Steel Battalion Review
What happens when you cross a JCB with Optimus Prime?
Version tested: Xbox
It's finally time to answer that most debateable of questions: would we pay £129.99 for Steel Battalion? However, it seems that the question itself is rather irrelevant now, with the game available in such miniscule quantities that anybody still perched on the fence without a pre-order to their name is unlikely to end up with a copy, online auctions notwithstanding. So, ultimately, the fact that we wouldn't pay £129.99 to play it seems quite moot.
Galvanised by complexity
You're all no doubt aware of why the game costs so much, but let's recap just in case. Steel Battalion is a 'mech simulator' rather than an action game, and it comes bundled with a three-part, 40-button controller, three times the size of Xbox, complete with gear sticks, joysticks, foot pedals and pointless flip switches. And Capcom's idea of a mech isn't the super-sleek, humanlike anime realisation, but more of a genuine piece of heavy machinery - with quirky handling, acceleration that would shame a Sinclair C5, and the lumbering posture of a constipated knight in armour.
As a result, it's a game with a worryingly steep learning curve. Whereas other mech games are happy to shower you with praise for being the only man in the universe capable of hitting the A and B buttons occasionally, you generally are elite if you can overcome the odds in Steel Battalion.
At the heart of the game is a menacing campaign mode with a boring military story, which starts off by thrusting you into the cockpit of the Pacific Rim's prized Vertical Tank and screaming RTFM - no exaggeration. Fortunately, the manual in question is mercifully brief for a game like this and acts as a handy reference guide throughout. You'll quickly get used to the VT boot-up sequence; hitting buttons, reaching for flip switches and cranking gears. After a while it's second nature.
But as you start off it's obvious that this is no mere arcade shooter with a fancy peripheral. You'll need to keep an eye on your gears, because acceleration is slow and cumbersome, whilst watching your joysticks, watching the radar, maintaining ammo levels, washing your screen occasionally and keeping in touch with wingmen. Your joysticks have many uses - the left stick controls steering primarily, with a little thumb stick on top handling the viewfinder (click it in, "R3-style", to centre), and the right stick controls the right-side arm of the mech, which is equipped with rockets and so on. There's a trigger on it and lock on/fire buttons under your thumb. On the whole, controlling a VT sounds complex because it is.
TV versus VT
However, the actual game (i.e. the on-screen bit) is slightly less inspiring than the grown-up kiddy controller. A lot of the screen is taken over by mostly static details, like ammo counters, radars, readouts and data overlays. You can toggle certain elements, like the radar screen, and later on in the game you're rewarded with large-screen mechs, but even then you're still going to be squinting at what goes on outside the cockpit on anything less than a 28" TV. In fact, it wasn't until we saw the game running on Kristan's 36" widescreen TV [my pride and joy - Ed] that we realised the radar shows flying shells. The relatively short distance from couch to 25" TV in our lounge is enough to obscure the pixel-sized projectiles entirely.
The limitations of your VT, too, contribute to the difficulty. To begin with, your objectives are generally 'seek and destroy', clearing the way for reinforcements, and latterly you'll be working under tremendous pressure in confined spaces in the face of insurmountable odds. As such, the core of the gameplay is spread between marshalling your resources effectively (shooting at clearly visible and threatening targets only, getting clear of buildings before firing, saving your limited-ammo, mech-busting weapons for enemy VTs, etc) and pushing your own VT to its fullest without overdoing it. Each VT will tip over like a Robin Reliant in a gale if you turn sharply above a particular speed threshold, and if you hurl shells around the battlefield like George Bush on a Friday night then you'll overheat and risk temporary shutdown - and coming to a dead stop in the midst of a fire fight is not advisable.
Engaging the enemy quickly becomes a case of keeping up a good speed, relying on the lock-on for a sure-fire hit and making liberal use of the dash pedal. The dash pedal is where you'd expect the clutch to be on the heavy, foot-facing aspect of the peripheral. Depending on the gear you're in or the angle of your steering stick, hitting this will give the mech a great burst of speed in a certain direction, useful for evasive manoeuvres when confronted by homing missiles.
