It had been a long military mission . Skirmish after skirmish provide our mechs teetering on the sharpness of functionality . My machine , a massive 100 - gross ton Dire Wolf , was missing an arm — and half my firepower with it . One final group of saucy enemies emerged , blinding flare of optical maser fire and the holloa of Eruca vesicaria sativa filled the airwave . One of my teammates was forced to eject , then another as we whittled them down . Finally , it was me , barely hang on , and one opponent who had so far nullify most of the damage . A city cube separated us , the building temporarily halting our fervour as we reached the next Cartesian product . As we both come forth , I stared certain death down the barrels of his autocannon .
My only hope was to put all my remaining firepower straightaway into his cockpit and take out the pilot light , an extremely difficult snap under the good circumstances . I lined up my reticle as best I could , and both mechs opened flame in the mission ’s decisive salvo .
These moments stick with me from my time playingMechWarrior 5 : Clans . In an age where we observe the emergent minute of open gameplay , Piranha Games pivots instead to a carefully curated , measured pattern body structure . In doing so it have one of the most intense action campaigns of the class , and tells a personal , reference - drive state of war story with a jumbo - golem backcloth . Not every shot is on target , but it does more than enough to merit a place of pureness on the battlefield .
All systems nominal
MechWarrior 5 : Clansshares a lot of DNA with its forerunner , MechWarrior 5 : Mercenaries . They are set in the same world , thoughClansbegins about around the end ofMercenariestimeline . A lot of the underlying technical school and gameplay is vulgar between them . However , whileMercenariesis an assailable - over , procedurally get choose - your - own - adventure , Clansis a focussed , hand - crafted , standalone cause . Unlike its predecessor , it has persona with arcs , multiple Acts of the Apostles , and a story that get everything you do .
The first few missions are reasonably straightforward as you get acquainted with ascertain your Battlemech . These loom giant are not Gundams , darting around at extremist - high speed . Instead , they are lumbering giant of armor and weaponry , consanguine to walking tanks . The steady thud of footstep as you trade bumble with other mechs , buildings crumbling around you , convey this sense of scale and power well . This is a slower - paced , thoughtful gunslinger . Carefully managing ammunition and heat buildup while defecate strategical choices about what part of which enemies to target are far more important than being the first to line up a shot and pull the gun trigger .
The mission innovation is exceptional . Once you transition out of canonic introductory levels and the reins add up off , the telling set pieces , splendid tempo , and tightly tune up encounters shine . objective vary from mission to deputation , whether it ’s attacking or maintain points , investigating suspect smugglers , or trail down stolen mechs . unequalled environment , hazards , and enemies do a dependable job keeping things fresh . One memorable floor saw my squad taking refuge from incoming artillery fire in a cave , cautiously ward off any sunshine that indicated an opening above us . Another cut down my entire team into a monolithic running gunfight right from the start that can well be described as Halo ’s The Silent Cartographer but with giant automaton .
When you and another 90 + long ton mech square up , it feels like a heavyweight fight .
I particularly appreciate the clean sense of progression from battle to battle . early on on , your Star ( aka police squad ) is almost exclusively in lighter mechs . That means that tanks and VTOLS can do real damage , and a scrap with other mechs is often well done via ambushes and careful positioning . As you get later in the secret plan and move into heavy and rape - year machines , you begin to tear through littler units , leaving scads of broken enemies in your backwash . When you and another 90 + long ton mech satisfying up , it palpate like a heavyweight competitiveness .
Even on normal difficulty , this is a tough plot , and wise tactics are necessary if you want to make it far . Doling out commands is quick and easy thanks to a simple bicycle . It was n’t long before assigning targets or choking coil points to hold became 2d nature . or else , you could pull out to a alive planet view shout out the Battle Grid . It ’s an extremely impressive act of technical school and turnsClansinto almost a real - time strategy secret plan . I just wish it would hesitate the action at law . As nerveless as it is , by the late game I loosely could n’t give to take my hands off the controls long enough to issue commands , so I eventually moved away from the Battlegrid for the speed of the command wheel .
you’re able to play through the full campaign in up to five - playerco - op , which is a lot of fun . All of the progression and equipment belongs to the boniface , and each extra actor takes on the role of one of your subsist Starmates . They can choose from the host ’s stock list of mechs before deploying , and even practice their preferred loadouts and customization . Outside of occasional latency , I found the Colorado - op to wreak highly well , though it would be well if you could pick out which pilot to keep in line . As it is you are just sort of socketed into an uncommitted expansion slot , with no ability to change who you are operate , which is too spoiled .
Mechpocalypse now
While a 75 - long ton Mad Cat battlemech may be telling , it ’s useless without the mortal on the inside . The story vigorously focuses on the titulary MechWarriors themselves , traverse multiple days , as you and your cub Star prove through the ranks of Clan Smoke Jaguar . Each of your mate has a discrete personality and motivations , and it often feels like the 31st - century equivalent ofBand of Brothers .
