Tuesday, December 10, 2019

MechWarrior 5: Mercenaries review

After a tense run-in with some House Kurita forces, I see that one of my employed MechWarriors is apparently going to be out for 57 days with injuries. Oh, come on! That’s more paid time off than I’ve ever had in my entire life! Take the weekend to rest up and be back in the Jenner on Monday, you slacker! I have a demanding business to manage here and, more importantly, buildings to gleefully stomp on and a huge variety of giant robots to blow up. MechWarrior 5 brings some great old school joy, and it certainly hasn’t developed much sentimentality in its time away.

It’s been almost two decades since MechWarrior 4, but it seems like Piranha Games has gone to quite a bit of effort to not mess up the task of picking up where it left off. Mercenaries includes over 50 mechs to pilot, from the spritely Locust to the hulking Annihilator, and each comes with a handful of variants with different weapon loadouts. These can each be further customized in truly impressive fashion with a variety of destructive lasers, missiles, and ballistic weapons. You can even fine-tune the armor on every part of your mech down to each individual point… or there’s a handy “Deck me out fam” button that does a decent enough job filling in the gaps for those of us who don’t want to get that granular.

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