Showing posts with label jordan weisman. Show all posts
Showing posts with label jordan weisman. Show all posts

Sunday, 21 January 2024

Franchise Familiariser: BattleTech (2023 update)

There has been a recent surge of interest in BattleTech, the venerable franchise about people piloting giant robots and trying to beat up or destroy other giant robots, all in a well-realised setting (think of Pacific Rim meets Game of Thrones and you're halfway there). The science fiction tabletop wargame is now one of the best-selling in its field, and more people are trying it out thanks to recent successful video games and Kickstarters for the wargame.

There’s more interest in the franchise than there has been in maybe a decade, but what to do if you’re intrigued but have no idea what it’s all about? Time for a Franchise Familiariser course!

(A previous version of this article was published in 2018.)

The second edition of BattleTech and the first to use that name, released in 1985.

The Basics

BattleTech (and its related brand, MechWarrior) – neither to be confused with Robotech – is a franchise that merges elements of space opera, feudalism and military science fiction, all influenced and inspired (at least early on) by Japanese manga and anime. It was originally created as a tabletop wargame, followed by a pen-and-paper RPG, but gained its greatest exposure through video games and a lengthy series of novels. A short-run animated series which ran for half a season in 1994.

BattleTech was created by Jordan Weisman and L. Ross Babock III for FASA Corporation in 1984 as a tabletop wargame. The original idea had been to create a wargame using large, human-piloted robots known as BattleMechs or ‘mechs. Originally called BattleDroids, the game had to change its name after a few months due to a copyright claim by Lucasfilm (who claimed that they had copyrighted “droids” as part of their Star Wars franchise, a questionable tactic but one that FASA did not have the legal firepower to fend off). A companion tabletop roleplaying game, MechWarrior, was published in 1986. The first BattleTech video games, The Crescent Hawk’s Inception and The Crescent Hawk’s Revenge, were released in 1988 and 1990 respectively.

The franchise received a significant boost in popularity, however, through the MechWarrior video game series. The original MechWarrior (1989) was well-received but it was MechWarrior 2 (1995) that took the series to new heights. Released at exactly the right moment to capitalise on the 3D gaming craze and more powerful PCs, the game was a huge success. It was followed by MechWarrior 2: Mercenaries (1996), MechWarrior 3 (1999), MechWarrior 4: Vengeance (2000), MechWarrior 4: Mercenaries (2002), MechWarrior 5: Mercenaries (2019) and MechWarrior 5: Clans (2024).

In 2001 FASA almost went bust and sold the BattleTech and MechWarrior properties to WizKids. In 2003 WizKids was bought by Topps but continued to release new material under the WizKids name. They have also provided companies such as FanPro and Catalyst Games with licences. Since 2007, Catalyst Game Labs has been releasing new versions of the classic wargame and the roleplaying game, whilst Piranha Studios and Harebrained Schemes have released new video games.

In 2018 the franchise had one of the biggest boosts to its popularity from the extremely successful turn-based strategy game BattleTech from Harebrained Schemes, overseen by franchise creator Jordan Weisman. The game sold millions of copies and produced several expansions. A sequel to the game was proposed in 2023 but it's unclear if that project is moving forwards.

2018-19 was dubbed the “year of BattleTech”, with two new video games (BattleTech from Harebrained and MechWarrior 5 from Piranha) and a refreshed version of the wargame from Catalyst. Since this time the franchise has maintained its franchise, producing add-ons for both video games and more wargaming material, as well as a new tabletop RPG, MechWarrior: Destiny.

MUCH MORE AFTER THE JUMP

Thursday, 5 January 2023

BATTLETECH reclaims its place as one of the biggest SFF wargames in the world

Venerable SF miniatures title BattleTech has reasserted its position as one of the most popular tabletop wargames around. Catalyst Game Studios have confirmed they have shipped over 9 million miniatures since relaunching the line back in 2015, most of that since they revamped the two core game box sets in 2018.


BattleTech started life in 1984 as a tabletop wargame created by Jordan Weisman and L. Ross Babock III for their company, FASA Corporation. The game was originally called BattleDroids and used mecha designs from various Japanese animated shows under licence, but legal brushes with George Lucas and the various American distributors of those shows (mainly Harmony Gold) saw them rename the game to BattleTech and redesign many of their mechs. The franchise was initially a cult success, but exploded in popularity at the end of the 1980s and through the 1990s thanks to a series of excellently-received video games, including MechWarrior 2 and MechCommander, and a millions-selling line of novels by authors including Michael Stackpole.

The franchise went through a lean period between 2001, when FASA effectively collapsed, and 2007 when Catalyst Games Labs picked up the licence. Since then, CGL has gradually guided the success to greater success. An influx of new fans came in with the superb 2018 turn-based strategy game BattleTech and its definitive Mercenary Collection repackaging. The 2019 real-time action game MechWarrior 5 was slower off the blocks due to bugs and a lack of early content, but has picked up steam tremendously thanks to a console release and no less than four major expansions, the latest of which is out this month, and increased rumours of a sequel. MechWarrior Online (2013), although showing its age, still has a healthy monthly player count.

