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The Wertzone
SF&F In Print & On Screen
Saturday 16 January 2077
Support The Wertzone on Patreon
After much debate (and some requests) I have signed up with crowdfunding service Patreon to better support future blogging efforts. You can find my Patreon page here and more information after the jump.
Monday 4 November 2024
15 years ago (somehow) I visited Belfast whilst they were filming the GAME OF THRONES pilot
Sunday 3 November 2024
MechWarrior 5: Clans
AD 3049. Almost fifteen hundred light years from Terra, the self-exiled Clans, heirs to the fallen Star League, live lives of ritualistic combat and the pursuit of honour. The arrival of an exploration vessel from the Inner Sphere shocks the Clans, who hold themselves to be technologically superior and safe from the constant infighting of the Sphere. Faced with the threat of the Inner Sphere powers discovering the Clan homeworlds and attacking, the Clans resolve to strike first, launching a massive invasion of the Inner Sphere which throws the Lyran Commonwealth, Free Rasalhague Republic and Draconis Combine into chaos.
Clan Smoke Jaguar is assigned the task of sweeping through the lightly-settled Periphery and then driving hard into the Draconis Combine. Their first target is the independent world of Santander's Bay, followed by the Combine world of Courchevel and then a determined strike on Luthien, the Draconis capital. A newly-assembled Star (five-mech unit) under the command of Jayden is tasked with helping the Smoke Jaguars seek victory...but their leaders' utter ruthlessness, indifference to civilian casualties and seeking honour only when convenient to them leads Jayden and some under his command to question what they are fighting for.
Five years ago, Piranha Games released MechWarrior 5: Mercenaries, a freeform game where you gained command of a detachment of BattleMechs (big stompy robots) and a starship, and guided them to fame and fortune through a mixture of procedurally-generated missions, handcrafted jobs and a lengthy story campaign. The game was released in an iffy state but was rapidly fixed and then expanded through six DLC campaigns to become a very solid game of stompy robot fun in the BattleTech universe, augmented further by a very healthy modding scene. Whilst the game was very solid, its grindy, freeform nature came in for some criticism, so Piranha decided to address that with a new game with a much more focused, narrative approach.
MechWarrior 5: Clans depicts the full-scale invasion of the Inner Sphere by the Clans, arguably the biggest and most consequential event in all of BattleTech lore. BattleTech games are largely set either in the pre-Clan period, which focuses on political intrigue and conflict between the five Inner Sphere powers, or the post-Clan period when the Inner Sphere's rearranged borders and polities are trying to adapt to the Clans' arrival. By depicting the invasion on-screen for the first time (it has been depicted before in Michael A. Stackpole's splendid novels), Piranha are answering the wishes of a lot of die-hard BattleTech / MechWarrior fans.
The invasion is straightforward enough - these bonkers semi-Klingons from elsewhere in the galaxy are trying to invade Earth (sorry, Terra)! - and takes place early enough in the timeline that newcomers won't be lost either. And it's an interesting stroke on Piranha's part to not only have the players fighting for the Clans (the "bad guys" of this story, but only very relatively compared to the ruthless realpolitik-governed Inner Sphere), but arguably the least-pleasant Clan of them all, Smoke Jaguar.
Extensive cutscenes introduce the plot and cast of characters. You get to know your starmates through surprisingly polished and extensive cutscenes, as well as in-battle banter. As usual in these games (forget the number, this is actually the eighth mainline game in the series, not counting expansions), you can customise your mechs before battle, maybe choosing to switch to different models and then choosing weapons loadouts. If you're fighting on a hot desert world, you may want to ditch those lasers for cooler autocannons, but if you're in an arctic environment, you can go hogwild with the pew-pew. You can also choose how much armour you want your mech to carry, and if you want a cool jump jet or not. Outfitting your mech is supposedly made easier by the presence of Omni-pods which have preset loadouts; in practice I found these mostly useless, and tinkering with the loadouts more directly was often more effective. Newcomers who don't know their PPCs from UACs may find the default loadout for each mission to be perfectly fine and stick with that.
You then hit the battlefield and have to achieve objectives, which are usually some variation of "go here and kill all the things," although occasional pursuit, rescue and defence missions liven things up. When battle is joined and lasers and missiles fly, the results are a splendid feast for the eyes, enhanced by the switch to Unreal Engine 5 for this excursion. Not only do you have to pilot your own mech in battle (from either first or third person), but you can also direct your starmates to hold particular areas of the battlefield, target your opponent or follow you. You can also switch to an overhead battlemap for more granular control of the battlefield, briefy turning the game into an RTS (and makes the heart pang for a new MechCommander game), although in practice I found controlling the battle from this viewpoint to be more confusing than from the cockpit.