Hard to the core
Given the price tag, the learning curve, and the fact that failing to hit the eject button when your VT goes critical will wipe your save games, it's fairly obvious that Steel Battalion is aimed at the super hardcore, so it seems a little odd that more effort hasn't gone into the AI and visuals. The control scheme and mechanics of warfare were clearly the focus, but the pop-up, for example, is atrocious. As you chase a red blip in one of the early levels, a city literally pops out of the mist - it's an effect comparable to Daytona USA on the Saturn, something we hoped we'd never have to say - and although Capcom has made clever use of visual effects, underscoring the simulation aspect with a black and white displays for some VTs, and varying the time of missions to highlight the effect of different light conditions, the overall aesthetic would look more at home on a PS2 than an Xbox at times.
What's worse is that for all the pop-up and grainy, greyscale visuals (however deliberate), the architecture is often no more exciting than that of Panzer Front on the PSX. Buildings are too chunky, enemy units are often just painted bricks, and soldiers on the ground look like toy soldiers. However clever it is to have mechs which move like mechanical diggers rather than Olympic gymnasts, and a massive HUD with a simulation feel, nothing makes up for this sort of detail deficit, particularly given the pop-up and occasional slowdown evident elsewhere. The best thing about the visuals is the constant barrage of explosions, and the way your cockpit goes haywire when you're on the verge of death. Apart from that, we could take them or leave them.
And we're not going to leave out the AI, either - if you can call it that. Although your enemies can handle a rocket launcher with relative skill, your wingmen are so hilariously inept that as they bump into one another for the fiftieth time, get caught on the scenery and generally walk around in circles, you'll wonder just why they're there at all.
Fortunately, the audio side of things hits home with all the force of a rocket propelled grenade in a napalm depository, with some of the most expert use of Dolby Digital 5.1 we've encountered. You really can tell the difference between each kind of incoming and outgoing threat, quickly pinpointing that 100mm cannon shell flying in from the rear, and realising that a bit of dash pedal evasion might be in order. It's just a shame that this precision is limited to the audio.
Shutdown
On the whole, Steel Battalion just doesn't feel like it's worth £129.99. It's a month on and we're not as thrilled by the mostly plastic controller any more. It's big, it flashes and it has that intangible coolness to it, but it'll quickly gather dust and it really does monopolise your living room. And although the game itself is cleverly built in places with nice touches (like forcing you to spend credits wisely, trading off mech features against the ability to ship in supplies mid-mission; and the way the game punishes you for resetting before it can save by stripping you of your mech), you can't escape the technical limitations, the little niggles, the frustration of having to start over every time your flick-and-tap skills desert you, and having to perform that boot-up sequence every single time, and the stupidity of Daytona-level pop-up in an Xbox-exclusive game.
Steel Battalion started off as a fantastic idea - a sort of grown-up Fisher Price spinning mobile to sate the child inside us all - but with a prohibitive price tag and a less than stellar game to back it up, we'd be tempted to wait for a sequel and maybe think about buying it then.
6 / 10
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Comments (48) Latest comment 8 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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EDIT: I've always wanted to do that.
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"A member of Ohio's 5694th National Guard Unit in Mansfield legally changed his name to a Transformers toy. Optimus Prime is heading out to the Middle East with his guard unit on Wednesday to provide fire protection for airfields under combat."
http://www.wkyc.com/news/news_fullstory.asp?id=3828
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that means I've got just over 2 days left with the current GF before she dumps my skinny white ass for buying this.
Peej
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/me wonders when everyone stopped speaking English
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Peej
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Here are some photos of the box :
<a href='http://www.p2thepowerofm.com/crap/sb1.jpg'>http://www.p2thepowerofm.com/crap/sb1.jpg</a>
<a href='http://www.p2thepowerofm.com/crap/sb2.jpg'>http://www.p2thepowerofm.com/crap/sb2.jpg</a>
<a href='http://www.p2thepowerofm.com/crap/sb3.jpg'>http://www.p2thepowerofm.com/crap/sb3.jpg</a>
<a href='http://www.p2thepowerofm.com/crap/sbcube.jpg'>http://www.p2thepowerofm.com/crap/sbcube.jpg</a>
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Looks cool though.
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Let me, peej: right again, otto.
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heh
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The guy in GAME was so pissed off. They had only gotten three in and he hadn't managed to get one of the preorders.
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That's probably all that they could fit on the truck!
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I've got two pics of the controller and the pedals if you would like to see them; http://www.cyhwuhx.com/mt-static/archives/000021.php
Then again by now everybody has seen those I suppose.
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Even Edge can't be wrong ALL the time!
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Peej
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'Oh crap I am so going to get dumped over this.. '
But that might mean she doesn't come to the meet...