BattleTech may also be benefitting from economics: the game revolves around the deployment of relatively small numbers of "lances," four-mech squads, which are far easier and far cheaper to collect and paint compared to, say, the equivalent Warhammer 40,000 armies. The BattleTech boxed sets are surprisingly cheap compared to competitors, and the sheer weight and backstory of the game's lore is impressive.

Catalyst confirm that they have sold over 160,000 copies of the BattleTech: A Game of Armored Combat core set and the Beginner Box "quickie" set since 2018. They have further expanded the game via Kickstarter-led products, like the Clan Invasion and Alpha Strike boxed sets, and will launch a new Mercenaries boxed set later this year.

Saturday, 26 May 2018

BattleTech

AD 3022. The Inner Sphere of human space is embroiled in the closing stages of the Third Succession War, a series of conflicts between the Great Houses for power and territory. Largely unaffected by the conflict is the Aurigan Coalition, a minor power among the Periphery States which has flourished under the rule of House Arano. Lady Kamea Arano is about to take her place as the head of the house when her uncle launches a brutal coup. Kamea disappears and one of her guardians, a MechWarrior of impressive skill, is rescued by a band of mercenaries. Three years later Kamea re-emerges with an offer to her former allies to help her reclaim her throne.


BattleTech is a turn-based strategy game, set in the shared BattleTech and MechWarrior universe which has been home to a tabletop miniatures game, a roleplaying game and multiple video games for thirty-five years, as well as over a hundred novels and even a short-lived animated series in the 1990s. Produced by Harebrained Schemes, who previously created the three acclaimed Shadowrun Returns RPGs (Dead Man's Switch, Dragonfall and Hong Kong), and designed by Jordan Weisman, the original co-creator of the entire franchise, the game has arrived with a fair bit of hype and a (mostly) positive reception.

The game plays in a manner similar to the recent Firaxis XCOM games, with a strategic section between missions where you can re-arm and repair your forces, recruit new troops and upgrade your base; and the turn-based, tactical combat section of the game. The strategic section is set on board a spacecraft, initially the very cramped and awkward Leopard and later on the more impressive and spacious Argo. You can upgrade the Argo so it can hold more BattleMechs (building-sized humanoid death vehicles) and repair them more quickly, but you can also add what appear to be more frivolous additions such as as a zero-G swimming pool and a 3D entertainment system. These appear pointless but give your pilots additional Morale Points which they can spend in battle to pull off special moves; whether you agreed to host Burger Night might determine later on if your pilot can core-shot an Assault 'Mech that's just about to wipe out your team. You can also wander around the ship and talk to the crew, which is initially entertaining until you realise the crew's dialogue choices very, very rarely update with new information.


The game has a storyline which you can follow, but crucially you can go off-course at any time to pursue side-missions. The game procedurally generates missions which you can undertake for money, salvage and to gain experience for your MechWarriors. The game doesn't make it entirely clear that pursuing side-missions is not optional: if you just try to pursue the story missions one after another, you'll rapidly find the enemies escalating beyond your ability to handle. Taking time between story missions to do other jobs and improve your team is essential. Thanks to a handy starmap, you can visit several dozen systems spread between half a dozen or so factions, with jobs running from simple search-and-destroy missions to base defence to escort.

Once you've picked a mission, you can choose which 'Mechs to use and how to outfit them. The game's tutorials are extremely basic and don't do a great job of explaining 'Mech customisability. Each 'Mech design (there are 36 in the game, with a further 22  model variations) has different hardpoints for weapons, ammo and equipment, such as jump jets and heat sinks. Your weapon choice is key in the game, with Auto Cannons doing tremendous damage but also being incredibly large and heavy, and requiring a separate ammo feed. Long-range missiles can inflict small amounts of damage on enemies at extreme range, but of course hit them enough times with enough missiles and you can take them out before they even enter close-weapons range. Short-range missiles are far more powerful, but are only effective at short range. Laser and plasma weapons have impressive range and don't require ammo, but generate a lot of heat and aren't great at taking out armour. If you find you can't carry all the guns you want, you can make room by stripping off armour...which is great until you realise you've stripped off too much armour and now have a colossal walking arsenal of death which will drop dead if a fly sneezes at it.


This juggling of load-out options is tremendous fun, especially once you have a handle on what decisions will have the most noticeable impact on the battlefield and you can access to special weapons with bonus damage factors (identified by a "+" scene after their name), but again the game leaves a lot of this information unstated and you have to pick it up as you go along.

