
In MECHWARRIOR 5: CLANS, players become new Smoke Jaguar pilots in the Clan Invasion of the Inner Sphere. Lead a five-mech "Star" squad across diverse planets, engaging in an expansive campaign with immersive gameplay and intricate combat. Customize BattleMechs and explore strategic options.
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Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.9Kreviews | 74% | — | $6.9M |
| $29.99 | 2.3Kratings | 56% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 868 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Something about this games video(s) looked wrong to me. Then I looked at the developers site https://piranhagames.com/careers/ Our Approach to Diversity and Inclusion..... That was it. The game is focused on DEI and WOKE themes trying to disguise it behind inclusion. The company is not focused on merit and thus the games doesn't instill that it is focused on merit either. Therefore it makes more sense why the white people are evil and no other race that is colored is painted that way. If they are painted that way in the game, being evil, they're going to be misunderstood and we should feel bad for them. NO!!! I am so sick of this racism against white people and no one calling it out. Well I am. Stop the white racism! Stop the evil character is just misunderstood! Evil is evil and there should never be any attempt to feel sorry for them, especially when white people never get that and it's just all other races on this planet. I got this as a gift and I'm sad to have received. And I used to love this series from MW2 to MW5. Now it's DEI and WOKE propaganda. This is disgusting. Reprehensible. And racist. Oh and one more thing, this is not very well liked and some of the DLC is down right hated, because the rot has all ready sunk in and its poisoning all your work. The death spiral is here. Good riddance to bad rubbish.
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Languages: English*, French, German, Japanese, Russian*languages with full audio support
| $14.99−50% |
| 965ratings |
| 82% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 869 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good game, it's a more linear, campaign style take on Mechwarrior and a great sister game to Mechwarrior 5: Mercenaries. I love the deeper mech customization, which allows you to exchange single bodyparts of a mech to a different configuration and adding armor if you have free tonnage. This makes medium and light mechs viable into endgame, something MW5: Mercs has not managed to do. It also allows for more focused builds, which tend to dominate, but more about balancing below. The story is pretty good, you get to play as the Smoke Jaguars, essentially the most fervent invaders, and commit warcrimes left and right. It shows how easy it can become to be complicit in genocide and to blame bad decisions on the chain of command. What I dislike is the change in graphical style, everything is a bit too flashy. Lasers and explosions are all so bright and look less toned down, and it often obscured the action for me, I couldn't see mechs from all the bright explosions and gleaming lasers. I much preferred Mercs toned down but harsh style. UI-wise we also got improvements, albeit most of it is a style change to convey the more advanced nature of the clans. The tactical map finally allows for more customized orders. There were some weird balancing decsions, though. PPCs for some reason deal really low damage, and Large Pulse Lasers deal the same amount at slightly less range for half the heat, making them superior because you never get into any ultra long-range engagements and cockpit sniping is king anyway. Generally, anything that can do focus burst damage on a single target far outclasses missiles or shotguns, because if you can kill an enemy in a second by sniping their cockpit or destroying a part is just better than dealing a lot of damage spread out. I ended up just playing a Nova with 12 small lasers that oneshot every mech in the game below 500 meters. Autocannons are similarily effective. All in all, this was a lot of fun to complete, and the DLC only improved on the formula.
Пробежали сюжет игры, пока без длс. Шаг вперёд относительно наёмников по повествованию и построению миссий. Минусы, как и везде есть, но незначительны
A pallid, limp ghost of the IP's legendary roots. What a shame. What a waste. Save your Kerenskies.
Very rare for me to give a thumbs down but very clear the devs gave up on latest DLC for gameplay story was alright but gameplay wise I would actively see the lack of polish. By the final missions for the wolves I couldn't stop laughing to see Olin stepping out and getting taken over by the Ghost Bear Elementals. I would find alot of the missions would have poor out of bounds areas marked and glitching AI
This game is not good. I've played my fair share of MW5:Mercs and you should play that over this. There's always a million things swarming you on screen here but you turn too slow to deal with anything. The way that commands and teammates in general are implemented is so confusing and convoluted I could not describe what the point of the squad system is for the review. Friendly fire is too much of a threat when it should just not be in the game. I keep getting melted by my own teammates and I can't make them really do anything else because it's so frustrating to try and use them. What a waste of $20. Maybe instead of making another DLC, fix the first few missions.
Прошел две компании, за Дымчатых ягуаров и Призрачных медведей. Впереди ждут Волки. Очень надеюсь, что Пираньи не остановятся и продолжат нас радовать новыми DLC. Игра - огонь!!! 100 DIREWOLF из 100!
Greetings Again! I’ve been a Battletech fan for many of years and I knew I’d enjoy Clans as I did Mercenaries so in many ways this review is more of a formality. There does, however, seem to be a bit of a question if the game is actually worth the price tag. Let’s Discuss! It is the Way: This game, in most ways, is more of an expansion from Mercenaries and less of a new game. Yes, the graphics have been improved and yes most of the effects have been improved. The story is very much improved from previous titles but the core gameplay loop is the same as it has been. One thing somewhat jarring is that the awesome sound effects of the physical projectiles is gone, the whistling sound was probably the single ‘wow’ experience from the previous title and I’m sad to see it gone. In place, we have improved laser visuals and sound effects. Savage Contractions: Instead of a ragtag group of mercs you have an organized military so gone are the days of taking days to swap out parts, it’s all instant; though it still cost money to buy the parts. It also uses an ‘omni-pod’ system allowing a mech to swap out limbs for other variation of the same model. The limbs feel mostly the same, usually having different weapon hardpoints; which does help to create more custom mechs. I still would have liked to see more customization though, too many parts were locked (hips and such make sense but why is a DHS locked?). Freebirth Propaganda: The Allied AI is still pretty bad, sometimes obscenely bad but other times tolerable. Mech still die in amusing ways and sometimes just kill themselves in odd ways. The leveling mechanic seemed completely pointless, why they didn’t just give you currency after each level and unlock mechs as you progress I’m unsure. Money was absolutely and completely useless. I had multiples of most mechs (5 Dire Wolves) but still had over 50M by the end of the game. Components however are another story, though I did have mostly everything I wanted researched by the end of the game they are a limited resources, you can’t even buy them. As far as game breaking bugs or crashes, I had no issues there. Overall, it’s another Mechwarrior title, I enjoyed it but I can see how some are saying it isn’t worth the cost. The story was enjoyable and I walked away with a new interest in the clans. But, the game is worth the purchase but lately, I’ve always waited for sales (too many games to play) so I’d suggest doing the same. Enjoy!
