They changed the entire tutorial level? Looks like it's the same basic premise (or ends the same way anyway), except now it's out near some random procgen city instead of inside some giant base. Strange use of resources, unless they changed the entire rest of the campaign as well, which was pretty damn pathetic.
Gave it another 5-6 hours today and became bored already. They added a couple extra weapon variants here and there, like chemical lasers, so that's good, and the extra layer of unlocking mech upgrades is so-so (have to do some random related tasks that give XP to that category and if you level up it gives the next upgrade in line).
Didn't even bother with the story campaign this time, jumped straight into the merc-sandbox mode. Seems they added some unique mini-story for each conflict zone. I started in Marik territory and the low-level zone they plopped me down in had some local noble asking me to track down his son who he thinks are held captive by pirates, or something.
And that's about the only additions I noticed so far. No idea how many of these are DLC-only features.
Oh yeah, the maps are still the same couple blazingly obvious repeating square tiles stitched together.
I can see maybe 2-3 more hours holding my interest.
There's a new one coming up with a proper-ish campaign instead of procedurally generated missions, could be interesting:
Quote:
MechWarrior 5 Clans is a single-player and co-op game focused on a solitary unit, or ‘Star,’ embroiled in an interplanetary battle across dozens of handcrafted maps. The objective is to create a tightly-built, story-driven campaign that foregrounds the hitherto forgotten Clans, specifically the Smoke Jaguars. As a team of fresh cadets fighting on the Inner Sphere, this is MechWarrior as its most focused and narrative.
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