The game is linear, but at several moments you have a large choice of different missions to select, which you can approach sensibly (do the missions in escalating order of difficulty) or not (do the toughest missions first to accrue the most honour and resources). There is also a big decision you make towards the end of the game which completely changes the final few missions. But the whole point of Clans is to offer a more curated, story-driven experience with memorable characters; if you want the freeform open-world approach, then MechWarrior 5: Mercenaries (or the classic turn-based tactics game BattleTech) is the place to go.
The cutscenes and story are both surprisingly enjoyable. There's little surprising here, the fact that you're playing for the bad guys and become increasingly aware of how evil they are as the game continues makes things fairly predictable, but it's all executed with enough panache and character you can bear the unoriginality. Your five starmates all have their own personality and attitude to things (although I confess I found Ezra and Liam to be a bit interchangeable), and their disagreements are useful in shaping your own attitude to the Clans. The supporting cast are splendid, with a special mention reserved for Cordera Perez, your commanding officer, who is both a spectacularly unrepentant arsehole and has the most outstanding "total dickhead" voice performance I have heard in many years. I am disappointed we don't see more of the famous lore characters, like Leo Showers, the supreme commander of the Smoke Jaguars, who gets a memorable cutscene near the start but otherwise doesn't show up again.
The game is also surprisingly meaty. Normally a game like this - story focus, linear campaign missions - would top out at 10 hours, maybe 15, but MechWarrior 5: Clans lasts around 30 hours of stompy mech action, more if you replay the game to see the alternate ending. This length does mean the game occasionally struggles to keep things fresh - the "shock plot twist" of a late-arriving, heavily armed dropship you have to disarm under heavy fire is used a few times too many - but the campaign moving on between several different planets, the supporting cast changing (as this is a war, and people die) and the story of the war taking several unexpected turns keeps things ticking over nicely. There are several brutal difficulty spikes which may frustrate players, but the ability to switch difficulty levels if a mission is particularly kicking your arse means you can usually find a way of getting past them.
MechWarrior 5: Clans (****½) is a splendidly enjoyable slice of fun. You stomp around in robots blowing things up, against the backdrop of an epic space opera saga which is well-told. The strategy command element adds depth to the game, and you can go down a deep rabbit hole of mech customisation options if you want, to optimise your combat experience. Hopefully Piranha can match the generous DLC they provided for Mercenaries to expand on the war, maybe giving you the opportunity to play for other Clans or maybe crossing over with Mercenaries with a freeform mode. MechWarrior 5: Clans is available now on PC, PlayStation 5 and Xbox Series X/S, as well as via the Xbox Game Pass service.
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Sunday 27 October 2024
SLAYERS & VAMPIRES: THE ORAL HISTORY OF BUFFY THE VAMPIRE SLAYER & ANGEL by Edward Gross and Mark A. Altman
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BATTLESTAR GALACTICA, SKYRIM and FALLOUT: NEW VEGAS actor Michael Hogan makes first convention appearance since serious injury
In very welcome news, actor Michael Hogan has made his first public convention appearance in almost five years, since he suffered a serious head injury. Hogan is best-known for playing the role of Colonel Saul Tigh in the second iteration of Battlestar Galactica, and subsequently playing the role of Doc Mitchell in the 2010 video game Fallout: New Vegas and General Tullius in Skyrim (2011).
Hogan made his appearance at the "Salute to Battlestar Galactica 20th Anniversary" convention in Chicago, appearing alongside much of the cast of the show and showrunner Ronald D. Moore. Hogan made an appearance alongside Edward James Olmos (Admiral Adama) and another alongside his on-screen wife Kate Vernon (Ellen Tigh), sporting an eyepatch and his screen uniform in honour of his character.
As part of his rehabilitation, Hogan had to learn to speak and walk again from scratch, no mean feat for an actor who is now 75 years old. Hogan has been supported in his recovery by his family, particularly his wife Susan who has acted as a spokesperson for him, as well as his co-stars. Impressively, he has already returned to work, recently doing voice work for the children's animated series Sonya from Toastville.