Once these decisions have been made the game switches to a 3D battlemap. Initially you can send your 'Mechs scurrying around simultaneously, but that ends when the enemy enters sensor range. At that point you can order your 'Mechs to take up new positions, seek cover in forests or behind hills, jump-jet up onto a handy mountain, use a sensor lock to identify the target (allowing you to rain long-range fire on them) or race into visual range and start the slugfest. Combat is turn-based, but is oddly based on mobility: how far your 'Mech moved before firing determines its Evasive skill, which the enemy must overcome before they can hit you. Taking down an enemy 'Mech can be accomplished by slugging away, or (if you have enough Morale Points) making called shots on particular parts of the enemy machine. Destroy the hard-to-hit cockpit and you can capture the enemy 'Mech intact, blow off its legs and you can take the torso off (and if you pick up more salvage from the same model later on, you can patch it back into service) and so on. Particularly entertaining is taking on an enemy 'Mech laden with cannons and missiles, as if you hit the part of the body where the ammo is stored you can set off a chain reaction and blow the whole 'Mech up.


As well as dealing with positioning, facing (if you take a lot of damage on one side of your 'Mech, you can spin around in the next round and present a different armour facing to the enemy) and weapons, you also have to manage heat. Relying on lasers and plasma weapons a lot generates a lot of heat. If you go over the heat threshold, the 'Mech will start heat damage; go too far over it and your 'Mech will shut down for a round, or (much more rarely) explode. As a result, judicious choices have to be made each round on what weapons to use on what targets (an optional ability allows your pilots to target multiple enemy 'Mechs in the same round of fire) and when running into a river to cool off is a good idea. Your 'Mechs' heat management is also impacted by the environment: polar missions will allow you to fire a lot more often before overheating, whilst for a desert mission you may want to ditch the energy weapons altogether in favour of cooler ballistics.

On top of that you also have stability to worry about: BattleMechs are top heavy and can be knocked over by ballistic and missile fire, or smacked over in melee combat (ah yes, 'Mechs can literally punch one another as well). Falling 'Mechs injure their pilots and become much more vulnerable to called shots.


The result is a constantly shifting, extremely fascinating game of rock-paper-scissors-plasma beam, one that you have to re-evaluate as the game continues. There's a lot to keep track of, but also a lot of fun ways of exploiting the rules to find the optimal set-up. On top of this there are your individual pilots or MechWarriors to look after. They gain experience between missions and this unlocks special abilities, as well as giving them better aim and defence. Sometimes you can win a mission, but you may have lost a favourite pilot and a hard-earned rare weapon in the process, and will have to choose between reloading or accepting the loss and carrying on.


Once you get to grips with this information - it sounds more daunting than it actually proves in-game - BattleTech sings. The customisability and character advancement becomes a compelling game in its own right, and the combat missions become great exercises in tactical skill. Like the XCOM games, BattleTech's systems are so well-designed that apparently insurmountable odds and unwinnable missions can often be overcome by stepping back and coming at the situation from a different angle. It's surprising how much of a difference a single weapon change, a single morale-boosted ability or a single change of 'Mech can make to a tricky battle.

The game could be a bit better in how all of this information is presented. The tutorials are exceptionally basic and the finer points of how the game works only emerge through playing. There are also a few minor technical issues: the time it takes to move between screens and menus is somewhat longer than it should be, and occasional visual bugs (such as the camera choosing to sit behind a mountain or tree rather when it should be showing an enemy 'Mech blowing up) irritate. Some reviewers have complained of the animations being a bit slower than they'd like. I didn't notice this myself, but there are menu options to fix this and even a few mods to speed things up if it becomes a major issue.


The game's biggest problem, ultimately, may also be seen as its greatest strength. Harebrained Schemes' previous project, the Shadowrun Returns trilogy, was excellent but criticised for the short length of each game, lack of optional side-content and lack of replayability. BattleTech certainly doesn't suffer from that, with an infinite number of procedurally-generated missions (soon to be expanded through DLC) and a truly vast number of options making each run through the game's story potentially very different. However, the game's reliance on these side-missions and the need to play them to get better equipment and skills - "grinding", to use the common parlance - threatens to make the game very repetitive. My initial run through the game lasted 54 hours, which is a huge amount of time to spend watching robots shoot other robots, and monotony occasionally threatened to set in during a mid-game period when I had to grind to get enough money and heavy 'Mechs to proceed to the next story mission.

But looking past that, the game is certainly rewarding, with a number of interesting systems to delve into and tweak. The graphics are decent (but not exceptional, belying the game's low budget), the sound is punchy and the music is excellent. The story is fairly standard but well-told with some great characters. Some of the story missions are exceptionally well-designed and fiendishly challenging as well. Best of all, the tactical combat and mercenary-management sides of the game come together to create something compelling, fresh and interesting, once you understand how it all works.

BattleTech (****) is available now for PC. Console versions may follow depending on the game's initial sales, and both free DLC and paid expansions on the way.

Saturday, 28 April 2018

Franchise Familiariser: BattleTech

This is the year of BattleTech. A brand-new strategy video game just came out (and is excellent), another video game is due at the end of the year and both the miniatures wargame and the roleplaying game are getting refreshed this year. There’s more interest in the franchise than there has been in maybe a decade, but what to do if you’re intrigued but have no idea what it’s all about? Time for a Franchise Familiariser course!

