
You are the commander of the Black Talons company, currently stationed in the Oberon system. After an eventful campaign, the military Tzanar Union has overrun the planet of Genai and blocked all departure from the system: leaving you and the Black Talons stranded.
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Languages: English*, German*, French, Italian, Spanish - Spain, Russian, Portuguese - Portugal, Polish*languages with full audio support
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Mechs & Mercs: Black Talons, developed and published by Camel 101, is a real-time tactical strategy game set in a gritty science-fiction universe where corporate interests, alien invasions, and mercenary contracts collide. The game places you in command of the Black Talons, a private military company stranded in the Genai system after a large-scale invasion by the Tzanar Union. With no immediate way home, your only option is to take contracts, build alliances, and slowly push back against the occupying force while strengthening your own organization. The narrative backdrop is straightforward but effective, providing enough motivation to frame the campaign without overwhelming players with heavy exposition. At its core, Black Talons blends squad-based tactics with real-time strategy elements. Rather than managing vast armies or constructing sprawling bases, you command small squads composed of mechanized units and infantry. Each squad typically consists of multiple units that function as a cohesive team, allowing for tactical positioning, flanking maneuvers, and coordinated assaults. The battlefield perspective emphasizes terrain awareness, line of sight, and cover usage, encouraging players to move deliberately rather than charging recklessly into combat. The pacing leans toward methodical engagements, where positioning and preparation often matter more than raw firepower. The campaign structure adds a strategic layer beyond individual missions. Between battles, you manage your mercenary company from an orbital command center. Here, you organize squads, upgrade equipment, allocate resources, and decide which contracts to accept. Different factions offer missions, and your choices influence relationships and access to certain benefits. This persistent progression system aims to create a sense of long-term investment, as squads gain experience and unlock abilities over time. While not deeply complex, this framework provides continuity and reinforces the feeling that each mission contributes to a broader war effort. Customization plays a role in shaping your approach to combat. Squads can be tailored with different armor classes and weapon configurations, ranging from lighter mobile units to heavily armored frontline mechs. Skill trees offer incremental improvements that enhance survivability or offensive capability. However, while the customization system introduces variety, it does not always deliver deep strategic differentiation. Progression can feel capped relatively early, and equipment options sometimes lack clear statistical transparency, making it difficult to assess the true impact of upgrades. Combat encounters vary in objective, including defensive operations, assault missions, rescues, and territory control. Early missions often feel dynamic, with open maps that allow tactical flexibility. As the campaign advances, some engagements become more constrained, funneling squads through narrower paths and encouraging cautious advancement. The real-time nature of combat adds urgency, but it can also create moments where micromanagement becomes demanding, particularly when multiple squads require simultaneous attention. The AI, both friendly and enemy, occasionally behaves unpredictably, which can disrupt carefully planned strategies. Visually, Mechs & Mercs: Black Talons presents a utilitarian science-fiction aesthetic. Environments depict war-torn landscapes and industrial facilities, reinforcing the theme of a system under occupation. The graphical presentation is serviceable but modest, with simple character models and straightforward effects. Explosions and weapon impacts provide flashes of spectacle, yet the overall production value reflects its indie origins. Audio design supports the action adequately, though it does not stand out as a defining feature. One of the game’s strengths lies in its ambition. It attempts to merge persistent campaign management, faction diplomacy, and squad-based real-time tactics into a cohesive whole. The mercenary theme adds flavor, as you are not simply commanding a military force but running a company trying to survive and profit amid chaos. This structure offers an appealing framework for players who enjoy long-term strategy combined with tactical battlefield control. However, the execution does not fully realize this ambition. Certain mechanics lack depth, and some systems feel underdeveloped compared to genre leaders. The absence of detailed stat feedback can make strategic planning less precise than desired. Additionally, pacing issues and occasional repetitiveness may reduce long-term engagement for players seeking highly polished or deeply layered tactical gameplay. Ultimately, Mechs & Mercs: Black Talons is an earnest and conceptually interesting entry in the real-time tactics genre. It provides a functional blend of squad combat and mercenary management that can satisfy players looking for a mid-scale sci-fi strategy experience. While it may not reach the refinement or complexity of top-tier tactical titles, it offers moments of strategic tension and persistent progression that reflect a genuine effort to craft a cohesive campaign-driven war story. For fans of squad-based combat and sci-fi settings willing to accept its limitations, it delivers a focused and moderately engaging tactical adventure. Rating: 5/10
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Hours played at review time, across 41 reviews with recorded playtime.
