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  • MechWarrior Online announces closed beta and founder's program

    by 
    Justin Olivetti
    Justin Olivetti
    05.22.2012

    Turn over the engine and light up the jet thrusters because MechWarrior Online is stomping into closed beta this week. Anyone who registers on the official site has a chance to check out the hot 'mech action before the rest of the crowd. While the beta is currently limited to North America, there is no IP blocking, so anyone can jump in as long as he or she doesn't mind a little lag. Perhaps of more interest is Piranha Games' announcement of its founder's program, code-named Operation Inception. Yes, we guess the devs saw the movie too. While MWO will be free-to-play with optional microtransactions, Operation Inception lets players invest their money up-front to get special goodies and an early start to the game. Players can buy into the founder's program starting June 19th. It will come in two tiers: a $30 veteran package and a $60 elite package. The veteran package includes $40 of in-game currency, a month of premium account status, a founder's tag, and early access. The elite package includes $80 of in-game currency, two months of premium status, the founder's tag, early access, and an exclusive BattleMech. Early access for MechWarrior Online begins July 17th.

  • MechWarrior Online dev Q&A covers beta, grouping, and combat damage

    by 
    Justin Olivetti
    Justin Olivetti
    05.17.2012

    MechWarrior Online's devs aren't quite ready to disclose specifics on the game's minimum specs or beta process, but news for both is coming "soon." These vague assurances were the anomaly in a recent community Q&A, during which Piranha Games President Russ Bullock and Creative Director Bryan Ekman spilled on all of the minutia that fans were dying to know. The duo said that they're "working very hard" to get MWO servers into every major region and that information about beta will be coming next week. They did confirm that there will be an open beta at some juncture, however. Other details disclosed included the fact that players can form groups of up to 12 'Mechs, that legs cannot be blown off (but can be immobilized), and that the launch matchmaking system will be very basic and won't take into account player skill or records.

  • MechWarrior Online unleashes a torrent of new screenshots, plus new teaser trailer

    by 
    Matt Daniel
    Matt Daniel
    05.11.2012

    Piranha Games has spent the last few weeks inundating us with information on the various gameplay mechanics and customization options that players can expect from its upcoming free-to-play 'bot-battling title, MechWarrior Online, but today the studio has unleashed a deluge of screenshots and a new video that shows what the game's really about: big robots and even bigger explosions. Also, lots of lasers. Pew pew! The screenshots showcase a variety of 'Mechs -- including the first in-game screens of the Dragon -- going at it with everything from lasers to long-range missiles and everything in between, plus there are quite a few showing off the game's MechLab customization features. The video, meanwhile, gives players yet another look at the game's combat, which, judging by the number of lasers flying around, could double as a (potentially fatal) light show. But enough words; go on and click through the gallery below and feast your eyes on all the giant robot goodness. [Source: Piranha Games press release] %Gallery-154551%

  • MechWarrior Online unloads six preview videos

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.10.2012

    With all the talk about how MechWarrior Online will play, potential players have no doubt been itching to see the game in full swing. We only recently got a peek at the first in-game screenshots, but today a veritable cascade of new information is available. Not one, not two, but six preview videos have been released, showing off the general gameplay, all four 'Mech weight classes, and the interface for customizing your 'Mech before you march it into battle. Aside from a variety of gameplay footage (clearly unpolished but still encouraging), the videos give some insight into the game's design goals. Rather than following the route of the classic MechWarrior games that placed the heaviest 'Mechs at the top of the food chain, MechWarrior Online wants all machines to have a place on the battlefield depending on player style and battlefield objectives. But why read about it when you can watch it in action just past the break? After all, that way you're learning the same information and watching giant robots shoot at each other.

  • MechWarrior Online reveals the first in-game screens of the Catapult

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.03.2012

    Battles in MechWarrior Online are not about subtlety; they are about unloading huge amounts of firepower on enemy machines as fast as possible. That is the sole purpose of the Catapult, a 'Mech loaded with long-range missiles to pummel enemy units into submission. But the Catapult has another distinction -- it's the first 'Mech to receive screenshot treatment, showing the heavy support 'Mech off in all its jumping, missile-heavy goodness. Fans familiar with previous games in the MechWarrior franchise or the BattleTech board game will know the Catapult quite well. It's just barely into the heavier weight class. sporting jump jets and medium lasers to help it move out of dangerous engagements or disable lighter units. And, of course, there are its twin missile banks, effective as a direct-fire weapon or for use as artillery with an assisting spotter unit. The game's screenshots also show off the classic variant replacing the missile banks with PPCs, high-powered energy cannons designed to fry targets at extreme range. [Source: Piranha Games press release] %Gallery-154551%

