MechWarrior 3

aka: MW3
Moby ID: 284
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Description official descriptions

The Inner Sphere is launching a counterattack on the Clans, and the Smoke Jaguars is the first target! Operation Democles will attack the planet Tranquil. As Connor Sinclair, you're leading the Democles Commando team lance, part of the Eridani Light Horse, on the attack. The op went terribly wrong when one of the two drop ships was hit during descent, and your lancemates have been scattered to the four winds in the frenzied drop. You must attack through Clan territory, meet up with your lancemates, remove any resistance in your path, and try to find a way off the planet, while also accomplishing what you came to do: destroy the Smoke Jaguars!

MechWarrior 3 features detailed mechs (they limp when legs are hit, and destroyed limbs spark and trail wreckage) with slow and ponderous movements, as 100 ton mechs should. Firepower and precise application are the key in winning your engagements. Plenty of mechs are available. You start in a 55-ton Bushwhacker and work you way up to the really heavy stuff in a 20-mission campaign. Full multiplayer is supported with Internet play at Microsoft Zone. Your MFB has limited capacity so you'll need to decide what supplies to keep or dump for your salvage. You'll need to track ammo, weapons, equipment (like heatsinks), and the mechs. Keep the MFB safe or you'll have even less room! Redesign mechs to utilize newly captured weapons or adapt to the changing ammo situation.

Spellings

  • 机甲战士3 - Simplified Chinese spelling

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Credits (Windows version)

163 People (131 developers, 32 thanks) · View all

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Average score: 86% (based on 31 ratings)

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Average score: 4.0 out of 5 (based on 41 ratings with 10 reviews)

One of those games that's so good, who cares what its flaws are?

The Good
There are loads of games that drop you into the cockpit of giant warrior robots. The Mechwarrior series does it better than anyone else, and Mechwarrior 3 is arguably the best of the bunch.

Mechwarrior 3 definitely makes stomping around in a massive walking war machine a satisfying experience. This becomes apparent the moment the first campaign mission begins, when you find yourself standing in the water just offshore of a quaint-looking fishing village, which you may proceed to simply crash through, indiscriminately wading through boats and trampling huts as you pass.

That's what giant robots do, see? The primary goal here is to stomp/shoot things and blow stuff up. Targets come in all shapes and sizes, from stationary weapons turrets to tanks to other mechs. Tanks explode and buildings crumble, and the individual limbs of mechs become crippled or get blown off entirely. You can eliminate the threat of an enemy mech's weapons by severing the arms they're attached to, put them on the ground for good by taking off a leg, or just blow their heads off.

This all looks superb in action. The game makes Mechwarrior 2 look shameful, and is somehow graphically superior in many ways to Mechwarrior 4. Everything from the most massive mech to the tiny people scampering around down on the ground below (the latter of which may also be stomped) are well detailed and animated fluidly. Mechs are fully articulated, with legs, arms and torsos that move independently and realistically. Damaged mechs limp around, and after being knocked over by excessive shell impacts, laboriously pick themselves back up off the ground.

Taking care of business is all easy enough, despite the multitude of controls necessary to operate a mech. The basic movement functions alone are a handful: it requires not one (walking speed and direction), not two (torso pitch and yaw) but three (arm and weapon aiming) seperate sets of controls. Toss in weapons management and targetting systems and issuing orders to your AI team members ("lancemates") and suddenly you've got a lot to deal with in the middle of furball. Luckily the interfaces and HUD are streamlined and easy to read at a glance, and the controls can be remapped to your liking. A combination of keyboard/mouse/joystick is easier to manage than it might sound.

You'll need all of the controls available to react and adjust to changing situations. You can crouch and power down your mech to avoid detection by the enemy. When you do become engaged it often begins as a standoff affair with opponents launching volleys of missiles at one another, then switching to long range lasers or autocannons on approach, eventually utilizing short-range weaponry like machine guns and flamethrowers when things get up close and personal. Weapons can be linked together in groups and easily relinked on the fly to maximize your ammo and energy usage efficiency at different ranges. Do you use your ballistic weapons, which are running dry, or your energy weapons, even though the extra heat they're generating is threatening to overheat your mech? Just one alpha strike (a hotkey that fires all weapons simultaneously) would probably take out that guy's leg, but you'll overheat and shutdown for sure, and you're out of coolant...you risk damaging your mech if you manually override the automatic shutdown, but you can't usually afford to shutdown and leave yourself deaf, dumb and blind for too many tense seconds when you're surrounded. Maybe you ought to get your lancemates back here...These constantly evolving combat dynamics are what make Mechwarrior such an engrossing game.