The second edition of BattleTech and the first to use that name, released in 1985.

The Basics

BattleTech (and its related brand, MechWarrior) – not be confused with Robotech – is a franchise that merges elements of space opera, military science fiction, fantasy and Japanese manga and anime. It was originally created as a tabletop wargame, followed by a pen-and-paper RPG, but gained its greatest exposure through video games, a lengthy series of novels and a short-run animated series which ran for half a season in 1994.

BattleTech was created by Jordan Weisman and L. Ross Babock III for FASA Corporation in 1984 as a tabletop wargame. The original idea had been to create a wargame using large, human-piloted robots known as BattleMechs or ‘mechs. Originally called BattleDroids, the game had to change its name after a few months due to a copyright claim by Lucasfilm (who claimed that they had copyrighted “droids” as part of their Star Wars franchise). A companion tabletop roleplaying game, MechWarrior, was published in 1986. The first BattleTech video games, The Crescent Hawk’s Inception and The Crescent Hawk’s Revenge, were released in 1988 and 1990 respectively.

The franchise received a significant boost in popularity, however, through the MechWarrior video game series. The original MechWarrior (1989) was well-received but it was MechWarrior 2 (1995) that took the series to new heights. Released at exactly the right moment to capitalise on 3D graphics cards and more powerful PCs, the game was a huge success. It was followed by MechWarrior 2: Mercenaries (1996), MechWarrior 3 (1999), MechWarrior 4: Vengeance (2000) and MechWarrior 4: Mercenaries (2002).

In 2001 FASA almost went bust and sold the BattleTech and MechWarrior properties to WizKids. In 2003 WizKids was bought by Topps but continued to release new material under the WizKids name. They have also provided companies such as FanPro and Catalyst Games with licences. Since 2007, Catalyst Game Labs has been releasing new versions of the classic wargame and the roleplaying game, whilst Piranha Studios and Harebrained Schemes have released new video games.

2018-19 has been dubbed the “year of BattleTech”, with two new video games (BattleTech from Harebrained and MechWarrior 5 from Piranha) and a refreshed version of the wargame and roleplaying game on the way from Catalyst.

MUCH MORE AFTER THE JUMP

Wednesday, 28 March 2018

BATTLETECH secures April 24 release date

Harebrained Schemes have confirmed that their new BattleTech video game will be available on 24 April.


The new game is a turn-based wargame following a bunch of mercenary MechWarriors as they help Kamea Arano retake her position as head of her family and ruler of her homeworld, having been deposed in a coup. The game unfolds through a dynamic strategic campaign, with you choosing which world to attack (or liberate) next and what missions to undertake, and then a 3D battle mode where you take your 'mechs into combat. You can buy new 'mechs and upgrade your equipment between engagements.

BattleTech has been created by team led by Jordan Weisman, who co-created the original BattleTech wargame back in the 1980s. 2018 is set to be a major year for the venerable mech franchise, with the pen-and-paper miniatures game and roleplaying games both getting a relaunch, along with a new instalment of the real-time, first-person MechWarrior spin-off video game series at the end of the year.

Tuesday, 27 February 2018

BATTLETECH to hit PC in April

The turn-based strategy game BattleTech has a release date: April 2018, which is next month (effectively). When in April? Dunno, but I'm assuming 30 April and if it launches earlier than that, I'll be very happy.


BattleTech is based on the BattleTech/MechWarrior universe created back in the 1980s as a tabletop wargame and roleplaying game. In the 1990s it became a bestselling video game series, particularly in the MechWarrior and MechCommander series. Piranha Games have kept the flame burning with MechWarrior Online and the upcoming first-person action game MechWarrior 5: Mercenaries, but BattleTech has excited a lot of people for returning to the turn-based roots of the series and for being created by Jordan Weisman, the original co-creator of the series who has already created three excellent games based on his other well-known franchise, Shadowrun.

The game will incorporate a campaign mode where you choose what mission to do next and outfit and upgrade your mechs before switching to a 3D battlemap where you fight for dominance and victory, making full use of terrain, jet packs and massive missile volleys of explodorama.

BattleTech will be stomping onto PC some time in April as the first salvo in the Year of BattleTech.

Saturday, 2 December 2017

2018 will be the year of the BATTLETECH relaunch

2018 will see a return, in force, for the venerable BattleTech science fiction franchise. For over thirty years the franchise has fuelled a tabletop wargame, a roleplaying game, dozens of novels and over twenty video games. After a lean few years the franchise returns in force next year. Polygon has a massive, in-depth guide to the franchise, its history and its future going forwards.


