Showing posts with label michael a. stackpole. Show all posts
Showing posts with label michael a. stackpole. Show all posts

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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Friday, 14 May 2021

Warrior: Coupé by Michael A. Stackpole

The Inner Sphere has erupted in the Fourth Succession War. The forces of the Federated Suns have launched a devastating assault on the Capellan Confederation in reprisal for an attempt to assassinate the ruling prince, whilst the Federation's allies in the Lyran Commonwealth have launched spoiling raids to stop the Draconis Combine and Free Worlds League from coming to the Confederation's aid. Whilst Capella's defences crumble and recalcitrant member worlds take advantage of the chaos to declare independence, Chancellor Maximilian Liao has developed plans for a bold strike far behind the lines to halt the offensive in its tracks, but endanger the entire economic future of the Inner Sphere in the process. Whilst the Federation rallies scratch units to fight a final, desperate battle, the Kell Hounds and the Genyosha agree to an honourable duel to end their long-running feud.


Following up on the events of En Garde and Riposte, Coupe concludes the events of Micheal A. Stackpole's Warrior Trilogy. The first major "core" work in the BattleTech universe, this trilogy redraws the borders of the five major powers and advances the timeline through the first major military conflict to take place during the setting's "present day" timeframe. Stackpole is juggling a lot of factions, characters and stories here, as he has throughout the entire trilogy, and manages the admirable job of retaining a core focus whilst also telling an epic story on an enormous scale.

It's also a book with a lot of variety in the storytelling: Andrew Redburn and his mercenaries fighting on the front line, Justin Xiang walking a political tightrope at the heart of the Confederation's intelligence network, Prince Hanse Davion having to retain sympathy and support whilst he undertakes an effective war of aggression, the struggles of the Genyosha as they debate their loyalty to the sometimes-duplicitous House Kurita with the demands of honour, and Morgan Hasek-Davion's struggles to balance his desire to fight on the front lines with the needs of his family, to which he is the only heir.

Stackpole orchestrates this enormous story with impressive grace, knowing when to focus on a storyline and when to back away. There is still too much story here for one volume or even one trilogy, and other books and authors fill in some details which are skipped over here: Robert Charrette's Heir to the Dragon explains why Theodore Kurita is suddenly such a big deal, for example, whilst the hard-to-find Wolves on the Border explains why Wolf's Dragoons have such a hate-on for the Draconis Combine, enough for the highly-reputed honourable company to betray their former employers and plunge their border into chaos (the Dragoons themselves have some oddities which aren't fully explained until Stackpole's subsequent Blood of Kerensky trilogy). This is both a way of letting other stories get filled in whilst making people buy more BattleTech books, which was a great idea for the publisher in 1989 but is not as effective in 2021, when many of those other books are unavailable.

There are other weaknesses: a few characters are killed off whom I think we were supposed to feel quite bad about, but because they only got a fairly nominal amount of development through these three very busy-but-short novels, these don't always land very well. There's a few eyebrow-raising coincidences, and the whole thing is of course old-fashioned space opera pulp, which some may feel has dated more badly than others. Fortunately, this novel increases its predecessor's achievements in rolling back the stereotypes and increasing the complexity and nuance of the factions.

Overall, Warrior: Coupe (***½) matches its predecessors in being a solid novel which delivers on political intrigue, splendid action sequences and fun characters. It is available now in the UK and USA.

Monday, 10 May 2021

Warrior: Riposte by Michael A. Stackpole

3028. The Inner Sphere has been rocked by the news that Prince Hanse Davion, ruler of the Federated Suns, is to wed Melissa Steiner, the Archon-Designate and heir to the Lyran Commonwealth. This union will unite almost half of the human race under one banner. The Draconis Combine, the Free Worlds League and the Capellan Confederation are opposed to the union but, after a failed assassination attempt on Melissa's life risks open war, seem powerless to stop it. As the governments of humanity gather on Terra for the wedding of the century, former enemies find themselves united in common cause as they begin to realise that ComStar, the priesthood-conglomerate that rules humanity's homeworld, has been keeping a dark secret from them...

