lately I’ve been playing the latest installment in everyone’s favourite grognard vertical tank sim, Mechwarrior 5! (i don,t expect that to be a very RGB -core game)
and it’s pretty good . It’s not the big-budget masterpiece mechwarrior fans expected after 20 years of inactivity but things blow up nice, it looks pretty and there’s a lot of content. The heavy emphasis on procgen content can make it feel rather repetitive and the negotation/fund management layer is neat at first but has a lot of annoying limitations and missed opportunities. but GOG tells me I’ve been playing it for nearly 20 hours and games rarely hold my attention that much these days so it’s doing something right
however one really neat thing it does and that I want to talk about is how it ties into its source material.
mechwarrior is based off the Battletech setting, a tabletop game that’s been running since the mid 80’s and has amassed a ridiculous (and often quite interesting) quantity of lore. the premise of mechwarrior 5 is that you’re a mercenary eeking out a living and going on a Personal Quest For Revenge at the tail end of the third succession war, a series of conflicts between the degenerate feudal houses of the inner sphere. the game runs on a some 40-years timeline that runs in the background, ending in 3049 right before the clan invasion storyline all of the other mechwarrior games are set during or after. it doesn’t affect your ability to take on contracts and complete the hand-crafted questline but it leads to a lot of neat stuff.
-as the timeline progresses, enemies progessively get better and meaner equipments as new chassis and weapons are introduced. “lost tech” becomes more widely available as supply caches are discovered and means of productions are rediscovered.
-where equipment is found and fought more or less loosely adheres to the lore of the battletop. the crab (a mech that’s stated in the fluff to be very rare because its factory was immediately bombed into oblivion) is, well, rare. as you get closer to the galactic core of terra, you’ll find more rare goods and advanced equipment.
-there’s a series of new reports that hints at new developments in opportunities. one report may state that a cache of lost tech was found in X region, hinting that you’ll be able to purchase good loot at that location’s black market. in the mid 3025-'s, you get a report that a “mysterious bird mech” has been sighted at a particular border. the mech in question, the raven, then has a low chance of appearing as an enemy in contracts for that region and it gets to the procgen pool for the other conflict zones as it officially goes in production
-battlelines are redrawn as alliances are made and broken.
basically it’s all quite neat and elavates the game. I wish more licensed games played with their source material like that. the one other game I can think of having a timeline gimmick like that is gundam crossfire, but none of it fed into the gameplay (thank you for coming to my TED talk)