News, and the latest updates.
Stories from the past...
Got a item of interest? Here's the place to go.
Your opinion always counts on how we can make GameSurge
Comments on our features, by you, the viewers.
Tweaks, reviews and a handy driver index highlight our newest section
Looking to buy one of the hottest games? We have it covered.
Get a advanced look at the games of tomorrow.
Find out more about the people behind your favorite game.
Need Help? We have a very large selection of walkthroughs now up.
A special section featuring the best in artwork and
The written word, by staff and viewers.
A bi-monthly column contributed by Mark H Walker, an independant writer in the Gaming community.
Pictures from around the web.
Our current hosting plans and features.
Who we are, what we do, our policies and job positions.
The Sony PlayStation, and beyond...
The Dreamcast resource, and more. Home of the DC Technical pages.
One of the best things about Mechcommander 2 is the obvious improvement
that has gone into the AI. All the commander needs to do now is worry
about which way to move each Mech, and where and what to target. The AI
now determines the optimal firing range, and Mechs will go to that range
and attempt to fire consistantly from there. This is a big improvement from MC1 where
Catapults would often play statues when enemy units got in to close
for Long Range Missle packís to be effective. The Mechs can now determine their optimum firing range
based on their loadout and move in any direction to adjust accordingly. Enemy AI however is equally as good,
now enemy units attempt to flank and gang up on weaker Mechs, aim for target
slots such as legs and heads, and most disdainfully, have the annoying
habit of taking out sensor equipped Mechs, leaving you virtually blind
to the goings on of enemy units outside of your screen.
One of the best features of Mechcommander 2 over Mechcommander 1 is
the removal of Fog of War, which now allows you to see the landscape of
the entire map during a mission. This means that you can plan almost all
of your assaults using geographic features such as hills and forest to
your advantage. Enemy units however can not be seen on the mission map
and can only be detected by either line of site, or sensors. Capturing
sensor towers in missions, are vital where they are available.
Another feature I absolutely love about Mech Commander 2, is the ability for in game
salvage of Mechís. Once a Mech
has been salvaged, one of your Mechwarriors will be flown in to pilot it for the
duration of the mission. By reducing the damage on enemy Mech and blowing
out specific slots, such as the head, you can easily gain near perfect
Mech, adding to you arsenal for each mission.
Overall the default difficulty doesnít pose too much of a problem, if
you plan your missions and use the abundance of resources and Mechs which
can be salvaged, you should be able to do almost all of the missions on
your first attempt. However on higher difficulty settings the game literally
becomes insane, and is a worthy test of any Mechcommander no matter how
great their skills. On the hardest difficulty setting it took me 3 attempts
just to beat the first mission.
Now onto graphics, I can thankfully say that Mechcommander 2 plays like
a 3D rendered, 2D RTS. Unlike other 3D strategy games, there is no need
to rotate camera angles or fiddle with your isometric view, the designers
never fell into the trap (although zoom, pan, and rotate are still available).
One problem I do have with the graphics engine is that on some missions,
such as the Moon Base mission, enemies on the very edge of the map, can
actually become invisible and impossible to see or target without rotating
Overall the rendering for Mechs, weapons and landscape, is beautiful
and a treat to watch. Its hard to describe the feeling of being able to
zoom in and watch a near scale Assault Class Mech in all its glory, blowing
apart any and all targets within its range. Blowing up large fuel containers that
leave huge creators is especially satisfying, as is watching near crippled
enemy Mechís spark and drag injured limbs in an attempt to run away.
Of special note is the soundtrack that accompanies this title. There
are a variety of tracks, some subtle, some fast paced, but all sound beautiful
and seem to add to the heavy action. Sounds effects are also of a very
Multiplayer for MechCommander 2 is another strong point. Itís clear
that Microsoft spent plenty of time working out all the bugs. Using the
Internet Gaming Zone, it is easy to find other players to play with, and
with fast servers and limited lag, games run fast and smoothly. There are
a variety of different gaming modes for multiplayer including Last Man
Standing, Death Match, Team Capture the Flag and so on. In each game you
can set different C-Bill restrictions, as well as time and tonnage limits.
Single Player however does not include these different play modes, and
that undoubtedly hurts the overall playability and replay value from this game. MC2 has
been creamed in a number of recent reviews, because of its lack of replay
value, it is important to note her, that Carver V is a single campaign
and there is a screen in the GUI for choosing campaigns, it is highly likely
that in the future Microsoft will release a number of additional campaigns
for this title, and judging from the number of patches and additions made
to Mechwarrior 4, odds are other features will be imbedded to add additional
single player gaming modes to this title.
In summary, MechCommander 2 is a game of the highest quality, as was
expected from this Microsoft title. Even though it may not have the long
lasting value of a Starcraft or Half Life it is sure to gain and keep the
interest of any budding strategy gamer. This game tries to make amends
of all of these flaws of the original, and does so with flare. Overall I give MechCommander
2 a positive rating of 89, only hampered by its lack of replay value, and lack
of playability for single player gaming.
Zalman: ZM-DS4F Headphones
An affordable, ultra-portable headphone set.