The new BattleTech renaissance will be spearheaded by three games. Piranha Games has spent five years developing MechWarrior Online and has turned it from a game with a mixed reception to a much more successful title with a widespread, international following (with now a startling 700 battle mechs available to play). They are now developing MechWarrior 5: Mercenaries, a new single-player game in which you play a 'mech pilot and lead a group of mercenaries across the galaxy, looking to find riches during the chaos of the Third Succession Wars. Set in the period 3015-3049 AD, the game will have a large sandbox campaign which unfolds differently depending on your game choices. The game promises unmatched replayability.

The game is the latest in a series of games consisting of MechWarrior (1989), MechWarrior 2 (1995), MechWarrior 2: Mercenaries (1996), MechWarrior 3 (1999), MechWarrior 4: Vengeance (2000) and MechWarrior 4: Mercenaries (2002). There is also a related strategy series, consisting of MechCommander (1998) and MechCommander 2 (2001). These games are very well-regarded, not just by franchise fans but gamers in general, for their emphasis on strategy and tactics as well as combat. The resurrection of the franchise with modern graphics has generally been welcomed, but it remains to be seen if Piranha can match the quality of the games that came before.

The next game in development is BattleTech. This is a turn-based strategy game under development by Harebrained Schemes and personally overseen by Jordan Weisman, the original co-creator of the BattleTech and MechWarrior franchises. This game will mix turn-based combat with a freeform campaign in which you guide your team of mechs from mission to mission in a starship with its own crew of individual characters. Weisman and his team promise a mixture of giant 'mech action and Firefly-like interrelationships on the ship.

Of course, there is also where the game originally began: miniatures. Catalyst Game Labs is now in charge of the BattleTech wargame and is developing new rules, expansions and miniatures, as well the related A Time of War roleplaying game. In 2018 they aim to make getting into the BattleTech tabletop game easier than ever with the release of new starter sets complete with miniatures, terrain and counters.

The game also has an enormous amount of fiction and lore backing it up. More than one hundred novels tell the story of the future of the human race, from a post-Cold War alternate history of the 21st Century through to a period of instability at the start of the 32nd Century.

2018 looks set to be a huge year for the setting. It'll be interesting to see how successful these companies are in bringing in a new generation of fans to the venerable big 'mech franchise.

Monday, 5 December 2016

MECHWARRIOR 5 announced

Piranah Games have announced MechWarrior 5: Mercenaries, a new addition to the venerable battlemech combat game series.



The new game begins in 3015 AD and is set during the Third Succession War. Players will control massive battlemechs in a branching single-player campaign, along with robust multiplayer options. Previous MechWarrior games - the first was released in 1989 - have been critically acclaimed, particularly the second and fourth games, for their mixture of action and tactical planning. Piranha previously planned a reboot of the series in 2008 before it transformed into MechWarrior Online, a free-to-play game that has had a mixed critical response.

Jordan Weisman, the original co-creator of the BattleTech and MechWarrior games, is working on his own turn-based strategy game, BattleTech, for release in 2017.

Saturday, 6 August 2016

First BATTLETECH gameplay footage

Harebrained Schemes have released the first gameplay video for BattleTech, their turn-based strategy game set in the BattleTech/MechWarrior universe. Jordan Weisman, who created the original tabletop game, is leading this project (he can be seen in the video).




For game in the pre-alpha stage, this is looking pretty good. The game is due for release some time in 2017 and the company recently released some information on when and where the game will be set, for those interested in the backstory and lore.

Tuesday, 3 November 2015

BATTLETECH smashes Kickstarter targets, will be released in 2017

Harebrained Schemes have succeeded in their latest Kickstarter campaign, this one designed to bring a new video game based on the BattleTech franchise to life. 41,733 backers pledged $2,785,537, far exceeding its original target of $250,000.



Based on the BattleTech miniatures wargame, the new video game sees hulking battlemechs fighting it out for supremacy across a turn-based battlefield. The game will see players controlling multiple mechs and managing heat, ammunition and damage as they try to overcome the enemy. The game will feature a single-player campaign with a reactive, freeform story unfolding over many battles. The game will also feature a comprehensive multiplayer mode.

BattleTech will be released on Windows, Mac and Linux in 2017.

Sunday, 4 October 2015

A History of Epic Fantasy - Part 15

One of the criticisms levelled against epic fantasy and some of its trappings - worldbuilding, magic systems, maps, constructed languages - is that it runs counter to the more traditional idea of fantasy as being strange, exotic, weird. East of the Sun and West of the Moon is not a point on a map (to quote Pratchett expert Stephen Briggs) and knowing the metaphysical rules that allow a princess to be put into suspended animation for a century only to be woken up by a passing prince is a bit unnecessary to the story at hand.


There's also the fact that an awful lot of fantasy can feel like a history of the real Middle Ages but with dragons and fireballs replacing research. Starting in the 1980s, some authors wrote books that looked like epic fantasy and had many of the same trappings, but had rather different settings and were combined with other genres to create more interesting and original stories.


