Posted on: October 7, 2018

Mark Richard
Владелец игрыИгр: 501 Отзывов: 17
Baffling
Some of the design choices in this game beggar belief. Take your pick. There's the inexplicable decision to lock down the majority of locations until after the main campaign has been finished. There's the total lack of cosmetic or mechanical customisation (6 of 8 pilot skills are passives) turning pilots into interchangeable blank slates. Or there's the absence of any internal conflict outside of low morale events you'll never see because its virtually impossible to go broke even on higher difficulties. Imagine commanding a mercenary ship where everybody gets along and an employer showers you with riches for completing missions that are significantly easier than side jobs. Welcome to Battetech. A child slamming two action figures together could come up with more compelling drama than this. All this stuff would be somewhat forgivable if the mechs blew each other up real good, but we don't even get that simplest of pleasures. The combat has no bite, lacking lethality and leaving one feeling detached from the battle, with the closest thing to a game-changing move being the jet jump strike. Its a curious thing for Battletech to avoid any exciting gambles outside of this one solitary instance despite how much it would compliment its heavy RNG nature, but I suppose it makes about as much sense as the rest of the game.
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