Picking up after the events of En Garde, Riposte continues Michael A. Stackpole's Warrior Trilogy. Set in the BattleTech universe - think Game of Thrones meets Pacific Rim - this trilogy is a wildly ambitious work which sets to tell the stories of both individuals and cultures clashing a thousand years in the future, when wars are fought with building-sized robotic war machines called BattleMechs. En Garde was a fun but extremely busy novel which had more storylines and character arcs going on than most thousand-page epic fantasies, making for a novel with a cracking pace but on occasion could feel rushed,

Riposte calms down that pace and has a bit more time to smell the roses. There's still a lot going on but it's mostly a continuation of the first book's storylines rather than introducing new ones, allowing the story to breathe a lot more.

The book is divided into two general sections. The first section, before the wedding, is mostly setup as we rejoin the characters. The Kell Hounds mercenary group are recovering from the tough battle they fought in the first volume, Andrew Redburn's meteoric career rise is continuing and Justin Xiang (formerly Allard) has been recruited to serve in the Capellan Confederation's intelligence division, where he now directly contests the plans of his father, the Federated Suns' intelligence chief. This section is low on action but high on intrigue, and is mostly well-handled.

The wedding is the centrepiece of the novel and shows how you can use a wedding in an SF novel to completely upend the balance of power in a story without murdering everyone present (cough). The wedding arguably remains the most notable gamechanging moment in the BattleTech universe (or maybe the second, after the events covered in the subsequent Blood of Kerensky trilogy), even being live-reenacted at GenCon 1988 as a clever way of kicking off the BattleTech miniatures battle tournament. It's a fun scene which, oddly, we don't get to see the full events of, with Stackpole choosing to cut away at the key moment to events elsewhere and we only see the aftermath in flashback, which is mildly disappointing. It does make the second part of the novel much more of an all-out war novel, with major characters in action on the front and setting things up for the concluding part of the trilogy.

Some of the weaknesses of the first novel remain - the book veers at times towards melodrama and pulp, entertainingly realised but old-fashioned by today's standards - but others are solved. The first novel made it appear that Houses Steiner and Davion (based on European powers) were the "good guys" and Houses Liao and Kurita (based on Asian powers) were the "bad guys" (House Marik continues to mostly be ignored at this stage), This book throws that into considerable doubt and makes the setting more morally grey across the board, which is more interesting, and instead encourages readers to sympathise with individual characters rather than their polities. Another weakness is that some key characters from Book 1, most notably Melissa Steiner, all but vanish in this second volume, making their storylines feel curtailed.

Still, Warrior: Riposte (***½) is a fun action-SF novel set in a well-realised universe of giant stompy mechs fighting other giant stompy mechs. The novel is available now in the UK and USA.

Monday, 3 May 2021

Warrior: En Garde by Michael A. Stackpole

The year 3027. Three hundred years ago, the great Star League, which united all the worlds of humanity in a peaceful, golden age of technology, fell into ruin. From the chaos emerged the five Successor States: the Lyran Commonwealth, the Draconis Combine, the Federated Suns, the Free Worlds League and the Capellan Confederation, each ruled by a Great House. At the centre of them all and controlling ancient, holy Terra is ComStar, a mercantile consortium turned religious institution and the arbiters of interstellar communications. Political intrigue is rife, and warfare is conducted by vast, towering war machines called BattleMechs. The period of chaos known as the Third Succession War has come to an end and the Great Houses are rebuilding, but stability is no guarantee of safety. The Allard family, in noble service to House Davion of the Federated Suns, is placed in the centre of huge events when one scion is disgraced and sent into exile on the game world of Solaris VII and another joins the legendary mercenary army known as the Kell Hounds.


BattleTech is the franchise that stubbornly won't die. Starting life in 1984 as a tabletop miniatures game, it quickly spun off a series of over one hundred novels and more than a dozen popular video games (most famously, the MechWarrior and MechCommander series) before petering out in the late 2000s after an ill-advised reboot (the Dark Age setting). After a few years in the doldrums, it suddenly spun back into life with a new edition of the tabletop game and two well-received video games: 2018's turn-based BattleTech and 2019's real-time simulator MechWarrior 5 (which is getting a wider release this month on Steam and Xbox). Capitalising on the moment, franchise-holders Catalyst Game Labs have started making the immense backlog of novels available again vie ebook and Amazon's print-on-demand service.

Arguably the best-known and regarded of the BattleTech authors is Michael A. Stackpole, whom in later years would gain much greater fame and success as a Star Wars author (particularly of the X-Wing series, alongside the late, great Aaron Allston). Stackpole has built a career on writing fast-paced but also character-based military SF and fantasy. Like Dan Abnett (his Warhammer 40,000 counterpart, or the nearest equivalent), Stackpole knows that writing good military SF isn't just about the action and explosions, but creating interesting characters and telling the story through their eyes.