The Gunslinger


As a child, Stephen King developed a fascination with the poem Childe Roland to the Dark Tower Came (1855) by Robert Browning. This was one of a number of poems and poetic works that would stick in the minds of various science fiction and fantasy authors, to be extensively quoted later on (see also The Second Combing by W.B. Yeats and The Waste Land by T.S. Eliot). King's take was rather more literal: a man named Roland seeks out a dark tower. Working out exactly what that meant took King over a decade, with him writing down the first version of the short story known as The Gunslinger in 1970. He finally published it in 1978. A series of four further short stories followed, with them being collected together and published as one volume in 1982.

When The Gunslinger appeared, King was already a rising star. He'd published Carrie, 'Salem's Lot, The Shining, The Dead Zone and the novel that had arguably defined him more than any other, The Stand. The Stand is itself a work of epic fantasy using modern American characters to stand in for archetypal fantasy heroes and the destruction of the modern world through a viral epidemic as its backstory. North America itself stands in for a fantasy landscape, with Las Vegas serving as the novel's Mordor. The novel was hugely successful, but some readers felt that there was a lot more to its mysteries - such as the enigmatically evil Randall Flagg - than King revealed on the page.

In the back of King's mind (perhaps influenced by Moorcock) had been the idea of a multiverse, a layering of fictional universes in which different stories could take place but where all these stories could intersect with them. What he lacked was a way of tying them together. The Gunslinger, with its ambiguous setting and the ability of its characters to pass between shifting planes of reality, provided that mechanism.

Seven more volumes in The Dark Tower series followed The Gunslinger: The Drawing of the Three (1987), The Waste Lands (1991), Wizard and Glass (1997), Wolves of the Calla (2003), Song of Susannah (2004) and The Dark Tower (2004), along with a stand-alone spin-off novel, The Wind Through the Keyhole (2012). The novels focus on Roland Deschain, a knight and gunslinger who pursues a mysterious "man in black" across a desert, gathering allies along the way. There are hints of a post-apocalyptic world, strengthened by references to The Stand and its characters. Real-life figures, including (controversially) King himself, make an appearance. Many other novels King wrote during this period tied into the main work: The Eyes of the Dragon (1987) is King's only "traditional" epic fantasy novel and features the return of Randall Flagg and references to The Dark Tower. Black House, Hearts in Atlantis, Rose Madder and Insomnia (among others) also feature blatant references to the series. In fact, some King fans suggest that all of King's work (even the non-supernatural thrillers like Misery) is set in the Dark Tower multiverse and they may be right.


Cloud Warrior

Patrick Tilley had already had an interesting writing career before he started writing his magnum opus in 1983. His first novel, Fade Out (1976), had been an SF novel about the arrival of an alien spacecraft on Earth that drained the planet of electricity, throwing us back into the Middle Ages. His second, Mission (1981), had asked what would happen if Jesus turned up in present-day New York City.

For his next work, Tilley decided to fuse together Mad Max, Shogun, The Lord of the Rings and the American Western because, well, why not? The resulting series was The Amtrak Wars, the kind of inspired, crazy genre mash-up that we don't seen nearly enough of in the genre.

The books open in 2989. The Old World was destroyed in a nuclear apocalypse (which took place in, er, November 2015) but a group of American industrialists and billionaires survived in a massive underground shelter beneath Houston, Texas. With the surface world too radioactive to survive on, they expanded the underground facilities into a vast subterranean empire, the Amtrak Federation. Emerging centuries later, they found to their horror that the surface world had been taken over by "Mutes", the mutated survivors and descendants of less fortunate Americans who'd had to struggle to survive after the thermonuclear war. The Federation initially waged war against the Mutes to retake the surface world, but ran into problems when it was discovered that the Mutes had somehow gained mastery of the elements and magic. Complicating matters further was the presence of a large nation of descendants of Japanese survivors on the eastern seaboard, Ne-Issan.

The books chronicle the development of the Talisman Prophecy, which the Mutes believe will see the destruction of the Amtrak Federation, and the role played in it by four young people from both the Federation and the Clan M'Call of the Mutes. The books are also notable for their vivid action scenes and extraordinarily complicated politics and schemes-within-schemes developed by the central character, the Machiavellian antihero Steve Brickman.

Six volumes were published in the series: Cloud Warrior (1983), First Family (1985), Iron Master (1987), Blood River (1988), Death-Bringer (1989) and Earth-Thunder (1990). The sixth volume ended on something of a cliffhanger, intended to lead into a sequel series set 15-20 years later when the Talisman Prophecy came to fruition. However, Tilley chose to move onto other projects. There was a renewed attempt to continue the series in 2007 with a new trilogy, whilst an Australian production company licensed the film rights in 2010 with a view to making a movie called The Talisman Prophecy, but neither came to fruition. Still, the series remains remarkable for the ease with which Tilley brings together a myriad number of sources and ideas into a coherent world and story.


