
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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| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.6Kreviews | 74% | — | $6.9M |
| $29.99 | 2.3Kratings | 56% | — | not modelled | |
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Reviews
This franchise is a mess. MW5:Clans desperately wants to grow beyond its niche, but refuses to innovate or change a gameplay formula that was designed for the limitations of 90's technology. The end result is mostly uninspired mission design that throws endless waves of improperly scaled enemies at you. Additionally, the developers think that nice looking cutscenes are what they need to elevate MW5:Clans, but they fail to understand how to combine narrative and gameplay meaningfully. So we get cutscenes that can be experienced on Youtube without losing any context, tacked onto a cartoon-ish horde mode. To explain what I mean, lets look at Mechwarrior 3. In that game, you are outnumbered, outgunned, and desperate. Each mech you salvage, and each pilot you link up with represents a significant upgrade to your capabilities. So, as a player, you're motivated to link up with the scattered pilots for both narrative and gameplay reasons. This leads to a level of immersion that gives off-screen deaths in MW3 more impact than even the best acted scenes in MW5:Clans. Sometimes, less is more. The developers need to stop carrying the wrong lessons forward.
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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 866 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The narrative design is a victim of modern coroporate focus groups attempting to inject modern hero-shooter tropes into a franchise that rejects them. While battletech lore dictates that clan sibko cadets graduate into full warriors around 18-20 years old, the art direction fumbled the translation. Instead of looking and sounding like peak military recruits hardened by lethal training, they look like fortnite characters or characters from a pre-teen sci-fi drama. Players don't want a gritty universe sanitized down with 'relatable' teenage angst. Previous MW games hooked players precisely because they didn't hold hands or tone down the adult, warlike mystique. By forcing a youthfful, stylized lens onto the campaign, the game alienates people familiar with the previous games, while also failing to capture actual younger players. For what it's worth the gameplay was fine, I just had to stop playing after watching too many cringey cinematics and hearing too much angsty dialogue. I hope if they ever make another MW game they go back to their roots and create a mech sim existing in the BT univese, as opposed to creating a teen melodrama disguised as a mech sim in the BT universe
I really wish this game were better... I'm surprised that I'm finding myself leaving this review, as I've been a MechWarrior fan for 30 years or so, and in theory I should love this game. In fact, there's a fair amount that's done well. The problem is that taken as a complete product I kinda regret buying it and can't recommend that others do so at this time. First, the good: -The mechs are cool, as they've been ever since they were redesigned for PGI's MechWarrior Online. -The environments are hand crafted and honestly look great. Maybe not the best UE5 has to offer but cromulent for sure. -Some of the game mechanics that have been introduced such as the scan mode and jump jet mechanics are reminiscent of MechWarrior 2 and tickle my nostalgia. -The command map is a big step up from PGI's MechWarrior 5: Mercenaries. -The customization uses the same omnipod system developed for MechWarrior Online and its honestly fantastic and one of the cleverest approaches to the problem that anyone's come up with in my opinion. Only criticism is the silly slot size restrictions, they're unnecessary. -The story being told via quite decent cinematics are an appreciated and modern touch, although the character movement is... like, twitchy? Jittery? It's mo-capped but far from smooth. I guess we should get on with it... The reasons I cannot recommend a purchase at this time: -FATAL ERROR! ...constantly. This is the most unstable game I've ever played. At the time I write this I've completed the Smoke Jaguar campaign and I usually average one Fatal Error crash per mission played, on average. Thankfully the crashes seldom happen IN the missions but mostly in the game client menus and mission briefings for some unknown reason. Its so bad that I started saving the game any time I did some research or modified a mech loadout or unlocked a skill, because it got incredibly tedious having to re-do everything all the time. The absurd number of crashes is beyond unacceptable in my opinion. I usually walk away in frustration and stop playing when it happens, because the game crashing out and forcing me to reset my entire machine compounds terribly with the following bug: -If you enjoy your MechWarrior using a joystick, throttle, and/or pedals you may want to avoid this one. This game shipped with an egregious bug that has remained unresolved across not just the launch of the main game but also two DLC spanning a year and a half as I write this. If you have peripherals plugged in when you launch the game, your mouse will not work. Something interferes with the ability to click and the game's UI doesn't seem to know where the cursor is. The only "solution" is to unplug your peripherals every single time you launch the game. This is a franchise that has a pedigree of joystick/throttle/rudder controls going back 30 years. It is a game with an entire section of it's menu dedicated to custom keybinds for