against all odds. This concoction nearly succeeds: It is MechCommander; an appealing game strategy whose design prevents it from achieving its greatness for its flaws, even with its much stronger.


MechCommander looks just as legitimate as BattleTech. Surprised? No; it was developed by FASA Interactive, a new arm of the corporation that made BattleTech. You observe the battlefield from the fixed, and equal angle typical of real-time strategy games, but the graphics themselves are amazing. Any given Mech is creatively animated; it runs quite slowly about the battlefield and moves so smoothly one might mistake it for isogon object. Mechs leave footprints in their wake in agreement with the form of their feet and fell small bushes once they pass nearby.


They twist at the trunk, stay trained on their aims as they move up and down, and their numerous weapons all look diverse and well stocked. Mechs are shown to perfect scale – should the enemy looks bigger, Mech would pack a greater punch. Smaller enemies, ranging from armored cars to heavy tanks, are dwarfed by the BattleMechs however, they must not be overlooked as anything. Meanwhile, the battleground itself also looks catchy, with dense forests that are subjected to fire, rivers that can easily be crossed and residential zones, bases, and construction sites that can all be destroyed easily. Rolling hills does not only make the terrain appear more realistic but help or hinder your sight as you would expect. The only challenge is that the one grass and river tileset would be seen throughout the game.


Every combat zone looks the same. Likewise, sound in MechCommander is perfectly appropriate, different, and effective, though are repetitive sometimes. From the thumping of the BattleMechs’ feet to the roasting of the forest fire, and the characteristic boom and pop of the MechWarrior removed from his ruined machine, MechCommander sounds just great. All the while a soothing soundtrack which picks up when you complete a mission objective keeps the action interesting. But while the musical score works well and sounds good, it isn’t particularly memorable. The most irritating element of MechCommander’s audio is also that each MechWarriors is a unique character with a unique voice. The pool of pilots is represented by all manner of men and women, from the trigger-happy, hothead, to the cool customer. Unfortunately, while they all look and sound diverse, they only have limited speaking lines in combat. They’ll say the same thing when they see a foe, another when they kill it, one more when they’re damaged, and that’s about it. There’s no difference in their speech.

Speed up the game

Gaming on VPN became easier with faster connection speed. The MechWarrior may easily irritate. As you play an off-site commander; telling your troops what to do each time, you are not able to control your individual Mechs to the extent that you could when you were the commander in games like Activision’s MechWarrior 2. To this wise, you should not worry about your Mechs overheating or keeping their aims in sight; your MechWarriors will manage themselves in battle as best they able. Fortunately, the pilots who fight and survive through missions will gain experience and skills both in maneuvering and using tools, and only such will control bigger, and tougher machines. Because the pilots will do the dirty jobs on their own, all that’s left for you is to tell them exactly where to go. That’s not an easy task; the foes will always have greater firepower on its side, so you need to win through strategic formation and positioning.


Having the tougher Mechs draw foes to fire while the faster ones run around to attack from behind becomes an invaluable approach. Otherwise, you must tread carefully about the routes, as your scanners are more effective when your Mechs are static. A bit more method lies in the proficient use of available artillery strikes and other special apparatus, but ultimately MechCommander is an easy game to play. For one, you cannot order your Mechs to move information; a smaller Mech will often move quite faster than the larger, and stronger one.


It’s not a good approach to keep the bigger units in front of the smaller ones; this renders the aforementioned tactic of differentiating flanking far more difficult to achieve than it should be. It’s usually the smaller Mechs who err into danger first. You cannot assign waypoints either, an oversight that often forces you to click the mouse in rapid succession in order to make your Mechs change direction. MechCommander is a great and solid effort from its glossy packaging, colorful documentation, to its appreciable release from an entirely new development team. The game will absolutely appeal at every level; BattleTech fans and tactical strategy gamers in general. However, its frustrating single-player campaign and its limited control would almost leave you wanting for what MechCommander might have been, rather than actually enjoying what it is.