The Wizards and the Warriors

Few could accuse New Zealand novelist Hugh Cook of lacking vision. In 1986 he published The Wizards and the Warriors, the first novel in a series he called Chronicles of an Age of Darkness. Cook's plan was for this series to run to twenty volumes, to be followed by two series of equal length, Chronicles of an Age of Wrath and Chronicles of an Age of Heroes. The sixty-book plan was overly ambitious despite Cook's high speed of output, but ultimately he only finished the first half of the first series (ten novels in six years) before it was halted due to lack of sales.

Unusually, the series was not one massive epic story. Instead, it was more episodic with some novels taking place simultaneously alongside others, with events varying depending on who was witnessing or instigating them. The books used unreliable narrators and a prose style that could vary significantly from volume to volume. The books also eschewed a lot of epic fantasy tropes, with the books not following a set chronology and not having a central hero or villain. The books featured whimsical humour and influences from sword and sorcery as well as planetary romance. Some books were reminiscent of the later New Weird movement (China Mieville was a big fan). Some books were more like roleplaying games, with Paizo Publishing reprinting one of the volumes, The Walrus and the Warwolf, as part of its Planet Stories line.

After the series concluded (prematurely) Cook published several more books before sadly passing away in 2008 from cancer. His massive mega-series was never finished, but its breadth, vision and general batshit insanity remain intriguing (and echoes, intended or not, of the tonal variations, dark humour and continent-skipping structure can be found in Steven Erikson's Malazan novels).


Wolf in Shadow

We have already looked at Legend, David Gemmell's first novel, published in 1984. Gemmell subsequently produced several more books in the same setting and he was soon being pigenoholed as a heroic fantasy author.

In 1987 he shifted that perception with Wolf in Shadow (sometimes published under the title The Jerusalem Man). This was a post-apocalyptic novel, set in a world devastated by an unspecific event known as "The Fall". An episode later in the novel has the titular Jon Shannow, a gun-wielding antihero, discovering the wreck of the Titanic, indicating the action is set on the now-bone-dry floor of the Atlantic Ocean. The novel and its two sequels featured post-apocalyptic tropes combined with fantasy, particularly with the introduction of the Sipstrassi or Stones of Power, items with magical capabilities.

The core series featuring Jon Shannow is among Gemmell's most popular works, but it was later expanded with a duology set in ancient Greece and featuring Alexander the Great. The duology initially appears to be historical fiction, but the introduction of the Sipstrassi linked it to the Jon Shannow books and hinted at a grander, weirder scheme in place. Gemmell later returned to his Drenai setting and several new fantasy worlds before concluding his career with pure historical fiction, so it is unclear how this series would have continued.





Shadowrun

Released in 1989, the roleplaying game Shadowrun has a central premise which it executes very well: epic fantasy meets cyberpunk.

The roleplaying game and its attendant video games and novels postulate an existential catastrophe which takes place in 2012. The world is transformed, with some of the human population transformed into fantasy races like elves, dwarves, trolls and orks. Magic also suddenly comes into existence, other planes of existence are revealed to exist, allowing demonic entities and dragons to enter our world. Despite widespread death and destruction resulting from the catastrophe, humanity manages to survive and prosper, with technological advancement proceeding and the new races integrated into human culture.

The roleplaying game is set fifty years further down the line, with massive mega-corporations controlling the world and people surviving best they can. The game focuses on "shadowrunners", freelance agents who act as corporate spies, soldiers of fortune and mercenaries, working for themselves or corporations or underground resistance groups.

In Shadowrun's case, the mashing together of epic fantasy races, tropes and magic with science fiction and cyberpunk is wildly successful, bringing both a sense of fun from simply colliding the two worlds together and also allowing the creators to investigate themes of technology versus spirituality in unusual ways. After a lengthy period of relative quite, Shadowrun recently exploded back into popularity with the release of three new video games, Shadowrun Returns, Dragonfall and Hong Kong. Its future seems bright.

The mashing up of fantasy with SF and other genres has generated interesting results, although success and sales have often been patchy when this has been attempted. The once exception is historical fiction, which epic fantasy has riffed on with frequent and ongoing success.

Tuesday, 29 September 2015

BATTLETECH Kickstarter launched

Harebrained Schemes has launched its Kickstarter campaign for BattleTech, a new, turn-based tactical wargame set in the universe of the miniature game BattleTech and its roleplaying-based spin-off, MechWarrior.



The new game will be helmed by Jordan Weisman, the co-creator of the entire BattleTech/MechWarrior franchise, along with many of the same team who worked on the recent Shadowrun RPGs.

As of this time of writing, less than 24 hours after the launch of the campaign and with 34 days to go, the game has already made $600,000 and seems likely to hit the $1 million target, at which point the game will get a fully-fleshed out singleplayer campaign in addition to a skirmish mode.

Saturday, 5 September 2015

Shadowrun: Hong Kong

2056. A youngster from Seattle, raised in tough conditions and left behind when their foster-father, Raymond Black, moved to Hong Kong, is summoned to a meeting with him. Also attending is Duncan Wu, another orphan raised by Black. The meeting turns out to be a trap set by corporate police. Soon both of Black's wards are on the run. Their only hope is a disreputable triad boss, who agrees to help them on the condition they accept a new life as shadowrunners in their employ.


