![]() Simply put, Heavy Metal offers us rabid gamers exactly what we wanted from the series, lots of big stompy ‘Mechs and some killer weapon systems to go along with them. With their most recent (and final for Season Pass owners) DLC, Heavy Metal, they’ve taken everything to the next level. Harebrained Schemes clearly listened to theirs. If there’s one thing that is crucial in order for the gaming industry to thrive, it would be having developers that listen to their fans. While both were great DLC, some gamers felt that they were a little on the skimpy side as far as offering much in the way of new ‘Mechs, weapons, and other fun stuff. It’s a deeply tactical wargame with some strong fundamentals that I’ve personally been enjoying for the past year and a half, along with its two DLC: Flashpoint, which greatly expanded upon the game’s career mode, and Urban Warfare, which added metropolitan maps into the mix. This fortuitous trend has continued with FASA’s BattleTech IP, which saw one of the best iterations of its universe in last year’s BattleTech video game. They’ve made some great decisions as to which IPs to bring on-board, such as Haemimont Games and their fun colony sim, Surviving Mars, and Triumph Studios’ outstanding Age of Wonders: Planetfall. Paradox Interactive has been on a tear as of late, not only in terms of the recent announcements of their own games they develop ( Crusader Kings 3 anyone?) but also in the way that they’re helping out external dev studios as the role of publisher. It'll cost £15.49/€20/$20, and is also part of the season pass, with the 'Heavy Metal' expansion due out in Winter.Harebrained Schemes / Paradox Interactive Of course, I'm also excited to see how the RogueTech crew manage to integrate the new environments, mission type and vehicles into their mod.īattleTech: Urban Warfare launches on June 4th via Steam and the publisher's own Paradox Plaza. ![]() ![]() The only concern I have is how badly this will break mods like RogueTech when it first launches. It all looks like another nice module to flesh out an already-large game. Hopefully these missions will make an appearance in the new Flashpoints (mini-stories, seeded through the galaxy) included in Urban Warfare. Should make for some interesting long-haul fights, ideal for Assault 'Mechs that never really got to show their staying power in other missions. Attack & Defend scenarios have two opposing bases, and the enemy will churn out infinite reinforcements unless their base is destroyed. The new mission type also sounds interesting. ![]() Fuel trucks, heat exchangers and electrical transformers act as hazards, or opportunities to blow stuff up for fun and (ideally) profit. There's more to the city than just being large blocks of destructible cover. ![]() The Javelin is the other addition, speedy but not without some firepower. The two new mechs are the Raven 1X, built for electronic warfare. Given the lack of forests to catch missiles, anything that can prevent you from getting splattered by LRM salvos over the rooftops is probably a good thing. As well as the cover-filled environment, there's going to be a bunch of new ECM-focused techs in the expansion. Giant stompy bots aren't exactly known for being stealthy, but in a loud city full of metal things, they have a slightly better chance of getting the jump on each other. There'll also be some new story-based Flashpoints, building on the previous expansion's big new system. As expected, there will also be a pair of new 'Mech types, a set of new smaller vehicles (including cars to step on, though I don't think they count), and an all-new mission type. Its biggest addition is a new and deliciously destructible set of city environments, with rooftops to jump-jet onto or embarrassingly fall off. BattleTech is letting folks channel their inner Godzillas on June 4th with its second expansion, Urban Warfare. ![]()
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