BattleTech: The Crescent Hawk's Inception
United States
Westwood (Developer); Infocom (publisher)
Released 1988 for Amiga, Apple II, Atari ST, and DOS; 1989 for Commodore 64
Westwood (Developer); Infocom (publisher)
Released 1988 for Amiga, Apple II, Atari ST, and DOS; 1989 for Commodore 64
Date Started: 11 March 2012
Date Ended: 19 March 2012
Total Hours: 8
Final Rating: 37
Difficulty: Easy
Final Score: 37
Ranking at Time of Posting: 52/71 (73%)
Raking at Game #454: 361/454 (80%)
Look, even though I came into BattleTech: The Crescent Hawk's Inception with
a little bias, I was ready to give a game about giant anthropomorphic tanks a
chance. I even overlooked the misplaced apostrophe in the game's title
(hint: there are multiple Crescent Hawks). But the game managed to
undermine its entire purpose. You could get through the entire game
without fighting a single combat, and the last third of it doesn't even
give you a chance to engage in combat. I was fooled by a promising
beginning and utterly taken aback by a sudden, pointless ending.
I've never tried a speedrun before, so I gave it a shot tonight, and the results are in the YouTube clip below. In about 37 minutes, I made it from the beginning of the game to the Star League Cache.
After
reaching the Star League Cache, I declined to go through that ridiculous
keycard/door puzzle again, but I'm guessing it would have taken me, at
most, another 40 minutes. So this is a game that could easily be won in
1:15. In order to win the game, all you need is: a) to view your dad's
hologram; b) to get a pilot, medic, and tech with advanced enough skills
to answer Dr. Tellham's questions; c) go to Dr. Tellham's house and then the cache. Technically, I don't know if the NPCs
need to have "excellent" skills, but I got them there by simply
investing all of the cash I made in school and withdrawing it to pay for
their training. If you'll watch the video, you'll also note that I had
to repeat one training mission in school, that I backtracked quite a
bit, and that I forgot I could change the movement rate until late in
the game. This was only my second time playing it. I bet if I tried
again, I could get from the beginning to the StarLeague cache in 25
minutes.
You'll also note that I evaded every single combat except one. I probably could eventually have gotten out of that one, too, but it failed several times so I figured I'd better fight before I got killed. In the 37 minutes, I saved a couple of times but I never died once.
Some readers might be puzzled by Matt Barton's review of the game in Dungeons & Desktops. He says, "Jason's only hope is to unite with the mysterious Crescent Hawks and organize a guerrilla army to retake the Pacifica." Actually, no, you don't get to retake the colony. That would have been a good game. He also says, "The game also features an enormous gameworld, which even has Jason traveling to other planets." Ha! I can only assume he was fooled by the planetary map that came with the game--which is necessary to solve the last puzzle--into thinking you could actually go to those places. But if Barton was fooled, it's not his fault. I mean, I didn't expect him to play every game to conclusion for his book. The game actually presents itself as something worth playing.
I've never tried a speedrun before, so I gave it a shot tonight, and the results are in the YouTube clip below. In about 37 minutes, I made it from the beginning of the game to the Star League Cache.
You'll also note that I evaded every single combat except one. I probably could eventually have gotten out of that one, too, but it failed several times so I figured I'd better fight before I got killed. In the 37 minutes, I saved a couple of times but I never died once.
Some readers might be puzzled by Matt Barton's review of the game in Dungeons & Desktops. He says, "Jason's only hope is to unite with the mysterious Crescent Hawks and organize a guerrilla army to retake the Pacifica." Actually, no, you don't get to retake the colony. That would have been a good game. He also says, "The game also features an enormous gameworld, which even has Jason traveling to other planets." Ha! I can only assume he was fooled by the planetary map that came with the game--which is necessary to solve the last puzzle--into thinking you could actually go to those places. But if Barton was fooled, it's not his fault. I mean, I didn't expect him to play every game to conclusion for his book. The game actually presents itself as something worth playing.
Here's the GIMLET:
1. Game World. As with Dungeons & Dragons
CRPGs, I have to judge this category partly on the overall franchise
and partly on what's presented in this game. I find them both rather
silly, but at least they exist and you can get involved in them if you
feel like it. The game is only a small piece of the universe, of
course, but as you start out, you have a pretty good sense of your
overall place in the grand scheme of things. The world (island) itself is fairly bland, with a bunch of nondescript towns that basically have the same buildings. Your actions don't do much
to affect the world, but otherwise this one category isn't bad. Score: 5.