these controls. It's sibling, MechWarrior 5: Mercenaries works perfectly fine with peripherals and doesn't have the same issue. But in Clans, if you dont unplug your peripherals Every. Single. Time. you launch the game then the mouse isn't functional. And the developer has not addressed this in a year and a half since launch. There's no excuse for that. -The AI in this game is as dumb as a sack of hammers. Every encounter seemingly devolves into a point-blank mosh pit regardless of the friendly or enemy loadouts. In general the AI appears to have no self preservation programmed into it and doesn't even try to avoid taking unnecessary damage. Single underpowered enemies will rush right at your 5-strong group, its pretty silly. Your star mates are equally as dumb. -Given the above, the way difficulty is scaled is entirely by increasing the enemy units' bullet-sponge slider. Not by tuning their behaviour, just by giving them more hitpoints. -The game "runs" on Unreal Engine 5 and optimization is.. sub-optimal. If you don't have a top-end rig, chances are you're not going to be getting good perfomance without compromises. Given the fast paced nature of the game, the various frame-gen schemes fall short unless you're using the newest and best versions, in which case your rig is probably powerful enough to brute-force a good frame rate anyway. -The gameplay in this installment feels a lot more arcadey than many past games, even compared to MechWarrior 5: Mercenaries, inexplicably. This is due to a number of factors, such as the aforementioned bullet-sponge enemies. The change from Unreal Engine 4 to 5 has come with a change in weapon effects as well, and everything's a lot brighter and feels "videogamey" as opposed to the simulation feel of some past titles. That's a personal preference thing perhaps, but it's worth mentioning. Also, this just bothers me unreasonably: the lasers in Clans (which looked excellent in MW5:Mercs) look like you're shooting super soakers full of glowing koolaid at your enemies. They have a weird splash/splutter effect at the hardpoint they emerge from and they even pinch off at the end of their firing animation which light shouldnt do. Cosmetic but immersion-breaking gripe. -There's a weird out-of-bounds system that changes shape throughout each mission to either corral you in one place or funnel you towards where the game wants you to go. If you stray out of bounds accidentally and aren't back in ten seconds you fail the mission. This is a head scratcher. I suppose they're trying to prevent the player from jumping ahead in the "story" told each mission, but I cant help but think there wouldve been a better way to do that as it feels partly on-rails as compared to the open maps in MW5:Mercs. It comes off almost like a Disneyland ride, where you're shuttled from area to area with a skirmish thrown at you each time to punctuate the walking. -The HUD has been re-designed, and out of the three MechWarrior games produced by PGI it's by far the worst iteration. I'm sure there's mods to swap in something less cluttered (update: nope) and more usable but it's another head-scratcher. It's hard to see the targeting reticle on certain backgrounds, especially when your target is blossoming in cartoonish explosions, which makes aiming difficult. Gauges are moved around to questionable spots, everything is monochromatic in a blue/green colour that contrasts poorly a good portion of the time, and the arm/torso reticle again is the worst version they've put out. -For the Battletech lore-hounds, this one doesn't fit the tone of the setting or characterization of the Clans and Smoke Jaguar in particular. Understandably they had to find a way to make the protagonists sympathetic, but it clashes acutely with the established fiction that your average Smoke Jaguar is a militant sociopath mech savant. Taken outside of that context the story is serviceable, if somewhat internally inconsistent. A lot of it just comes off as half-baked, with some highlights, some perplexing choices, and some unforgivable bugs. With hindsight it's now known that PGI kind of rushed this one out (and has been rushing out DLC as the company treads water) and sadly it shows. What's frustrating is not that it's DOA, but rather that it has the potential to be a really excellent game if only it could be given the additional effort it deserves. Sadly given the situation the studio finds itself in with flailing and failing corpo ownership that potential is likely never going to be fully realized.
A quote attributed to Piranha Games during MWO development was "If you were fans of Mech Warrior 2, 3 and 4 you're not the target audience anymore." Regardless, when it comes to a single player game HOTAS, TRACKIR, and even VR isn't hard to program these days. Some how this game has LESS features then MWO had 14 years ago! It was a choice since Piranha took over to throw away the fan base. On top of that the UI is stuck I have to click three dozen times to get a menu to move, it's a modern game but doesn't support Ultrawide Monitors apparently, I can't bind any keys. When I do the game freezes. All the problems are well known for almost 2 years and yet no fixes. I'm 10 minutes in with five forums open attempting to get this game to work! I can't believe Piranha still has the license. They clearly want to make a Mech game, but they don't want to make Mechwarrior. Never mind, they might just want money because they can't get the main menu to work so I guess they don't want to make ANY GAME. 16 years ago I HATED how Piranha handled MWO after I helped kickstart it. 16 Years later I HATE they are still in charge of Mech Warrior. Just remember, "You're not the target audience anymore."