  • MechWarrior Online devs field 'Mech customization queries

    by 
    Justin Olivetti
    Justin Olivetti
    04.18.2012

    If you had four developers of a hot upcoming title trapped in a room and could ask them any question you wanted, what would it be? (Please note that if you actually are in this situation, Massively advises releasing the hostages and surrendering to the police.) While there might not be a filthy underground lair involved in MechWarrior Online's latest community Q&A session, the principle is the same. A good bulk of the 27 questions thrown to the four members of Piranha Games' team revolve around 'Mech customization. MechWarrior Online will be pretty flexible in this regard, although not as flexible as pen-and-paper fans might hope. For example, custom decals won't be in the game at launch, as their inclusion would require too much monitoring. Still, if you're trying to get a sense of the scope of MWO's 'Mech customization, this Q&A might impress you. Just because the community could ask doesn't mean that Piranha had to answer, however. When queried about the in-game economy, Creative Director Bryan Ekman put the answer off until later: "We're not ready to go into details on the economics of the game. We plan to cover this in greater detail in the next couple of months via our dev blogs."

  • Latest Starhawk trailer showcases jetbikes, mech-jets

    by 
    Jordan Mallory
    Jordan Mallory
    04.06.2012

    Similar to how combining peanut butter and chocolate dramatically improves both, Starhawk has discovered that combining jets and bikes, or jets and mechs, exponentially increases the level of wickedness associated with each craft.

  • Step inside MechWarrior Online's MechLab and choose your weapon

    by 
    Matt Daniel
    Matt Daniel
    04.04.2012

    Over the past weeks, we've been seeing a steady drip of information about MechWarrior Online's various BattleMechs and the customization options available to players to make each 'Mech unique. Today, Piranha Games is giving players an inside look at the MechLab, which is the in-game interface players will use to modify their machines of death and destruction. The MechLab uses what the studio calls a hardpoint system, which essentially means that weapons can only be swapped out for other weapons of the same type. For instance, energy weapons can be swapped only for other energy weapons, while ballistic weapons can be changed out only for other ballistic weapons. 'Mech customization also relies on a weight system meaning that each 'Mech has a maximum weight that it cannot exceed, so players will have to pick and choose between numerous lightweight enhancements or fewer, heavier ones (or some combination thereof). The full system, as fans of the series undoubtedly expect, is quite robust, so hop in the cockpit and jump-jet your way over to the official dev blog for the full details.

  • Center your sights with MechWarrior Online's latest dev Q&A

    by 
    Matt Daniel
    Matt Daniel
    03.14.2012

    MechWarriors, start your engines. It's time for another Q&A session with the fine folks at Piranha Games, the studio behind the upcoming free-to-play MechWarrior Online. Combat is the name of the game today, and developers Matt Craig, Paul Inouye, David Bradley, and Garth Eriam have taken some time to answer players' burning questions. The Q&A covers topics ranging from the game's reticle convergence mechanics to how exactly one goes about disabling an enemy 'Mech, and just as there's more than one way to skin a cat, there are myriad methods with which to bring destruction to your foes. Players will be able to bring down an enemy BattleMech by destroying the head, disabling the torso, or literally bringing the 'Mech to its knees by crippling its legs. But of course, that's much easier said than done. The game's reticle convergence system will require players to aim their shots well and time them even better if they plan to survive for long. The full details, for those interested in the mechanics of combat, are available for perusal at the official MWO site.

  • Scope out MechWarrior Online's high-octane action

    by 
    Justin Olivetti
    Justin Olivetti
    03.13.2012

    It's one thing to hear about how exciting an upcoming game might be, but it's something else to see it for yourself. While we were certainly impressed with what we heard and saw about MechWarrior Online from this past week's GDC, we weren't able to show you how the game actually plays. Until now, that is! Piranha Games just released its first public video showing in-game footage of MechWarrior Online. In it, three 'Mechs -- an Atlas, a Jenner, and a Hunchback -- are duking it out in one of the game's wilderness arenas. While the video is short, there's plenty of sweet details to pick out, such as a barrage of missiles arcing toward a foe, battle-damage on enemy 'Mechs, and serious-looking warnings that pop up on the player's HUD. MechWarrior Online is slated for a summer 2012 release. You can check out the gameplay video after the jump!

