Saturday February 11, 2012 7:49 AM AEST

Mechwarrior: Living Legends

By James Matson
12:20 Jan 27, 2009 | 13 Comments
Tags: mechwarrior | cryengine | mecha | mod
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Mechwarrior: Living Legends
Crying mechs
What’s likely to generate the bulk of the interest around Mechwarrior: Living Legends however, is the engine of choice – the monster of FPS technology, CryENGINE 2. That’s right, not only will we have an updated Mech universe to trample, but we’ll be able to do it inside an engine that represents the cream of the crop when it comes to cutting edge tech. CryENGINE 2 has a number of features that appealed to the team beyond simply its pretty visuals.

Powerful instrumentation allows them to analyse engine performance in real time, create detailed memory usage reports and run automated walkthroughs of each level to get consistent results from build to build. The modular C++ design of CE2 gives the team access to logically separated DLLs that they can use or modify as needed without affecting the overall engine framework. While there were plenty of other options, none were as technically capable of presenting the level or art or scale that CE2 could. Even with the incredible power of CE2 behind them, the team has had to make adjustments to suit the specifics of Mechwarrior: Living Legends,

“It would not be possible to use CE2 ‘as is’ and have the game work as designed. First off, the nanosuit is gone. While you’re faster and stronger than Nomad or Psycho, you’re wearing powered armor. It does still heal you over time, it does provide some protection, you also have jump jets to help you leap tall Mechs in a single bound and a claw to latch onto them. Having said this, I should note that this game is really about the vehicles. Getting them true to Battletech in feel resulted in them outclassing regular infantry and because of this we made the hard decision of removing it. The battle armor is our way of giving players that want a challenge a reasonable shot at infantry style combat. While the armor is effective, it also takes a skilled player to be able to fight in it.

Other things we’ve added include replacing most of the vehicle movements, and heat management as a game dynamic. Of course there are custom effects and sounds. We’ve heavily modified the serialisation and network system to allow us to run larger maps, 8km on a side in fact, and quite a few other things have been added or removed. We are not making another episode of Crysis, after all, but rather trying to create a whole new game, with new rules and behaviours.”

The biggest Mech of all...
The fact that Mechwarrior is a commercial and very much bought-and-paid-for IP (by Microsoft no less) meant that Wandering Samurai Studios had to do the right thing and contact the software giant to establish legitimate access to the resources of the IP.

Microsoft was contacted very early on in the project as it was imperative to the team’s success that they not face any legal hiccups during development. Particularly as legal hiccups with Microsoft usually result in the perpetrator disappearing without a trace amid a flurry of men in black suits. Through correspondence and phone conversations with the licensing and legal department at Microsoft Corporation legal and corporate affairs offices, the team received “non-exclusive, non-transferable license to use and display Game Content and to create derivative works based upon Game Content included in the ‘MechWarrior’ Intellectual Property, strictly for non-commercial use”.
MechWarrior: Living Legends is being created under Microsoft’s ‘Game Content Usage Rules’ using assets from the MechWarrior Intellectual Property, so the entire project has an official seal of approval from Microsoft and access to just about anything required from the IP. This is great news for fans because there won’t be any need to step around easily recognisable or ‘trademark’ aspects of the Battletech universe, freeing the mod team to create something that can tap the almost limitless IP for all it’s worth.

 
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This article appeared in the January 09 issue of Atomic.

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13 Comments
orcone
Jan 27, 2009 1:04 PM
Awesome looking mod.
SquallStrife
Jan 27, 2009 1:25 PM
I hope it's not too much different from playing Mechwarrior 2...
SquallStrife
Jan 27, 2009 1:26 PM
(gameplay-, control- and strategy-wise, I mean...)
Just_Some_Guy
Jan 27, 2009 2:18 PM
The author is mistaken when he says "the landscape of Mech games just evaporated".

In fact, what happened was:

1. Microsoft bought the Mechwarrior franchise, soon after they brought Xbox to market.

2. Microsoft deliberately stopped further development of MechWarrior 5 on PC. As part of their 'only on Xbox' strategy, they tried to force people to buy an Xbox if they wanted to play further MechWarrior games. (It's the same strategy that led to Halo development being moved from the PC platform to Xbox.)

3. Microsoft used the Mechwarrior intellectual property to create MechAssault on Xbox. But that was a huge disappointment to Mech fans, because it dumbed down Mechs to become something akin to a console shooter.

So, the MechWarrior online franchise has been sitting idle for 5 years, locked in Microsoft's vault of valuable unused things. That's also contributed to declining interest in the WizKids MechWarrior miniatures games, which was officially discontinued around mid last year.

So, MechWarrior didn't "just evaporate". It was deliberately killed by Microsoft to try to sell more Xboxes.

Now, to be fair, Microsoft also last year permitted the modders from Living Legends to use the Intellectual Property. So that is a redeeming point in what would otherwise be a pretty straightforward example of Microsoft reaming the MechWarrior community for corporate profit.
Just_Some_Guy
Jan 27, 2009 2:50 PM
PS: My interpretation of Microsoft allowing the modders to use their MechWarrior IP, is that they are potentially considering the release of a new MechWarrior game sometime in the future. Allowing modders to use it is a way to stop the ashes of the MechWarrior franchise going completely cold, and therefore, retaining some value in the franchise sitting unused in their vault.
xtort
Jan 28, 2009 8:05 AM
i just love mechwarrior it would be great to see it with worthy graphics i just might need to upgrade :)
daleyboy79
Jan 28, 2009 3:03 PM
MS allow them to do it because the Devs are not going to make any money and it will increase the mechwarrior brandname (good for MS) and if it all goes well .. MS may then step in and say heres $X dollars for the new Mech version u developed .. then MS goes and sells worldwide
Hobo Man
Jan 28, 2009 7:16 PM
Doubt it daleyboy79, as its based in the cryengine 2, microsoft would have to fork out a minuscule 7 figure sum to license it (CE2)
SlickGrunt
Jan 28, 2009 8:55 PM
Awesome!! :D
Just_Some_Guy
Jan 29, 2009 9:46 PM
Hobo:

I think Daleyboy is right in the sense that MS prospers if the Mechwarrior franchise regains some momentum.

And also, couldn't the modelling and textures etc for mechs be ported relatively easily to Microsoft's engine of choice?
p_francis_bennett
Jan 30, 2009 4:06 PM
Man it'd be great to jump into a Mech again!!! :)
p_francis_bennett
Jan 30, 2009 4:13 PM
Just_Some Guy:

The Modelling and textures etc were extremely basic and old school for their day. very pixelated etc good but not "sweet" quality.
chazzm
Apr 29, 2011 6:06 PM
So where are we?? IS there a mech game or ANYTHING comparable out there at all that even matches the game play in the mechwarrior series??? And about living legends? is it a stand alone version instead of online type??
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