Unless you are a big fan of Battletech, I don't think this one is worth it. The story is fun to follow, but held back by the repetitive missions, mind-bogglingly stupid ai, and poor direction of the voice actors. The fact that you hear three different pronunciations of the word "Jaguar" from members of Clan Smoke Jaguar is pretty disappointing. Sometimes the same character will pronounce a word two different ways in the same briefing. Often their tone doesn't match the conversation, or changes abruptly from line to line. At the end of the day, it's not a huge deal, but it speaks to a lack of care and quality control in what I consider an important area of production for a narrative focused game with lots of cutscenes and exposition. Most of the missions follow the same "go here, scan this, kill these guys, repeat" format, which is okay, but the missions are quite long and arduous. Piranha games' philosophy on padding mech health doesn't help with this either - because while you can take more fire, so can your enemies, and there's a lot more of them than there are of you. Instead of making the combat more exciting and action packed, it turns every fight into a tiresome slog because the time to kill even medium mechs can be quite long. Most fights devolve into a close range staring match between enemy mechs and your star while they wait for their weapons to cool down. The AI doesn't seem to know how to do much besides walk forwards and shoot, and it even forgets that now and then. I'd much prefer if the damage values were higher across the board and you could play rocket tag around cover instead of tickling your opponents to death. Even if you are playing well, you can easily lose 5-10% of your armour in a good engagement. With few repair bays (many missions have none) and very poor control of your AI teammates, this means that by the end of the mission you will be limping across the finish line. It also means that the best loadouts are high dps and energy based. A few missions have more ammo than you could hope to use, most have one or two chances to rearm, and many have none at all. You're strongly pushed towards using the heaviest mechs possible with as many small pulse lasers and armour as you can fit, which makes the game feel very samey and dull by the end with no variations in play style or incentive to try new things. Tonnage limits only increase, so there's hardly any point in even keeping your old light and medium mechs. Just sell them off for reserve small pulse laser boat Dire Wolves. The clan range advantage also means nothing here, since most packs of enemies ambush you from high ground, emerge from buildings, hot-drop in eerily silent dropships, or outright pop into existence within 500 meters of your position when the right trigger is activated. In conclusion, this game might be almost as good as Mechwarrior 2 - A game that released in 1995. It is exceptional only in its mediocrity.
Okay, So I wanted to hate this game because of how bad my initial run went but I'm gonna be fair and recommend it because I ended up having a good time in the long run. TL;DR Good story aspects, BAD mechwarrior/Battletech game. This game is a linear shooter wearing the skin of Battletech. that being said.... holy ♥♥♥♥♥ this game has some issues in balance, like SERIOUS balance issues. I came in fresh off a MW5 mercs playthrough and boy oh boy was that a HUGE mistake. Take all that MW5 knowledge and throw it out the window because these games arn't even related. Some observations and annoyances in no particular order. First, the almost pointless mechlab and resource management in the game. Money is worthless because you will always have plenty and you will almost never need to spend it in large amounts. The "market" is also pointless because you buy equipment in the mechlab when you create a load out, so the extra market page has no actual use. Said Loadout setup is also kind of annoying, instead of individually customizing your mech you have to create a loadout, save it, then apply it. It's a bit confusing if you're used to literally any other Battletech/Mechwarrior game. Mechs CAN be bought but you also "buy" mechs with honor which is the only resource that matters. You use said honor to unlock mechs, which you also get a free one with each unlock, so you WILL have a few dozen mechs without ever spending a dime of your money, granted you WILL buy some mechs, but not until the mid/end game when you buy 4 extra direwolves to roflstomp all enemies. Those will be the last mechs you ever use because any other mech becomes suicidal in later missions. Each mission raises you tonnage limit and also the average tonnage of your enemies so its ALWAYS go big or go home tonnage wise. This leads to the pointless upgrade systems, the mech upgrades are just you unnerfing your own mechs, because yes, they are hugely nerfed, most weapons have almost half the actual max range they should, fire slower than they should, and don't do nearly enough damage for what they are. So all upgrades are just you making your stuff NOT suck. That being said, inner sphere enemies are way too strong and the game is designed to always remove any advantage your clan mech would normally have. Clan stuff is lighter, longer range, and harder hitting at the expense of heat, which they have better heat sinks so that's moot. Every single map has you engaging mechs in tight canyons, urban sprawls, or semi underground tunnels. These forced tunnel runs boils every fight into making a firing line and slow walking your way to victory. You rarely get any room to maneuver and nearly every single fight STARTS at under 500 meters. You are basically always inside AC20 ranges for everything. Your superior range doesn't exist, your weapons are trash until late game, and your AI pilots are nothing more than additional walking guns. As a single player you have no reason to EVER use the battle map because your AI pilots WILL NOT USE MECHS CORRECTLY. They have some insanely unbalanced timer for firing weapons so they will largely only