I was looking forward to looking at her baps! ;o)
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Peej
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Make do with my what?
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But I already own a cube and Metroid and have paid for my soon to be with me US copy of Zelda. So nah nah ner nah nah
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Just broke the news to her...she's not happy...
And yep it's an ultimatim..."Either SB goes or I go..."
Peej
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Uh... if you're looking forward to seeing my baps then you're gonna be pretty disappointed. If only because I won't be at the pub meet.
As for the ultimatum... well, you can always get another g/f. But there's only one Steel Battalion!
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That'd get me a slap...!
"And remember, it won't just be her, but her two chums as well....."
Now when you put it like that, the best joystick in the world...even one with total force feedback and all the blinking lights you could stick on it couldn't equate to those...
OK I'll do without it then...
(cue: cheers, officer and a gentleman-style scene of Peej walking out of GAME carrying other half instead of SB...other half takes off Calgary Flames baseball cap and sticks it on her own head. EG collective vomit copiously into anything concave...)
Peej
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/looks forward to pub meet ;o)
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If you cross Optimus Prime with a JCB, I mean.
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I have this big robot guy that was like 2 1/2 feet tall that came out before transformers (forgot what it was called!) has pointy yellow futuristic horns! quite cool!
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Steel Battalions though - gotta find a copy first!!!
Peej
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Official Xbox Magazine
"... but, lets be honest, it's pretty pants"
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Anything to convince yourself that something you can't afford must be "pants", or am I wrong?
Obviously, you're an Xbox hater, too, which helps explains your level of jealousy. I have all the consoles, and I have an extended family to share them with. The Xbox gets tons of love around here. Great console.
Yes, I suppose it's possible that I logged 150+ hours in Steel Battalion in a desperate attempt to justify it's cost, but considering that $200 is pocket change, and that I have had a great friggin' time playing it (I'm playing it today), I'm not too worried about it.
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The AI does this in Steel Battalion, too, just not very well. It has trouble navigating around obstacles, it will fire into a mountain side or into a friendly back, if it can't figure out what it's next objective should be, it goes into a holding pattern (walking around in circles). This is hardly news, it's mentioned in every Steel Battalion review. Fortunately, Steel Battalion is much more than the sum of it's flaws.
"scripting in games like Halo simply gives the AI a choice of actions which it picks depending on the current conditions in Steel Battalion they all do exactly the same thing, every time, no matter how you approach it"
Halo's AI is great, but it also does "exactly the same thing, every time". Almost all game AI's do. Though previous games have seen some pretty sophisticated AI (like the infamous "reaper bot" that would actually learn Quake levels during a session), Halo's beasties are 100% predictable. Hit a grunt and any friends within a certain range will 'see' it run away, to come back a few seconds later. Hit a jackal and he'll dodge and return fire. Hurt him and he'll take cover and come out a few seconds later. Hurt him bad enough and take cover and stay (hide). Hurt him even worse and he'll charge you in a suicidal 'rage'. It's richer, more interesting behavior, but the same every time.
In Nude Maker's defense, writing AI routines to control a VT is far more difficult that writing AI for a grunt. Still, the AI *is* really bad at certain things -- fortunately the gameplay is balanced in full light of that fact. For instance, my favorite missions are the ones where it's you vs dozens of enemy mechs. If the AI was truly sophisticated, a VT under attack would call out for help to nearby units, which would result in 20 VTs converging on you at once. Instead, the VTs are pretty much self-contained, isolated, and attack only if they can see you, allowing you to control confrontations more carefully. Enemy VTs certainly *are* dangerous, they are just as well armed as you, they have FFS just as you do, they can use chaff, they can dodge -- if you're not careful you will be dead very quickly. So it's not like the AI is *totally* retarded, resulting in a bunch of sitting ducks. The AI gets criticized because of the stupid things you see your *teammates* doing, but this really doesn't impact the gameplay that much.
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my problem isnt that the game is bad, as such. its a very fun title. but i still think the main selling point is the joystick, if the game was sold by itself for £40 i doubt i'd hold it in high regard, which was sorta my point.
i must be the only person who liked the instant death if you dont eject in time, can't wait for the online sequel.
i pick on the AI because it demolishs any realism the joystick creates, i turn the lights down, whack up the volume, get the table infront of the couch to transform my living-room into a VT, then all my team-mates get stuck behind buildings. pah!
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Job done.