MechWarrior 5 Review Featured Score

MechWarrior 5: Mercenaries Review | Fighting against the game

MechWarrior 5: Mercenaries is a return to form for the MechWarrior series. The last time we saw the franchise focus on single-player and co-op was way back in 2002 with MechWarrior 4: Mercenaries, 18 years ago. Mech sims are only released once in a blue moon, and I hoped that MechWarrior 5 would be the evolution the genre needs to please long-time…

  • Mechs are fun.
  • Faithful to the source material.
  • Obnoxious overheating keeps you from firing your weapons often.
  • Mechs are somehow too fragile and too strong at the same time.
  • Radar system is horrendous.
  • No lead pips mean you have to aim entirely on gut feeling.

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Mechs are fun. Faithful to the source material. Obnoxious overheating keeps you from firing your weapons often. Mechs are somehow too fragile and too strong at the same time. Radar system is horrendous. No lead pips mean you have to aim entirely on gut feeling.
Mechs are fun. Faithful to the source material. Obnoxious overheating keeps you from firing your weapons often. Mechs are somehow too fragile and too strong at the same time. Radar system is horrendous. No lead pips mean you have to aim entirely on gut feeling.
Mechs are fun. Faithful to the source material. Obnoxious overheating keeps you from firing your weapons often. Mechs are somehow too fragile and too strong at the same time. Radar system is horrendous. No lead pips mean you have to aim entirely on gut feeling.
Mechs are fun. Faithful to the source material. Obnoxious overheating keeps you from firing your weapons often. Mechs are somehow too fragile and too strong at the same time. Radar system is horrendous. No lead pips mean you have to aim entirely on gut feeling.
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