  • GDC 2012: Locking on to MechWarrior Online

    by 
    Justin Olivetti
    Justin Olivetti
    03.08.2012

    The notion of strapping oneself into a massive battle robot chassis and duking it out with other 'Mechs appeals to the inner child in all of us (or it should), so it's hard not to feel a tingle of excitement when the makers of MechWarrior Online promise that we'll soon be able to do just that. We caught up with the Piranha Games crew at GDC to become one of the very first non-studio witnesses of MWO's in-game footage and to hear why this is a title that should be on all of our radars. The team is filled with huge fans of the MechWarrior and BattleTech franchises, so the devs were eager to construct a proper MechWarrior title when Piranha got ahold of the license this year. The studio seized upon the free-to-play model early on as the best way to draw in as many potential 'Mech pilots as possible. It also snagged the CryEngine 3 to provide the best possible graphical fidelity for its product. Unfortunately, it's going to be hard to categorize MWO as "massively," as its non-persistent arena maps will host up to only 24 players in 12v12 fights. Setting-wise, MechWarrior Online begins in 3049, but that date will keep tempo with the real-world calendar (so tomorrow it'll be March 9th, 3049, and so on). As events happen in the story according to the game's canon, the game will change to reflect that in real-time. Read on to hear what the devs had to say about two of the game's four pillars: mech warfare and role warfare.

  • MechWarrior Online kicks off Mech Warfare Month

    by 
    Justin Olivetti
    Justin Olivetti
    03.07.2012

    Driving a multi-ton battle 'Mech isn't like picking your friend up at the 7-11 in your dad's Prius; it's a massive, complicated war machine that has to be understood before it can be wielded against foes. So if you think that piloting one in MechWarrior Online will be as simple as hitting the WASD keys and the occasional 1 or 2, think again. This is why Piranha Games has launched Mech Warfare Month on the official MWO site, giving us a full run-down of how movement and combat is handled in the game. Concepts such as 'Mech "torso twists," jump jets, environmental obstacles, and heat management have to be taken into account from the onset. To bring down the hammer on enemy 'Mechs, players will use a balance of energy, projectile, and ballistic weapons -- and they have to keep track of ammo while doing so. Piranha wraps up the post with a lengthy list of keyboard and mouse commands that will be necessary to learn for safe 'Mech operation. While the full list of controls and HUD details may send some running for their nearest touch-screen device, this level of detail is exactly what attracts such a devoted fanbase to the franchise. We're speaking with Piranha Games at GDC this week, so stay tuned for an in-depth interview as to how this game is shaping up! [Thanks to Nimsy for the tip!]

  • Hawken brings pretty multiplayer mech battles to the web Dec. 12

    by 
    Jessica Conditt
    Jessica Conditt
    02.06.2012

    We're sure you watched thousands of YouTube videos last year, but we bet only a handful featured flying robots with guns, and just one of those was an explosive multiplayer mech battle built on Unreal Engine 3 -- yeah, that one, right up there. Hawken, the breakout title from indie studio Adhesive Games, is scheduled to launch on Dec. 12, published by Meteor Entertainment.Hawken will be web-based, free-to-play and feature fast-paced action in short bursts, styled after Call of Duty multiplayer, Adhesive co-founder Khang Le said. Players in Hawken will battle for survival and resources inside flying, rocket-equipped mechs in various regions of a barren industrial wasteland (or heaven, as we call it). Hawken is multiplayer only and will play in a session-based format similar to League of Legends, Le said.For a further glimpse at Hawken's universe, hit up the video after the break, which displays desert gameplay. If that intrigues you, sign up for the closed beta right here -- get three friends (enemies, strangers) to enlist and guarantee your spot.

  • MechWarrior Online unveils the classic CN9-A Centurion BattleMech

    by 
    Matt Daniel
    Matt Daniel
    01.25.2012

    Giant robot fans everywhere are getting pumped up for Piranha Games' upcoming MechWarrior Online, but what's a MechWarrior game without lots of badass BattleMechs? Boring, that's what. Fortunately, however, there's plenty of giant robot lovin' to go around in MWO, and today the team is revealing the newest (though we use that term loosely) addition to the roster: the Centurion. The CN9-A Centurion is a long-time favorite of anyone who has hung around in the MechWarrior universe for long enough, and it's easy enough to see why. Armed with weapons suitable for any range, the Centurion is a force to be reckoned with no matter where he is on the battlefield. Whether it's launching LRM-10 missiles across the battlefield or wrecking someone's day personally with its AC/10 autocannon and medium lasers, you can bet the Centurion will be making a triumphant return in MechWarrior Online. For the full details on the newly revealed BattleMech, just jump on over to the game's official site. [Thanks to nimzy for the tip!]

  • Previewing the nuts and bolts of MechWarrior Online

    by 
    Beau Hindman
    Beau Hindman
    12.21.2011

    MechWarrior Online might just be one of the most exciting titles to be announced in recent times. If you have ever played any version of the game or have ever enjoyed stomping around in the Battletech universe, you'll be happy to know that, yes, the new online game is actually being made. While the IP will soon turn 30 years old, it's still very popular. Some of us remember painting metal figures to place into our tiny lances, while others have fond memories of jumping and shooting, jumping and shooting, jumping and shooting. Massively joined the press roundtable for the game this week and snagged some juicy information. We talked with Piranha Games' President Russ Bullock and Creative Director Bryan Ekman about how the development process is going, how their philosophies influence design, and how the game will actually play. Click past the cut, and watch out for heat!