shoot 1 weapon at a time once every 10-15 seconds max. Because of this YOU the player will ALWAYS be the primary target for the enemy AI, a carry over from MW5. I havn't proved this in any way but I strongly suspect that inner sphere mechs are better armored or at least have some sort of passive buffs that lowers my damage as some lighter mechs can take 6-10 AC 20's to the CT and not even touch structure. In the lore this isn't an issue because I can engage IS mechs from twice the distance...except for this game, again, almost all engagements are point blank hallway fights by design and unless this is luthien your weapons probably cant reach past 800 meters anyways. The Character traits are stupid, the ONLY skill that matters is evasion, that's it. And for whatever reason each pilot can only gain affinity for seemingly random mechs, insead of, idk, gaining affinity by USING a mech? guess I am asking for the moon there. luckily almost everyone can be trained for Direwolves and as ive stated thats the only worthwhile mech. So yeah, all that stuff above is pointless, and doesn't need to exist. you can play stock mechs with no issue, your AI's dont get much better than what they start as and all rewards are almost pointless. Another gripe is the difficulty curve, it's jacked, it starts off easy, becomes insanely difficult because most clan medium and light mechs SUCK, your tonnage limit is arbitrarily low for most of the game, and then it becomes a turkey shoot when you can finally have a full star of assaults. There is NO REASON TO EVER BRING LIGHTER MECHS ONCE YOU UNLOCK HEAVIER MECHS. If you do they will absolutely die after the 4th-5th wave of IS assault mechs gets dropped on you. But don't worry, they will also send dozens of tanks and choppers with larger health pools than some light mechs. The game devs KNOW this, otherwise they wouldn't give you repair stations literally every single mission, often less than 1000 meters apart. Ammo is also kind of stupid issue, stock clan mechs have very small ammo pools so you will find yourself running dry constantly if you try to run a stock missile build ( some stock autocannon builds as well). You CAN add more ammo but this is VERY restricted because of the oddball mechlab mechanics that really limit your ability to edit mechs. ( the devs know this as well because you literally find ammo lying around the map in the form of scan spots ). Omipods are locked behind progression so you have to use the stock mechs regardless to be able to unlock the better omnipods, but that doesn't matter because, just like the mech skills, by the time you actually start to upgrade your mech you'll get a bigger better mech and never touch the old one ever again. I hate FAKE PROGRESSION. and this game has it in spades, nearly everything about the progression is pointless. Just play in story mode and treat it like a walking simulator (with giant stompy robots) and enjoy the story, which is actually decently done and helps flesh out the rather sparse Clan lore (RIP HBS Battletech and its never produced Clan DLC). Just really wish they'd found some way to tie this into MW5 so you could at least sandbox a little with your clanners in any way. I'm sure i'm missing all sorts of other weird annoying things but this has gone on for too long already. Love the story, Hate the Game.
I'll keep it short and sweet - the gameplay loop is busted leading to boring, repetitive progression and a game that punishes deviation from what it asks of you. It has the looks and trappings of other mechwarrior games but very quickly walks back on a lot of what makes a mechwarrior game different from being just a shooter wearing a robot skin. You can level up your mechs and tell your pilots to specialize in a certain chassis ~BUT~ You start with the lightest mechs and unlock heavier mechs incrementally that ALL completely replace the lighter mechs so don't get attached to anything below 60 tons as you will be replacing it within 30 minutes or so. You can customize your mechs with swappable Omni-pods and a selections of add-ons ~BUT!~ The game itself demands your mechs have both the stamina and damage to handle boss fights at the end of a mission with no checkpoints and *maybe* some ammo or repairs along the way. If you aren't building a) The heaviest mechs and b) building for long range combat then you will find missions become unnecessarily difficult. You can bring up a map interface to command your other pilots to do things such as move to a point, repair at a bay, or attack a particular target ~BUT!~ Mechwarrior 4 let you do all of that in addition to a few other commands just from pressing a few buttons. The interface is a bit smoother, sure, but with so few options in how to command your squad I'm confused as to why they bothered. You can fight against dozens of mechs from across the mechwarrior franchise in your battles ~BUT!~ unlike previous games you can't get any salvage or unlocks from the field. You HAVE to buy mechs from the marketplace and you can only buy as heavy as what your current level allows. There is a progression chart and every level up unlocks a mech with each mech 5 tons heavier than the previous one. For most of the game, you will have only a single mech option to buy at each 5-ton interval. If you buy the DLC, you get a second or even a third mech at some of these, but aside from unlocking omnipods for each mech by using them, there is little to no variety in mechs. For a game all about being a ravaging, invading force of destruction, the game goes out of its way to NOT reward killing more mechs. Since you can't get any loot anyways, there is also no reason to handle combat in a certain way. Why leg a mech? You can't loot it later. Might as well blow the arm off if you can, you can't get the weapons at the end of the mission. I'd say its worth it to get mech experience to unlock more pods and maybe get some chassis upgrades but you're probably only piloting that mech for another mission or two anyways before you have to buy a bigger one to keep up.