En Garde, the first book in the Warrior Trilogy, was the fifth-published novel in the BattleTech line but is widely regarded as the best novel to start with. The earlier books were published when the details of the setting were still being worked out and are prone to bouts of early-installment weirdness (CW: TVTropes link). They were also not as well-written as Stackpole's work, and tended to be smaller in scale. In contrast, En Garde is a book at times so epic it becomes dizzying.

The novel packs more storylines and characters into its modest 320 pages than some 1,000-page epic fantasy novels. At the start of the book it appears that we'll be following Justin Allard as he tries to clear his name after being wrongfully exiled as a traitor. However, Allard's experiences rapidly turn him into an apparently rage-fuelled antihero as he murders and backstabs his way through the crime-ridden underbelly of the gladiatorial world of Solaris VII. His much more sympathetic brother Daniel, a member of the Kell Hounds, finds himself on the front lines when his mercenary company is targeted for extermination by the ruthless intelligence agency of the Draconis Combine. Elsewhere, very high-level political intrigue unfolds when Princess Melissa Steiner of the Lyran Commonwealth has to travel incognito to the Federated Suns to discuss an alliance with Prince Hanse Davion, a prospect bitterly opposed by the other three Great Houses and many factions within their own empires. Yet another subplot follows a dishonored MechWarrior of the Draconis Combine who is offered the chance at redemption by forming and training an elite new military cadre (a fascinating idea which, unfortunately, mostly happens off-page). On top of all that, there is a framing story revolving around the priest-businessmen of ComStar, who preach neutrality and serving all of mankind's needs but, predictably, are up to their elbows in everyone else's business and trying to pull everyone's strings.

Stuffed to the gills with political intrigue and crunchy, mech-on-mech action, En Garde moves fast. As Stackpole's first novel and written under an unholy deadline (the entire trilogy, totalling north of 300,000 words, was written in under ten months), the novel lacks the polish of his later works. There's a noted prevalence of exclamation marks, especially in Justin's storyline: Justin is a big fan of making threatening speeches to his enemies, which are sometimes icily effective and sometimes feel like a five-year-old on the playground explaining why he's so tough and about as intimidating. Dialogue favours exposition, which is often clunky but at least does a good job of explaining what the hell is going on. I do feel like an appendix of in-universe terms and maybe some head-of-chapter preambles explaining the factions (like those in Frank Herbert's Dune) could have been a more elegant way of getting this information across to the audience, rather than a few too many "As you already know but I will explain anyway..." style conversations.

But Stackpole makes many of the characters complex and interesting: Gray Noton is initially presented as an antagonist but becomes a much richer character as the novel progresses, whilst expertly flipping Justin's storyline from a predictable "clearing his name" narrative to a more elemental story of utter vengeance makes for a much more morally murky storyline. A few characters do get short shrift, but hopefully they will rise more to the fore in the succeeding volumes of the trilogy.

There are a couple of other issues stemming from the background material more than Stackpole's writing. The Capellan Confederation and Draconis Combine are fairly obviously based on China and Japan, and a few wince-inducing stereotypes ensue, such as House Kurita's warriors being obsessed with honour, relaxing in tea houses and sometimes inexplicably wielding katanas against enemies with assault rifles. To be fair this actually plays a key role in the storyline, with Justin's half-Capellan heritage marking him out for racist abuse, but it's unsurprising that later iterations of the BattleTech franchise beat a retreat from these kind of stereotypes, with the Confederation and Combine receiving a great deal more nuance. It doesn't help that they are presented as the "bad guys" at this stage, whilst Houses Davion and Steiner, more Anglo-American in inspiration, are the "good guys." Very fortunately, Stackpole upends this idea as soon as the very next book in favour of the setting's more familiar equal-opportunities moral murkiness, with all the factions having good and bad elements to them.

Warrior: En Garde (***½) is a slightly dated but still readable slice of pulp military SF, with interesting characters and a fascinating universe (very much Game of Thrones meets Pacific Rim, with a light dusting of Dune). Some clumsy exposition and iffy dialogue are offset by a relentlessly readable pace and some very enjoyable action set-pieces. The novel is available now in the UK and USA.