[b]BattleTech[/b] is one of the Seven Wonders of the Video Gaming world--its massively expansive lore, attention to technical detail, and potential narrative space is right up there with Warhammer 40K or Star Wars. [b]MechWarrior Clans[/b] is a garish, bloated Tour Guide service operating out of an over-perfumed, rickety van, driven by an obnoxious, self-important local who cannot fathom that [i]he[/i] isn't the reason you booked the tour. The owner hasa exclusive rights to take all the tourists to see the 7th wonder, so it's the only show in town. No matter how uncomfortable the seats in the van; how loud and grating the ethnic music is, being played over tinny, blown out speakers; how bad the tour-guide's breath and off-color humor is... you're going to take the tour. That's the analogy I dreamt up while playing through mission after repetitive mission in MW: Clans. I was having a blast. [i]I love [b]BTech.[/b][/i] The central gameplay loop of tinkering with your mechs to cobble together your favorite build, and then stomp around, blasting the arms and legs off of your opponents is just so good. It's a uniquely satisfying gaming experience. There's just nothing like taking down an Assault mech with one or two alpha-strikes, fired directly into the cockpit. BattleTech is awesome. It's just everything else that sucks. - The Mission Design is best described as absent. By the 20th time my squad landed just far enough away from the action that all of the exposition could be dumped over the comms before it was possible to engage with the enemy, I was rolling my eyes. It is frustrating beyond description that the next batch of enemies only spawn once you hit the nav point. There is no possibility of tactical or strategic engagement. The enemy literally isn't there until you've stepped on the big, yellow spawn button. The sheer number of enemies and the unpredictable frequency--or even presence--of ammo caches or repair stations, coupled with how [i]utterly[/i] useless your NPC squad mates are, makes Energy weapons mandatory. - I'd like to comment on the story, but my game reliably crashed during every cutscene after the first act, so I was forced to skip them all. The snippets of "story" in the mission briefings were comically shallow, and the banter between the characters in-mission can best be described as "people I don't care about saying things that don't matter." I think the greatest disappointment is that just about everything interesting in the game seems to happen to someone else. The only narrative award Jayden, the "protagonist," can win is "Attendance." This problem was [i]most[/i] clear at the end of the first chapter, when the big, climactic final fight between your squad and the pirate king you've been chasing for 8 missions takes place [i]in a cut scene.[/i] Oh, and by the way, you and your squad aren't in the fight. Your commander, whose name I couldn't remember and had been on screen maybe once before, gets all the glory. - The AI is bad. It's been bad since MW5. It is nominally functional, and nothing else. Enemy mechs run directly at you and shoot their guns. That's it. Doesn't matter if you and your squad is in 500 tonnes of Death Machine and the enemy is a 30 tonne KitFox. It'll run right into the middle of your squad and stand there, shooting its small lasers. - I was openly infuriated by the presence of all of the DLC mechs in the Marketplace, even though I don't own the DLC. It was a grotesque reminder that this game's primary purpose is to sell BTech to all of the BTech whales. - The Menus are low-effort and clunky. Not once did it make sense that I had to leave the Mech Bay to go to the Science tab, to open the Chassis Milestone screen to unlock the mech XP to be spent in the other menu called Chassis Upgrades. Shouldn't all of that be available in the Mech Bay? - All of the Experience systems are dumbfounding and dumb. What in the world is the point of letting you 'level up' a mech chassis, when you are absolutely guaranteed to be discarding it one or two missions after gaining enough XP to be meaningful? The inexorable forward march of Mech tonnage makes it absolutely, totally pointless to get attached to any mech lighter than 100 tonnes--and even then, I think I got 2-3 missions in my Dire Wolf with maxed Chassis Upgrades. And the Pilot level up system??? I don't know if I've engaged with a less satisfying, less impactful progression system in memory. It could be completely removed from the game and I wouldn't notice. - It is baffling to me that all at once the game strips away the deeper, more complex elements of BTech to "streamline" the experience for new players, while doing absolutely nothing to tutorialize any aspect of Mech Construction or Clan lore. Who is this game for? I understood all of the Clan jargon because I've read the Jade Falcon trilogy and the first few books of the Twilight of the Clans. But would someone new to the BTech mythology have any idea what a Sibkin is? Every aspect of the game felt like it was a hackneyed attempt at appealing to a broader audience, while disregarding the knowledge and experience of the core audience. [i][b] . . . le sigh . . . [/b][/i] Back to my 7th Wonder analogy: are you going to have a good time visiting the Pyriamids of Giza or the Great Wall of China? Yeah, of course you are. Are you going to enjoy it [i]in spite[/i] of how ugly, obnoxious, and self-obsessed the tour service is? Also yes. I'm frustrated and sad that PGI does such an awful job with the MechWarrior license. I am forced to only imagine how truly great a MechWarrior game would be if it were competently crafted.
How do you make a MechWarrior game that doesn't easily utilize a dual joystick setup.
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