I want to recommend this. The story is fun, and the clans are wonderfully naieve. Ive played a lot of MW5: Mercs, and I have to say a lot of the features provided by mods (which are utterly essential for Mercs) are implemented here in a plausibly deniable way, which improves the game dramatically. Scanning is an inventive mechanic, and they thankfully make use of features sadly neglected in Mercs (like repair bays). However... Firstly missions are utterly linear, you are told where to walk, and enemies are presented to you in an order you are supposed to kill them in, there is nowhere to explore, no freedom to plan. Mobs just dont spawn until youre close enough, rendering long range combat largely irrelevant. Mech progression is linear also, so you get mechs in the order you are given them so designing your star (team) is pretty dire: long range is pointless and you have only specific mechs to choose from in the weight range, even the pilot skills are fixed. But the most egregious of flaws here is how unstable the game is, trying to play this with a friend and getting them connected is a constant chore, they frequently get kicked entering missions, and a couple of times we've had to load earlier saves to get around something unknown causing crashes to desktop. My system is new this year, 5090 and other specs to match, the flaws here are not with my system. Then we go onto the bugs and flaws carried over from Mercs: Only player 1's (me) jumpjets work properly, other players sometimes loose the ability to lock on with missiles when entering missions, and whilst I realise this is not a new engine, and doesnt need to be, correcting mistakes like these should have been part of development or at least come before DLC. I'm sad I cant play this through to completion, but the irritations are just too numerous when it works at all, just having to reload from saves hours old to get around crashes is enough to put me off, but lack of respect for multiplayer functionality and the utterly linear nature of this game, devoid of any strategy makes me want to go back and just play Mechwarrior 5: Mercenaries with mods, because its just better, and I dont have to find work arounds for bugs that the modding community have fixed and/or didnt exist in the first place.
Как фанат серии с 91 года я не могу НЕ рекомендовать игру. Отличный визуал техники, оружия. НО!! Исключительно повесточный набор персонажей и ваше звено это адепты воуг-культуры. «Состав отряда (европеец, азиат, араб и т.д.) выглядит не как элитное звено генетически обособленного Клана, а как выполнение кастинговой квоты. Это ломает погружение и противоречит всей идее Кланов как изолированных каст. Это не команда воинов, а политическая презентация». Это не кланеры. Так же не вижу предпосылок к наличию хайэнд-контента как в Мерцах того же МВ5. Поиграю ради истории вторжения кланов. Ведь у меня было всего 34 книги, а не 150 из выпущенных. Пройду и вернусь в предыдущую версию. Там всегда есть во что поиграть вне сюжетки. А MW5 Clans это просто игрофильм. еще и с уродливыми женскими персонажами. Забыл добавить: по условиям мира и по сценарию 1 кил= стать воином клана. 2 кила = стать командиром звена. Но если вы убили одного и не осилили второго противника, воином вы не станете. Вас с позором переведут в касту рабочих и миссия заново. Т.к. бои тут это просто время-триггер до нужной катсцены. Меняю значок отзыва на Не рекомендую. Это просто не игра. А плевок в фанатов вселенной. Смотрите на Ютубе.
This game would be good, if it weren't for some glaring issues: 1. Mission design. Most missions are a straightforward battle of attrition, where losing the wrong mech part in the first few minutes can make the too-predictable final wave battle impossible. 2. Allies. Are these guys even mechwarriors? Unless they're standing perfectly still with a clear shot, they hardly do anything. 3. Game story. I actively want the protagonists to lose.
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