This is of course splendid news, and I believe all of his many fans will continue to wish him the best recovery.
Friday 25 October 2024
RIP Jeri Taylor
Franchise Familiariser: Cyberpunk 2077 / Red / Edgerunners (2024 update)
Back in December 2020, CD Projekt Red released Cyberpunk 2077. The game allowed players to create a character of their own design and then live a life of crime in the late 21st Century metropolis of Night City, California. After an infamously rocky launch, the game was rescued through updates and a well-received expansion, and has since expanded to include a spin-off TV show, graphic novels, art books and board games.
But did you know that the game and its attendant merchandise is merely the latest part of a franchise which is more than thirty-five years old? If you don’t know your rockerboys from your Arasaka corporate suits from your netrunners, a franchise familiariser may be helpful.
Note: this is an update of an article previously published in 2020.
The Basics
Cyberpunk is a science fiction franchise created by writer and games designer Mike Pondsmith, originally published by his company, R. Talsorian Games, in 1988. Pondsmith named the game after the science fiction subgenre of the same name, which in turn was named after a 1983 short story written by Bruce Bethke. This story was actually published somewhat late in the development of the genre, as several previous works had been important in establishing it, particularly Philip K. Dick’s 1968 novel Do Androids Dream of Electric Sheep? and John Brunner’s 1975 book The Shockwave Rider, as well as the 1982 movie Blade Runner, loosely based on Dick’s novel.
Pondsmith and his fellow designers have cited Walter Jon Williams’ 1986 novel Hardwired as being extremely influential on the design of the game, along with Dick and Blade Runner (William Gibson’s 1984 novel Neuromancer, often arguably cited as cyberpunk’s codifying moment, was not read until later in the game’s development).
To make it clearer that the reader is not speaking about the short story or genre, it’s common for fans to refer to Cyberpunk by one of its edition subtitles: Cyberpunk 2013, Cyberpunk 2020, Cyberpunk v3.0 or Cyberpunk Red.
Each of the four editions of the game is set in a different decade and reflects the passage of time in the Cyberpunk universe. The original Cyberpunk (1988), now almost always referred to as Cyberpunk 2013, is set in that year and depicts a near-future dystopia where corporations have become as powerful as governments and fight one another for supremacy and where takeovers are more literally hostile than you might expect. The game is predominantly set in Night City, a custom-designed and built metropolis on the coast of Morro Bay, California, roughly halfway between Los Angeles and San Francisco, and sees players taking on roles such as mercenaries, corporate players, police officers and netrunners, as hackers are known in this world.
Cyberpunk 2020 is the second and most popular and well-known iteration of the game, to the point that “Cyberpunk 2020” is often used to refer to the entire franchise. It was originally published in 1990 and remained continuously in print for fifteen years, accumulating a vast array of supporting supplements and adventures. The game’s rule system, Interlock, was highly praised for being customisable and allowing players to much finely adjust their character’s development through skills rather than being tied into much broader levels (the approach favoured by the medium’s heavyweight game, Dungeons and Dragons, for which Pondsmith had worked on some sourcebooks). The setting was also praised for its attitude and punk ethos.
After experimenting with a spin-off project revolving around young characters who get superhero-like powers from technology, CyberGeneration, the game returned properly in 2005 with Cyberpunk v3.0. The game switched to the Fuzion system, advanced the timeline to the mid-2030s and also adopted a transhuman approach, with much more sophisticated SF ideas such as humans downloading their consciousness into robotic bodies and thus becoming immortal. The setting also dropped some of the aesthetics of the original setting, Pondsmith reasoning that fashion and styles would move on. However, despite some praise for trying to move past cyberpunk clichés and explore more advanced ideas, the game had some negative feedback for exactly the same reason, as well as the change in rules.
Cyberpunk Red (2020) tacitly omits v3.0 from the canon and instead serves as a direct sequel to Cyberpunk 2020, with the timeline now advanced to the 2040s but the old cyberpunk styles and ideas are still very much around. The newest edition of the game also acts as a prequel to Cyberpunk 2077 (the tabletop game and the video game developed in tandem), with Pondsmith confirming that a Cyberpunk 2077 sourcebook updating the Cyberpunk Red timeline and rules to 2077 will follow.
As well as the tabletop roleplaying game and the video game, the franchise consists of tie-in novels and graphic novels, several board games, the first edition of the popular Netrunner collectible card game and the Cyberpunk: Arasaka Plot mobile game.