  • Perpetuum removing character attributes, tweaking character creation

    by 
    Jef Reahard
    Jef Reahard
    09.28.2011

    The end of the month is drawing nigh, and that means it's time to check in with the devs at Avatar Creations for the skinny on Perpetuum. The sci-fi sandbox is trucking right along, according to the latest dev blog, which outlines a few changes forthcoming in the near future. First and foremost is the removal of character attributes. If you're not familiar with the game, the change isn't as dire as it initially sounds, as attributes basically determine the cost of extension points, which in turn leads to skill specialization. Avatar says that the only problem with the current system is that it forces players to make critical choices early in their Perpetuum careers (when most don't have a clue how they want to build their character or how the game works). The attribute changes will also necessitate a character creation revamp, and you can read all about the tweaks on the official website.

  • Community Detective Issue #23: Perpetuum

    by 
    Jef Reahard
    Jef Reahard
    05.31.2011

    Welcome to the Perpetuum edition of Community Detective. Avatar Creations' mech-based sandbox MMORPG launched back in November, and despite being relatively new to the market, it has already had time to release a free expansion and a 15-day free trial as well as build itself a small but dedicated fanbase. I spent the last couple of weeks tooling around the game's tutorials and early mission content as well as observing Perpetuum's community and customer service offerings. Due to the size of the community and the bare-bones approach to customer service, this week's issue of Community Detective departs from my standard data-centric format in favor of some general impressions. Join me after the cut to see what's happening on the planet Nia.

  • Perpetuum doubling world size, offering free trials

    by 
    Jef Reahard
    Jef Reahard
    03.21.2011

    What's new in the world of Perpetuum? Well, free trials for starters, as Avatar Creations has officially introduced a 15-day grace period for each newly created account. Trial players will not be able to trade items or currency, and they also will be prevented from joining corporations in order to safeguard the game's economy from exploits. Perhaps the biggest update in the world of Perpetuum is, well, the world -- or rather, the world as it will look in an upcoming patch. Avatar's official dev blog details plans to effectively double the size of the planet known as Nia in a patch "planned for about a month from now." The new territory will include six new islands (three of them safe zones and three free-for-all areas). All of the zones will boast infrastructure, NPCs, and materials, and Avatar plans on introducing missions shortly after going live with the update.

  • The Game Archaeologist goes PlanetSide: The fansite

    by 
    Justin Olivetti
    Justin Olivetti
    02.15.2011

    Famous PvPer George S. Patton once said that "The object of war is not to die for your country but to make the other n00b die for his." We here at Game Archaeologist University applaud that line of thinking, especially when we want to be entertained. This perhaps explains the long-lasting appeal of PlanetSide. Another working theory is that Sony Online Entertainment is into witchcraft. For an MMO I never gave much of a thought past "Huh, that's still around?" PlanetSide's surprised me with such a loyal -- and literate -- playerbase. Ever since starting this column, I've never received so many emails about an MMO. Memories and fearless love run strong in this community, and that intrigues me. What have I overlooked? Has PlanetSide proven that our ancestors' DNA contained the hybrid FPS/MMO gene, a gene that was passed down to a select group of winners? In my quest to unwrap the formula of cult success, I first paid a visit to the folks over at PlanetSide Universe, one of the most established PlanetSide fan sites on the web. Hit the jump to have your mind blown -- and your internal organs donated against your will by a rocket launcher!

  • Perpetuum devs talk design inspiration, post-launch plans

    by 
    Jef Reahard
    Jef Reahard
    11.15.2010

    You've probably heard of Perpetuum Online, the new mech-based title from indie developer Avatar Creations. What you may not know is that the sprawling sandbox is the result of a tiny 10-man development team. In a new interview with the devs over at Game Reactor, we also learned that even though the UI and certain gameplay elements resemble EVE Online, most of the Avatar team never played CCP's famous MMORPG and instead looked to the real world for design inspiration. "When designing the crafting system we looked at how humanity would react when faced with new and alien technology and built crafting around those core ideas. The idea of a complex sandbox single-server world might be very similar, but most of the Perpetuum team never played EVE," Avatar says. The interview also drops a few interesting nuggets including player beta reactions, post-launch development plans, and a peek at the dev team's stance on equalizing veterans and newbs. "Newcomers in any well designed game won't have a chance against seasoned veterans," Avatar states. Check out the full interview at Game Reactor and don't forget that Perpetuum launches November 25th.