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Game Structure

MechWarrior 3 consists of twenty interconnected missions that have been organised into 4 separate operations. To begin with you start the game by yourself, but upon reaching the second operation you will have managed to locate one of your missing wingmen. By the time you are on the third operation you will be accompanied by two wingmen and apparently you'll meet the last one pretty soon after that.

You are briefed by your Commanding Officer prior to every mission and he helps to advise you on specific factors. These briefings do not give away the entire game, and it still pays to explore the terrain around the mission site.

Exploration efforts are very often rewarded. Locating an underground cavern which satellite scans were unable to detect could mean the difference between success and failure, for example.


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Players are provided with a default set of navigation points and these are laid out on a map. However, you should be capable of reassigning waypoints to mark out your own preferred route for either yourself or your wingmen. This is especially useful when planning your own co-ordinated attacks.

Each and every mission will contain a set of primary objectives that it revolves around. These objectives must be accomplished in order to succeed. Some missions will also have secondary objectives and completing these will lead to extra rewards, such as more ammunition, weapons, etc.

The 'Mechs

All of the 'Mechs featured in the game will be Clan 'Mechs. While some may be disappointed by this, not only was it easier for Zipper Interactive but it also makes sense too. The Clans would fight in Clan 'Mechs, and since you are supposed to be running a secret operation you would stick out like a sore thumb in an Inner Sphere 'Mech.

The amount of 'Mechs available in the game is around eighteen. Elementals will also be featured but can only be piloted by the enemy. In the future an add-on disk is expected to be released featuring Inner Sphere 'Mechs.

Extra equipment available in the BattleTech board games, such as ECM sensor suites (block enemy sensors) and Artemis' may be included in MechWarrior 3.

Arm movements are now a major factor in the game. Anyone who saw the 31st Century Combat video and the Mercenaries video at the beginning of the games will remember how the 'Mechs moved their arms about and had greater control over where they could fire. Zipper Interactive have apparently worked hard to make this a feature in the game.

Being knocked to the ground after suffering a major weapon hit or falling off a cliff is something else that the game incorporates. This idea has been carefully added so that it does not occur too frequently, otherwise it becomes highly annoying.

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