2. Character Creation and Development.
Unsatisfying on several levels. First, you don't get to "create" your
character; you're just told who he is. The characteristics of body,
dexterity, and charisma are immutable throughout (I'm not even sure what
charisma does). The various skills (piloting, gunnery, technical,
medical, and the various weapons) could have been cool, but bafflingly,
with the exception of technical and medical (which you can raise one
level each through training), you can only improve these skills while
you're in the academy. Once the Kuritans invade, you're locked with
whatever you have. That means that the game actually rewards dithering
around the school and failing missions so you can purchase training in
small arms and so you can keep piloting the mechs in failed missions
over and over. So it's hard to really see any of this as "development."
Your other NPCs can't develop at all; you take them as you find them. Score: 2.
3. NPC Interaction. Again, going around and finding the members of the Crescent Hawks, and adding them to your party, could have been interesting, but it was bungled. Much like Ultima IV, they cease to have individual personalities once they join you. There is no dialogue with them (or any other NPC). There are some bizarre text "cut-scenes" with other NPCs that ultimately don't make much sense. Having one of the Hawks turn out to be a traitor is one nice twist, as is the way your fellow cadets make fun of you if you bollix the training missions. But ultimately most of those little icons wandering around have nothing useful for you. Score: 3.
4. Encounters & Foes. There are no encounters in the game that force you to make any kind of role-playing choices (or any choices at all). Your foes are faceless humans and mechs that are thrown at you with alarming frequency, but from whom it is very easy to flee. There's plenty of re-spawning, if you want to grind, but there's no reason to do so--as we just saw, it's possible to win the game without any kind of combat. Worst of all, there is only one scripted encounter (when the enemy attacks the training academy), and you're left at the end without the satisfaction of dishing any sort of revenge. I give it points for original foes (there aren't armored robots in many other CRPGs) and the randomness to the encounters. Score: 3.
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Russ is essentially good for absolutely nothing. He can pilot a mech but he can't shoot. |
3. NPC Interaction. Again, going around and finding the members of the Crescent Hawks, and adding them to your party, could have been interesting, but it was bungled. Much like Ultima IV, they cease to have individual personalities once they join you. There is no dialogue with them (or any other NPC). There are some bizarre text "cut-scenes" with other NPCs that ultimately don't make much sense. Having one of the Hawks turn out to be a traitor is one nice twist, as is the way your fellow cadets make fun of you if you bollix the training missions. But ultimately most of those little icons wandering around have nothing useful for you. Score: 3.
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The townsfolk scurry when the mechs come to town. |
4. Encounters & Foes. There are no encounters in the game that force you to make any kind of role-playing choices (or any choices at all). Your foes are faceless humans and mechs that are thrown at you with alarming frequency, but from whom it is very easy to flee. There's plenty of re-spawning, if you want to grind, but there's no reason to do so--as we just saw, it's possible to win the game without any kind of combat. Worst of all, there is only one scripted encounter (when the enemy attacks the training academy), and you're left at the end without the satisfaction of dishing any sort of revenge. I give it points for original foes (there aren't armored robots in many other CRPGs) and the randomness to the encounters. Score: 3.
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Isn't that just like a Pacifican? Brings a longbow to a mech fight. |
5. Magic and Combat. No magic, of course, but it's a sci-fi game so it doesn't lose any points there. The combat system in BattleTech is fairly original and could have been a strong point to the game. The tactical combat grid recalls the best SSI games (Pool of Radiance, Demon's Winter) in its complexity, it has some amusing animations, and I like that you can give things over to computer control if you get bored. Balancing logistics like terrain and weapons and overheating could have been fun and rewarding. But the game managed to mess it up by a) giving you too few choices in your mechs (there are only three types) and the weapons you can outfit them with; and b) making combat too easy to avoid. Still, I rate this reasonably high for what could have been. Score: 5.