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Söldner und Mechs räumen auf Wir übernehmen das Kommando über eine Söldnereinheit, rekrutieren Einheiten und Mechs und stürzen uns in bezahlte Einsätze auf unterschiedlichen Planeten. Am Anfang einer Mission stelle ich mir aus unterschiedlichen Einheiten und Mechs die "Startbesatzung" meines Landungsschiffs zusammen, die Jungs und Mädels werden dann abgesetzt und ich habe die Möglichkeit weitere verfügbare Einheiten nachzuholen, dass ist schon mal ein schöner Zug, da man so vor der Mission sorgfältig abwägt wen man direkt mitnimmt und wer evtl. nachkommt. Dabei ist die Auswahl auch auf Gewicht und ggf. Missionsanforderungen begrenzt. Weiterhin sammeln die Einheiten auch Erfahrungen und nach einem Stufenaufstieg kann man im "Kommandozentrum" Punkte verteilen und so z. B. die Gesundheit oder Genauigkeit der Einheiten verbessern. Es ist also ein große Motivation die Einheiten auch durch die Mission zu bringen. Bis hierhin alles sauber. Die Grafik hat mir auch ganz gut gefallen ist recht Stimmungsvoll und einige Effekte recht sehenswert. Aber... Ich hab es eine Stunde gespielt und tatsächlich bei der zweiten Mission die Lust verloren. Hier war die Aufgabe Zivilisten zu evakuieren, also los erster Versuch. Die erste Gruppe zum Evakuierungspunkt begleitet und angefangen den ein bisschen abzusichern. Huch, plötzlich kommen vier feindlichen Einheiten in meinem Rücken und laufen zum "Startpunkt" der Zivilisten, also hinterher und die Gegner platt machen, während ich das noch machen kommen noch vier feindlichen Einheiten... und noch zwei... Dann ist meine erste Einheit schon verschließen (von vier). OK, hab ich mich halt doof angestellt also Mission neu starten. Diesmal gehe ich sorgfältiger vor, entdecke wo die feindlichen Einheiten herkamen, sichere die Landungszone für mich, mache mich auf zur nächsten Landungszone, schlage die ersten Wellen zurück. Baue ein Automatikgeschütz was ziemlich genau nichts bringt, da es schneller vom Gegner klein geschossen wird als es sich in dessen Richtung drehen kann. Naja, man hat dann am Anfang schon das Gefühl irgendwie was besser gemacht zu haben (Minimal), bevor man dann wieder von Gegner überrannt wird. Eine drittes Mal hab ich die Mission dann nicht gestartet, weil ich a) keine Lust mehr hatte und b) ich keine Idee hatte, wie ich es besser machen sollte. Die Verteidigungstürme sind quasi komplett nutzlos, die eigenen Einheiten stehen auch schon mal dicht neben einer beschossenen Einheit und schauen zu, wie die Platt gemacht werden - ohne selbst irgendwie mal was zu machen... frustrierend. Schade drum, ich fand die Idee mit den Einheiten rekrutieren, Erfahrungen sammeln etc. eigentlich ganz schön, aber es kam kein Spaß und eher Frust auf. Hier geht's zu meinem "Angespielt"-Video: https://youtu.be/QD4GVPbO51w
Простенькая проходибельная, типа RTS, типа игра. Визуал приемлемый, управление терпимое, камера уродская ( особенно карта ). Прокачка отрядов, покупка улучшений. Есть какой то сюжет ). Прошел и забыл. По скидке за 74 руб норм.
https://youtu.be/ZtVgO4ZxAeM Squad based RPG combat with an awkward cover and reinforcement mechanic will drag out combat well past the point of interest.
The game has nice ideas, but unfortunately the game is extremely tedious due to small usability problems: One can control the troops and set e.g. duck/stand up or ranged/close combat, but: • Unfortunately, the status icon of the troops is probably the wrong way around: When the troop icon shows close combat, in reality the ranged combat is probably active. • There is no obvious difference between close combat and ranged combat in the game. • The animations can not be skipped. It's nice to see them 3 times, afterwards it is boring. • When saving the game state, not everything important is saved, e.g. the selected troop before a mission in the hangar. • Assembling a team for a mission is extremely tedious because you don't have enough information to select troops. So you constantly switch between barracks and hangar. • Therefore, it's very annyoing that we can not name a troop to identify them easily in the hangar. I hate to give great games a bad review just because development stopped at 95%. I would have bet that the game would have received a great community if it had been finished. As it is, it's just rather poor average.
The setting is cool although the factions feel a bit generic. Everyone's fighting against each other because yes. The units look nice and the improvements are cool. There are a lot of upgrades to maximize the troops and pilot skills. It's not bad. Not groundbreaking but fun.
An interesting game with some flaws. The story is about a planet resisting against an invading army. There are others planets with other factions, where secondary missions can be accepted. These are a bit repetitive, and are mostly attack or defend. The campaign missions are more elaborate, with some cool memorable moments. The units are persistent with skill trees, so there's an extra incentive to keep them alive. My main issue is with pathfinding and strange behaviours. Sometimes one or two soldiers leave cover while the rest of the squad is protected. Some other times they don't move to cover like ordered. And some other times they choose a strange path while moving from point A to B. While this doesn't break the game, it forces you to keep a close eye on your troops, or else you might have casualties for a stupid reason.
Not very fun.
Este é um jogo de estratégia táctica onde se comanda uma unidade de mercenários que está a ajudar uma facção a resistir a uma invasão. O universo está engraçado, com estéticas interessantes e unidades bem imaginadas. As batalhas são intensas até chegar ao ponto de viragem em que um dos lados começa a dominar o campo de batalha. Há vários tipos de unidades e classes, que podem levar diferentes armas e equipamentos. Neste aspecto é bastante complexo. A nível de dificuldade e balanceamento é que podia estar um pouco mais trabalhado. Nas missões iniciais há logo demasiada informação onde se aprende o funcionamento de vários tipos de unidades, engenheiros, sabotagens, hackings etc. Funcionaria melhor com missões iniciais mais curtas estilo tutorial. Apesar disto está bastante interessante, é um jogo mais lento para quem gosta de estudar e planear bem a sua estratégia.
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