There's a tutorial mode that efficiently lowers the learning curve. "Instant Action" is for those who just want to jump right into the mix, and the campaign mode starts you on a series of missions in a mediocre machine before you gradually gain access to better mechs, more weapons and equipment and your lancemates. A pretty stable multiplayer mode is also included, which is exactly the same as single-player except for the human opponents, and includes options that allow for distinctly different styles of head-to-head or team matches.

But before you set off on a rampage, you can stop by the "mech lab" and customize the configuration of your vehicle, as well as your lancemates'. There are several models of mechs ranging from hulking 100-ton behemoths to smaller, faster ones weighing in at "only" around 30-40 tons. After choosing a chassis, you've got a whopping selection of options to choose from in a variety of categories including, but not limited to engines, armor, "jump jets" (these things can fly--briefly), paint scheme--and weapons, weapons and more weapons. Mechs can be tailored to suit your preferred playing style, while a single decision made in the lab can sometimes unexpectedly get you out a tight spot or come back to haunt you at the worst possible moment (I knew I should've swapped that laser for extra AC ammo...). There's so much to do, you can easily spend as much time tweaking your mech to perfection as you do piloting it. Unfortunately, this is only partially due to there being so much room for experimentation...

The Bad
...because the pre-game interface is absolutely wretched. The arrangement of every menu is inconsistant with every other one and each is unintuitive in its own unique way. It all has an unpolished feel to it. The mech lab is a spectacular mess. There are dozens, maybe hundreds of components to choose from, but the game provides no data or descriptions at all. Newcomers to the Mechwarrior series are forced to discover the differences between a "(L) ER Laser" and a "(M) Laser (CLAN)" basically through trial and error. Moving many components off of or onto a mech is a painstaking, one-at-a-time process often involving scrolling up and down huge, unorganized parts lists. The same goes for the seperate "salvage" menu, where you must sort through the equipment found in the last mission and the parts you've got in stock--you can't just keep it all, as your stash of loot is limited by a weight cap. This is needlessly complicated by the fact that, while the mech lab lists each part's weight, the salvage yard does not. The list of frustrations here goes on and on. One last minor annoyance regarding the customization system is that, despite the outstanding mech models, each mech has only the one model, and that's it: the modifications made in the lab never alter a mech's appearance in-game. Say you've selected a mech that features a large missile launcher pod attached above one shoulder. That's simply what it looks like, regardless of whether you've equipped it with four launchers or none.

More troubles show up down the road. The game mechanics are hamstrung by holes in the AI that allow you to snipe away at enemies from long range until they're dead, without soliciting any reaction whatsoever. When you do get into a close-combat situation, the smallest mech can quickly incapacitate any larger mech by simply dashing up and launching a full salvo to blow off either of the bigger guy's legs. These issues don't severely impact battles with multiple targets, but in one-on-one or pre-emptive situations any sort of actual strategy goes down the pipes.

Physics can get quirky too, due sometimes to programming missteps and other times to questionable game design choices. There are occasional glitches that can bring gameplay to a grinding halt. Missile strikes, for example, leave craters in the ground. These craters are relatively tiny and small enough to be easily stepped in and out of, but once in a while they'll create some inexplicable sort of gravitational phenomenon that keeps "sucking" you back into the center of the hole even if you've made it several yards out. The only solutions are to either restart the mission or keep yanking the throttle back and forth until you've finally gained enough momentum to "break orbit" and step free of the crater. Bugs like these are infrequent enough to forgive, but there are more fundamental curiosities presented by the engine that seem to have been intentional. You can jack the throttle to maximum, get a running start and charge headlong into a building, cliff face, or another mech. That's fine. Oddly enough, this sort of thing doesn't incur the equal and opposite reaction you might expect, and off you go without a scratch. But I suppose in a world where hulking 75-ton machines can rocket up into the sky at a moment's notice and fly over a mountain, why not?

Did I say "mountain"? I probably meant "hill". There's only one planet in the game, and this planet doesn't sport much of a variety in the terrain department. It doesn't look bad, it just looks a lot alike, all the time. Sure, there are beaches, plateaus, winding cliff paths, rivers, caves and hills, but for the most part the landscape is rather bleak and brown and void of all vegetation save for a few dead trees. The individual mission boundaries are small enough and the action comes often enough that you won't have time to worry too much about it, though, and you won't encounter the endless expanses of barren, featureless desert that are prevalent in, say, the very similar Earthsiege series.