It ’s novel in a human race reign by Call of Duty and Battlefield to have characters consider if they , in fact , are the baddies .
In this state of war , you are the invader . As a oink on the discipline , your squad is subject to the whims of leading , good and uncollectible . Your participation in the subjugation and business of worlds involves uniquely unworthy deed , and the maturation of the meat quality from eager recruits to increasingly unwilling participants is piquant . History is filled with soldiers who were “ just follow orders ” and the strongest narrative beats come from your Star wrestling with that . It misses an opportunity to reject the cruelty of subjection and colonialism outright , nor does it extend its lens of the eye to you as a player likeSpec Ops : The Linefamously did , but it ’s still refreshing in a world dominated by Call of Duty and Battlefield to have characters consider if they , in fact , are the baddies .
It ’s all amply voiced , with more than an hour worth of cutscenes . That ’s very telling from a studio apartment that historically does very niggling of both , though there are some noticeable growing pain like uneven phonation play . Most performance , particularly Cordero Perez , are cautionary , though a few of your police squad member hold fast out with line delivery that are flat and unenviable enough to be unhinge . Likewise , the characters generally look first-class , but now and then affected oral cavity movements damp up the immersion .
It experience like there are literal stakes in every delegacy and , without spoiling anything , your squad at the final stage is not necessarily the one you began with . I wish there was more downtime spend with your Starmates to reinforce your emotional connection to them . There are a few subplots that play out largely off - screen door that would have especially gain from some time to breathe and recrudesce . It also would have been a good opportunity to satiate in details about the singular way of life of kin group , like what they mean when they call people “ Trueborn ” or “ Freeborn , ” or why multitude get so annoyed hearing multitude speak with contractions .
A war economy
Between missions , you will primarily pass time aboard ship . This is where you’re able to buy and customize mechs , manage fixture , and work on upgrades . It ’s mostly a glorified card , but it works well enough , though I do miss the opportunity to take the air around in first soul like you could inMechWarrior 5 : soldier of fortune .
As you progress through the story you earn a currentness holler Honor , which represents your standing in the Clan . This sham thing like what Battlemechs you have admittance to , how many repair technicians you’re able to utilize , and how much of the post - battle salvage you get to keep . It ’s simple , and a clever room to tie a basic economical component to the narrative .
These pilotsshouldget better over meter , but the execution is too limited .
Kerenskys are effectively dollars and are clear after missions . These can be spend on new mechs and mech customizations . That makes sense conceptually , but in practice , they are kind of useless . At no point during my roughly 30 - hour playthrough did I find myself really thinking about money . I always had far more than enough to buy anything I want at any time . It ’s good than the option , being unable to finish a rugged mission because I ca n’t afford enough heavy mechs to survive the fighting would be a problem . However , if Kerenskys did n’t be it would not have change my experience in any noticeable way , which is a pretty upright sign that they are n’t necessary at all .
Lastly , there is an XP system for both Mechwarriors and Battlemechs themselves . It ’s a unspoiled construct ; these pilotsshouldget better over meter , but the capital punishment is too limited . Everyone has six different skills that can be upgraded five times . Three are rough-cut among each , three depart by case . I like that I can increase Ezra ’s technique with energy arm , but if I want him to focus on ballistic weapons , I ’m out of luck . That ’s a shame , get along and making decisions about customizing my teammate ’s abilities could be a caboodle of fun , but right now I ’m just check out off boxes .
The BattleMech XP is more useful . Anytime a mech is used it gains XP , which can be used on upgrades . Those improvement remain for any pilot using that mech . Most are uncomplicated improvements to handling or velocity . However , the real prize is the Omnipods . These are alternative configuration for each mech , and they can all change how you set about fights . Want to sit at range and snipe targets with trio of Pulse Lasers ? Done . Would you rather get up near and quickly end fights with Ultra Autocannons ? Unlock that variate and razz it into battle .
you may go through and customise each mech , though the Omnipods play a role in that too . Most sections of each BattleMech have mount for specific weapon system types , and strain as you might you ca n’t set up optical maser where ballistic weapons are meant to go . But if you unlock an Omnipod that swop in an energy weapon socket to that berth , you are in business . It would be nice if there was a turn more flexibility in my mech - construction like more slot to add armor to or the power to elevate the size / speed of my nuclear fusion reaction nuclear reactor , but given how good the commission are and how interesting the narrative can be , stay fresh the focal point on time spent in missions , rather than between them , was at last the proper selection .
MechWarrior 5 : Clansis a towering titan of action and storytelling worthy of its massive BattleMechs . It pays homage to its narrative - driven predecessors by exceeding them in nearly every way . While there may be a few cracks in the armor when it come to pilot customization and introduction elements , the total package is excellent . This is the definitive MechWarrior game .
MechWarrior 5 : Clanswas tested on PC .