July 19, 2006


Chrome Hounds
Verdict: Robot Wars.
360
Rating: 3/5

Like lumbering tortoises and headless chickens zapped with an enlarging ray, giant battle mechs stumble across the war ravaged land. Shining brightly in the morning sun, the custom decals show their squad allegiance with amateurish pride as the piloted robots leave freshly compressed tracks in the ground. The ragtag group of mercenaries spread out in formation as the communications network comes online and the appointed squad commander issues new orders - ‘23 go to point E and provide covering fire, 69 reclaim COMBAS tower F, all remaining units move on base 3!’
Enemy mechs attempt to cross a nearby bridge to counter attack and they temporarily switch plans to concentrate all weapons on sending them to a watery grave. Mortars rain down, sniper cannons crack and heavy streams of artillery fire reduce the structure to rubble and smoke as the mechs go tumbling down.
All markers point to the enemy HQ as each mech closes in - a circle of death slowly tightening like a rusted screw. Suddenly the squad’s Scout comes tearing out from behind a nearby hill and into the communication grid screaming ‘Defender!’ as a wall of fire erupts behind him. A giant four legged mech appears in his wake, a smoking behemoth of cannons searching for its next target. A cough of rockets signals the squad’s immediate response - Soldiers, Snipers and Heavy Gunners empty their arsenal into the sky as the deadly fireworks make protracted work of the mighty mech. With the last obstacle gone the enemy’s HQ is defenceless and the battle is won.
The country of Terakia claims a small victory in the war while the mercenary squad ‘Battle Hounds’ reaps the reward of cash and reputation. Terakia expands it’s frontline and the soldiers for hire buy new parts for their infinitely customisable killing machines in a bid to become a stronger and tighter unit as the fight goes on...
Online, stories are written as the persistent war continues apace. Lacking a decent, narrative driven single player campaign, responsibility for engaging play rests here. The game’s many weaknesses like lack of physics or next-gen gameplay are generally forgotten as the player becomes absorbed by squad tactics, mech building and fighting alongside friends. The combat is slow and the juxtaposition of arcade controls denies its Sim roots but strategy is the over arching key - Rock, Paper, Scissors dressed in armour and covered in guns.

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