The lack of variety in the terrain is about on par with the uninspired mission design. Hearing your onboard computer warn "mech powerup detected" as you come around a corner is about as much of a surprise as you'll ever get. The campaign mode is a string of "go here, kill this, then go here and kill this" or "kill this before it kills this" sort of excercises. The missions are strictly linear, one after another, and quickly become repetitive. Missions requiring the destruction of buildings are particularly dreary as they demand long pauses in the action. In this case the only efficient way of completing one goal before proceeding to the next is simply standing motionless and squeezing the trigger until the building finally crumbles (but not firing too quickly, mind you, lest your mech overheat). The campaign ends rather quickly, without ever having involved any elements of character identity or cohesive plot whatsoever, unlike the first PC title in the Mechwarrior series.

The Bottom Line
With its deep level of control and customization, Mechwarrior 3 definitely leans heavily in the direction of a serious simulation, and might not be for some more casual gamers.

With a rough front end, some glaring gameplay defects and a lackluster single-player campaign that could have easily been a lot more than what it is, this is a game that never lived up to its full potential. Nevertheless, thanks to some excellent graphics, the depth of the mech customization feature and a unique, well-balanced combat system with the perfect mix of simulation and FPS action elements, Mechwarrior 3 is a solid, immersive game that reigns supreme over the, uh, giant robot genre.

Windows · by Gerauchertes (8) · 2003

Hits the target like a salvo of Clan Streak SRM-20

The Good
Right from the opening cinematic you can tell that playing this game will be like opening one extra large can of whoop ass...the fighting is explosive, with huge war machines going at it with missles, lasers, and cannons.

The mission variety is pretty good...Yes, it has its share of the regular old "eliminate all threats in the area", but some missions are refreshing, and the salvage system keeps you on your toes and attentive to where you are hitting.

The visual and audio effects are stunning...hit a mech with a PPC, and that part will be faintly glow blue for a while, shoot a limb off of a mech and you can see wires hanging out of the mech...Explosions are beautifully rendered, and missiles leave realistic smoke trails...the battle chatter from the radio makes you feel like you are actually sitting inside of a mech, and the sound effects and music really immerses you in the game...

Heat management has been drastically improved and adds to the strategy...You can flush your coolant, and fire from water to keep your heat from rising too quickly...the MFB's are a nice touch as well...reloading ammo, coolant or refitting damaged parts have never been easier...

The weapon variety and balance have made the game very challenging multiplayer wise...everything has its use (except for the flamer...I have no idea why they keep putting it in the game everytime when no one uses the damn thing), and the accessories like AMS, narc beacons and the targeting computer fill the battle with new tactics and surprises...

The mission briefing is the best in the business, period...while the mission data is loading, you can already be planning your moves, as the tactical map is right on the screen...flyby drones and your mission coordinator makes the planning stage a snap by providing you with usefull information such as enemy placement...

Your lancemates, are quite helpful, as opposed to most other teammate AI in the gaming business. They are quite capable of keeping themselves in one piece, and enemies off your back while you go for a quick reload in the MFB...granted, they are not as good as humans, but if you give them the right orders, they will bring in their share of the kills...

The Bad
The game has a serious location damage problem...anyone can strap on some autocannons and win by blowing off people's legs. This creates the extremely unrealistic scenario of an assualt mech getting the crap blown out of it in one alpha strike to the leg by a wimpy little light mech with autocannons...that however, can be circumvented if all players agree to hit "above the belt"...

Jumping has some serious disadvantages...Although it looked pretty cool in the cinematic...Death From Above was such supposed to be a kick ass move, but most people only end up using jump jets defensively, to avoid missiles. I think the developers should have put more into jumping and make it a lot more powerful than it is...

The campaign is totally linear...If you screw up, you gotta play it over and over and over and over...maybe players could decide to move on, with some penalties of course, like more enemies next round...but having a total linear campaign turns many gamers off...Also maybe if players can choose to play the Clanner side...that would increase the playability of the game by leaps and bounds as well as let the players get into some clan mechs that they weren't able to salvage...

Lancemate commands can be improved and more specifics should be added in, like "attack from far range with ER laser", or "conserve ammo," or "automatically rendezvous with MFB when all parts are in/past condition yellow"...this could add much more depth into the game, and you as a lancemate can execute better missions...

The Bottom Line
Mech fighting at it's best...there is so much action that the FPS fan in me really got into this kind of gaming...FASA has a real winner on its hands, and for those of you who are into "bigger is better," MechWarrior 3 has bigger guns, bigger mechs, and gives you a bigger bang for your buck than the any Earth/Starsiege game or any other Mechwarriors in the series...

