The year is 3050, and the Inner Sphere is under siege. The Clans have returned.
Take command of your battle-hardened Mercenary Company as you're hired by the Rasalhague Republic to hold the line against an overwhelming new enemy. What begins as a routine mission quickly escalates into a desperate...
The year is 3050, and the Inner Sphere is under siege. The Clans have returned.
Take command of your battle-hardened Mercenary Company as you're hired by the Rasalhague Republic to hold the line against an overwhelming new enemy. What begins as a routine mission quickly escalates into a desperate fight for survival, uncovering secrets tied to your past—and to the origins of the Clans themselves.
Campaign
Experience a Hand Crafted 12-mission story campaign that brings you face to face with the Clan Invasion. Fight iconic factions as you unravel a mystery with ties to your Past. Cinematics, briefings, and high-stakes missions deliver a front-line narrative.
The Inner Sphere
New contracts emerge as the battle lines are redrawn across the Inner Sphere. Take high-risk missions near Clan territory—where patrols are constant and danger is always close.
Clan 'Mechs and Tech
Face off against the Clans 16 powerful OmniMechs—then add cutting-edge firepower to your own hangar. Unleash Clan weapons and equipment to tip the odds in your favor.
Inner Sphere 'Mechs and Tech
New IS Weapons, 13 New Variants and the Bullshark.
Hero Pilots
Recruit new elite MechWarriors with unique abilities.
MechWarrior® is a trade-mark of Microsoft Corporation
In the United States and other jurisdictions and is used under license.
Shadow of Kerensky is the strongest MW5 has ever been. The new in-depth campaign, Clan ‘Mechs, and biomes make missions feel fresh instead of repetitive, while the smarter AI keeps battles intense. Co-op is a blast, combat feels weighty, and it’s impressive how PGI is still expanding a 6-year-old game with this much passion.
The DLC was marketed as progressing the timeline to 3057, but the last news blurb is from 3052; Certain pilot academies will open after that, but clantech remains segregated to Clan missions and never filters into the Great House militaries gameplay-wise, outside of rare market deals and random drops from arena prestige ranks.
The storyline is an enjoyably tough romp through clan space from the first days of the invasion, with an abrupt 'Halo 2'-style cliffhanger ending. An ironic twist of fate makes you pair up more with friendly lances throughout this DLC than when you're attached directly to Great House militaries in previous ones.
The vast majority of the soundtrack absolutely rips, with 'The War Machine' being one of the best tracks in the game; Legion of the Brave sounds like a demo take they left in, but it's still better than 'Master of War'.
The new mechs and weapons add some welcome build variety for your own stable, but the implementation is somewhat rough around the edges; Damaged arms that float, broken walk cycles, clantech weapons that look visually indistinct from their inner-sphere counterparts, weapon sound effects that sound oddly quiet on certain mechs, weapons that don't work like they should in certain omni slots, etc. The upside is that there's so much they added that despite the few rough edges, you'll have hours and hours of new toys that actually work to play with.
The new Biomes are effectively recolors, but they still add a welcome amount of visual variety while running just as well as the old ones.
The new pilot progression system adds some welcome depth to your mechwarriors, but it's still easier to 'trade out' a worse mechjock for a better one on the market than it is to spend the tens of millions of C-bills necessary to train up a bad one; You'll spend more on tuition than on some assault mechs.
TL;DR - If you like the base game this DLC is a must-buy, but if you don't then it still won't change your mind.
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