6. Equipment. You get a weapon and a suit of armor, and each character can carry only one at a time. There are entire classes of weapons (melee and pistol) that are pointless to own because anti-mech weapons work fine against ground troops and never run out of ammunition. Weapons and armor have limited utility anyway, because you'd have to screw up pretty badly to end up fighting on foot (at least, after you reach Starport the first time). There are a couple of other bits of equipment to buy, including advanced medical kits, but they're nothing to sing about. Mechs come soldered with specific weapons already in place, and you have to keep repairing them and replenishing the ammo. You can "upgrade" them for a hefty fee, but you'd have to do far more grinding than it would be worth to make that kind of money. I suppose your mileage may vary on this one, depending on whether you think it's worthwhile to micromanage your mech fleet when combat isn't even necessary. Score: 4.
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I never made enough money to indulge in this, but it would have been pointless. |
7. Economy. The stock market is an interesting and original element. It allows you to have some fun with your finances without breaking the game. Two of the stocks seem to grow very slowly, and the third seems to have a 50/50 chance of gaining or losing 50% of its value every round. Because mechs cost a lot of money to repair and replenish with ammo, and because the upgrades are so much money, cash never really loses its value. I have to give a high score on this one: 8.
8. Quests. The game has a main quest, but it might be the least inspiring main quest of any game I've ever played. Your world has just been invaded by a faceless horde, and the main quest revolves around finding a cache of mech parts. Wow. Call the screenwriters. There isn't even a "villain," really--just a villainous faction. Given that there's only one way to win, and no side quests, I have to give this one a low score of 2.
9. Graphics, Sound, and Inputs. As you can see, the graphics are good, and the little battle animations are fun. (Note how I managed to avoid saying anything, until now, about the obviously anime-inspired portraits. I'm working on my issues there.) The sound isn't painful--unlike with many games of the era, I didn't turn it off--but also nothing to praise. The controls and inputs are intuitive and easy to grasp, with the possible exception of combat movement, which seemed needlessly clunky. The automap and the ability to adjust the movement rate were nice features. Score: 6.
10. Gameplay. I almost wish I could give a negative score on this one. The game is completely linear, non-replayable, too easy, too short, and it ends with the worst puzzle inclusion I've ever seen in a CRPG: a completely rote, bang-your-head-against-the-wall slog through a twisty maze, involving no intelligence and no tactics. I just finished giving The Bard's Tale III a score of 1 in this category, and I can't do any better for BattleTech.
This game could have been redeemed easily. If the developers had ditched the puzzle maze at the end in favor of a series of increasingly difficult, unavoidable combats (perhaps culminating in Jason finding his father's old super-mech and being able to use it in the final battle), for which you really needed to get a good army of upgraded mechs (requiring some grinding and financial wizardry), it would have been twice as good. Add an actual villain (who you'd defeat at the end), reduce the frequency of the encounters but make them less avoidable, and you'd have a legitimately good game. As it is, I give it a final rating of 37. The scores add up to 39, but I'm using my "bonus" category to take away two points for having such a dumb ending and for essentially betraying its name through some staggeringly awful gameplay decisions. It started out with such promise, too.
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Imagine doing this roughly 300 times. |
This game could have been redeemed easily. If the developers had ditched the puzzle maze at the end in favor of a series of increasingly difficult, unavoidable combats (perhaps culminating in Jason finding his father's old super-mech and being able to use it in the final battle), for which you really needed to get a good army of upgraded mechs (requiring some grinding and financial wizardry), it would have been twice as good. Add an actual villain (who you'd defeat at the end), reduce the frequency of the encounters but make them less avoidable, and you'd have a legitimately good game. As it is, I give it a final rating of 37. The scores add up to 39, but I'm using my "bonus" category to take away two points for having such a dumb ending and for essentially betraying its name through some staggeringly awful gameplay decisions. It started out with such promise, too.
Computer Gaming World reviewed BattleTech in January 1989 (Page 36) in a rare CRPG review not written by Scorpia, but by Vince DeNardo. He praises the combat but doesn't seem to acknowledge that none of it is really necessary. He quotes Infocom as saying that the game was designed for younger players and at "beginning to low intermediate" levels. His final conclusion is similar to mine: good framework, questionable execution.
More laughable is a review that appeared in the October 1989 Compute! in which the author concludes, "As you'll discover, when you complete your Mech Warrior training and
begin venturing away from the training center, the world of BattleTech is huge and it can take weeks, perhaps even months, to explore all of it." Between this author and Barton, I'm wondering if I really played the same game.
My next trip will take me back to Sentinel Worlds, a game that I didn't give quite enough of a chance last summer. We're getting close to the end of 1988. I'll explain my game order for 1989 in a later posting.