Windows · by MadCat (53) · 2000

Good, but not great.

The Good
Terrific graphics, and good control. The missions, while not astounding, were varied and fun. Multiplayer is good, but a lot of that comes from the fact that you're able to play in FASA's universe rather than any outstanding move by the developers. The environment is great, and you can interact (blow up) many of the things in it. Weather and terrain really make a difference. Finally, it captures the feel of the board game better than its predecessors.

The Bad
Fairly short. 20 missions aren't really enough, and while they are fairly varied for this type of action game, they're rather dry compared to missions from MechWarrior 2. The enemy AI can be somewhat braindead at times. The initial release was somewhat buggy, and had a serious multiplayer issue -- you could shoot off one of someone's legs and they'd die immediately.

The Bottom Line
While not as much sheer fun as MechWarrior 2: Mercenaries (for me, at least), it captures the feel of the board game quite well. If you don't care about the differences between an autocannon/20 and a medium pulse laser, though, MechWarrior 2 is probably a better bet if you haven't played it already.

Windows · by Vincent Valentine (23) · 1999

[ View all 10 player reviews ]

Discussion

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Need Help configuring... Bob Bob Jul 16, 2013

Trivia

German version

The German version of the game has been censored: Foot soldiers disappear as soon as one aims at them or one is in an position to smash them with the mechs' legs.

Graphics

This game has its own unique style and is, in some places, technically superior to MechWarrior 4: Vengeance. For instance, MechWarrior 3 features landscape mesh transform when you hit the terrain with a weapon. This means that you don't just leave a char mark, the terrain actually changes when you strike. MW4 leaves a decal and that's it. The decal then fades or disappears suddenly after a period of time. In MechWarrior 3, if you leave a crater, it's there until you leave the map.

OEM release

MechWarrior 3 was the bundled software that came with the second production run of the Microsoft Sidewinder Force Feedback Pro 1.0 joystick. The first release was bundled with Urban Assault.

Rights and development

Activision was unable to develop a sequel to MechWarrior 2: 31st Century Combat after the FASA Corporation, the creators and then-owners of the BattleTech universe, refused to renew the licensing contract after the delays and troubled development of the game, despite its subsequent success. However, this did not prevent Activision from creating and patching the two expansion packs, Ghost Bear's Legacy and Mercenaries.

Initially, development on MechWarrior 3 was influenced by another 3D BattleTech game from the mid-1990s, created by the Virtual World Entertainment Group, which featured eight mutually connected cabinets called "Tesla pods" where players would fight in 'Mechs against each other. FASA acquired this technology to be used in a full-blown video game that was to become MechWarrior 3, under the publishing of MicroProse. For this reason, the FASA Interactive Technologies (FIT) division was formed to develop it. The process was delayed, however, due to struggles with the engine incompatibilities with concurrent hardware.

In 1996, Spectrum Holobyte, MicroProse's parent company since 1993, lays off much of the MicroProse staff and renames itself into MicroProse, and is purchased by Hasbro Interactive in 1998. FASA Interactive merged with Virtual World Entertainment Group, but their version of MechWarrior 3 is eventually put on hold, as Zipper Interactive was called to finish the game. They used a combination of the already developed assets and their own engine, most likely from the 1999 game Recoil.

Meanwhile, Microsoft bought the Virtual World Entertainment Group, but only kept FASA Interactive, and by transition, they now had the rights to the BattleTech license and MechWarrior games, hence the Microsoft logo's appearance in the MechWarrior 3 back cover art and intro.

The original MechWarrior 3 project would be the base of FASA Studio's MechWarrior 4: Vengeance, released a year and a half after Zipper Interactive's finished MechWarrior 3.

Information also contributed by Zaghadka.

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Related Sites +

  • Mech 3 Community Project
    A nice and big Community Website with a good Download-Section (official patches/fanpatches), a good program (gameRanger.com) for playing Mechwarrior 3 online and a well sorted Forum with a very good support.
  • www.mechwarrior3.org FORUM
    The forum-site for Mechwarrior3.org. Very good support regarding technical problems.

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  • MobyGames ID: 284
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Contributors to this Entry

Game added by Raphael.

Additional contributors: Rebound Boy, Kasey Chang, Unicorn Lynx, BostonGeorge, Patrick Bregger, Plok.

Game added September 20, 1999. Last modified March 31, 2024.