Hong Kong is the third game in the Shadowrun Returns series of games, following on from Dead Man's Switch (2013) and Dragonfall (2014). Like those games, Hong Kong is an isometric roleplaying game where you create and develop your own character, interact with others and carry out missions using tactics of stealth, frontal assault or hacking (or some combination of the three).

If you've played the previous two games things will be familiar, bordering on the identical. The game is bigger than the original game and perhaps matches Dragonfall in size. The story, which is more personal and complex to the player, is actually stronger, as is the writing. The rich background of the pen-and-paper Shadowrun roleplaying game is called upon to provide depth and backstory to the setting, which works pretty well.

Combat is still turn-based, tactical and fun. The other key mechanic, decking or hacking, is much-improved. The original decking mechanic was a bit dull but it's now been replaced by a new version in which you have to stealthily move through the Matrix to find the information you are after. Once you reach your objective you have to use a key-memorisation routine to actually get the info. Failure at any point triggers a response from the automated security systems. It's an entertaining way of handling hacking, certainly a big improvement on the previous two titles, but it also feels a little more cumbersome and time-consuming, especially when most objectives can be achieved through combat or dialogue instead.

The characters are highly memorable this time time around, with your band of adventurers consisting of Duncan Wu, a tough fighter with a chip on his shoulder; a genius dwarf hacker named Is0bel and an orc mage named Gobbet. Optional additions to the party include Racter, a fanatical transhumanist rigger living in the cargo hold of a grounded boat (which serves as your party's HQ). It's the strongest cast assembled so far for a Shadowrun game, with the characters each having fully-fleshed-out backstories and motivations for doing what they do.

The main mission hub is a floating criminal town, which is great. Running across the huge map between your base and the subway does get a little old, however.

For the unimaginative, Hong Kong does pretty much the same stuff as Dragonfall and the original Dead Man's Switch, so if you really liked those games, get this one. It isn't perfect, however.


First up, the game felt a little easier that is predecessors on the equivalent difficulty level. It definitely required less constant updating of equipment or armour than the previous games. I only upgraded my gun to a new one once, and I updated my armour only twice in over 15 hours of gaming. Despite this, enemies remained relatively unchallenging throughout and even the end-of-game boss (who you cheekily have to kill three times to make sure they're actually dead) was a relative pushover. If you want more of a challenge, Hong Kong may not really provide it.

Secondly, the developers went back to Kickstarter to ask for more money to make a bigger and deeper game. They definitely made a bigger game, with some truly huge environments and more NPCs in each area. However, there isn't a lot more actual content. The game takes roughly the same amount of time to complete as Dragonfall, there aren't much more quests and the number of talkable-to NPCs and interactive elements in each location remains fairly low. A struggle of the series has been that it's fairly sparse in terms of things to actually do in the game apart from to follow the main story. There isn't a lot going on in terms of optional missions or little moments of side-flavour. What is there is excellent, well-written and atmospheric, but it's having to support quite a lot of time when you're doing nothing more than running across the huge hub area for the fiftieth time.

If Hong Kong (****) is pushing the limits of the game engine and design to breaking point, at least it remains mostly entertaining when doing so. It's a well-designed, well-written and fun game which is certainly well worth playing and doesn't outstay its welcome. However, I hope it is the last game in the series on this engine and future Shadowrun games will be a little more ambitious and rich in content. It struck me while playing Satellite Reign (which came out a week after Hong Kong) that if the designers of the two games could join forces and combine the gorgeous Satellite Reign engine with the combat and writing of the Shadowrun team, they could produce something really impressive. Hong Kong is available now on PC from Steam.

Wednesday, 29 July 2015

New BATTLETECH game announced

Harebrained Schemes have announced the development of a new BattleTech game, which they will be funding through Kickstarter this autumn.



Harebrained founder Jordan Weisman is noted for creating the Shadowrun roleplaying game in 1989 and being behind the recent Shadowrun Returns franchise of Kickstarted RPGs (consisting of Dead Man's Switch, Dragonfall and the imminent Hong Kong, slated for release on 28 August). However, he is arguably even more famous for co-creating the BattleTech miniatures game in 1984 and its spin-off RPG line, MechWarrior. The MechWarrior RPG spawned a successful four-title videogame series in the 1990s and early 2000s, with MechWarrior 2 and 4 being particularly acclaimed.

The new BattleTech game takes things back to the beginning. This will be a strategy game featuring turn-based combat as well as RPG elements and the ability to create new mech designs. The game will also be open-ended and will draw inspiration from Mercenaries, the name of the expansions to both MechWarrior 2 and 4. This sub-series features player choice and a branching storyline with multiple endings, as opposed to the more linear storytelling of other games in the series.

BattleTech still has a large, dedicated fan following and following the impressive success of Shadowrun Returns, I suspect this will be one of those Kickstarters which is funded almost instantly.