BattleTech: The Crescent Hawk's Inception | |
---|---|
Developer(s) | Westwood Associates |
Publisher(s) | Infocom |
Director(s) | Brett Sperry |
Producer(s) | Christopher Erhardt |
Programmer(s) | Louis Castle Barry Green |
Artist(s) | Michael Goldberg Joseph B. Hewitt IV Maurine Y. Starkey |
Composer(s) | Paul S. Mudra |
Series | BattleTech |
Platform(s) | Amiga, Apple II, Atari ST, Commodore 64, MS-DOS |
Release | 1988 [1] |
Genre(s) | Role-playing |
Mode(s) | Single-player |
BattleTech: The Crescent Hawk's Inception is a turn-based adventure/role-playing video game released in 1988 by Westwood Associates and based on the BattleTech franchise. [2] It was one of the first commercial ports of the license, and features some of the franchise's worlds, institutions, political figures, and weapons, such as the three-story tall BattleMechs. It was followed by a sequel, BattleTech: The Crescent Hawk's Revenge , though that game featured significantly different gameplay, falling into the real-time tactics genre rather than adventure/role-playing.
The player takes the role of Jason Youngblood, a young cadet MechWarrior stationed on Pacifica (also known as Chara III) in the Lyran Commonwealth. Stationed at the Citadel, Jason is learning how to pilot a BattleMech and also to fight with small arms, all the while having to live up to the reputation of his hero father, Jeremiah. During a training session in his 'Mech, the Citadel comes under attack from neighboring star-empire the Draconis Combine, slaying the Palace guard, Jeremiah apparently among them. Barely escaping, Jason is rescued from arrest by Draconis Police by Rex Pearce, a friend and colleague of Jeremiah's and a member of the Crescent Hawks. Together they must find and join up with fellow members of the Crescent Hawks, a special forces company established by Jeremiah and the Archon Katrina working in conjunction with the mercenary unit, the Kell Hounds.
The game is divided into three sections, each with different objectives and gameplay style, but a similar interface. The first section is set at the Citadel, and as a way to get a feel for the engine and the interface the player must complete successively harder training missions in a BattleMech, and may also enroll in lessons in a selection of small arms. As well as giving the player an idea of the theme of the game, this section allows the player to "level up" and earn some C-bills, the staple currency in the BattleTech universe. Unusually, all of the game's plot events occur in-play, having the game start before the story. During one of the training missions, the citadel comes under attack and the game changes.
The second section of the game is much more staple RPG: finding people to join the player's party, finding better weapons, items to advance the plot, and, of course, engaging in or avoiding battles. The game here sees the growing party search Pacifica's towns and cities for the means to open an old Star League era cache of BattleMechs and other equipment Jeremiah seems to have concealed. Navigation around the map is timed to the computer's internal clock, when random encounters with enemy 'Mechs and infantry can occur. The player can choose to manually target his weapons (which introduces the turn based battle system) or can opt for computer-controlled combat. One of the towns is walled (the star port) and requires the 'Mechs to be parked in a Garage, meaning that a 'Mech is not always able to count as protection. Random attacks occur often and cannot always be fled from, and so during this section, keeping the player's 'Mech fully functional and protected becomes both challenging and important. The attackers become stronger if the player gains more 'Mechs, and less strong again if the player loses a 'Mech. C-Bill shortages can become a real problem, especially if the player is using weapons with ammunition like missile racks, or if no party member can perform 'Mech repairs. The final section, which is reached once the means of entry to the cave is discovered, consists of a series of puzzles, requiring a combination of luck and logic.
Although the game data contains info for all of the pre-3050 weaponry found in the table-top games, a very limited catalogue of 'Mechs appear in the actual game.
Computer Gaming World's review of the game noted it wildly deviated from normal Infocom adventures, concluding, "It's a good game, but definitely for beginning to low intermediate players." [3]
Tony Watson reviewed Battletech, The Crescent Hawk's Inception in Space Gamer/Fantasy Gamer No. 88. [4] Watson commented that "it's a judgement call; while I enjoy playing the game, I like the way it was done more than its subject matter. Fans of the FASA Battletech universe will probably enjoy the game more than most players." [4]
In a retrospective review of BattleTech: The Crescent Hawk's Inception in Black Gate , John ONeill said "the EGA graphics [...] were gorgeous eye-candy in 1988, and the ability to move a Mech around the screen and fire off its complement of missiles was thrilling. I know — I spent the first ten minutes of the game time doing exactly that (over and over again)." [5]
Special packages of the game were issued. In these special editions of the game, a special edition of the BattleTech miniature of the Phoenix Hawk LAM (Land-Air Mech) were included.
BattleTech is a wargaming and military science fiction franchise launched by FASA Corporation in 1984, acquired by WizKids in 2001, which was in turn acquired by Topps in 2003; and published since 2007 by Catalyst Game Labs. The trademark is currently owned by Topps and, for video games, Microsoft Gaming; Catalyst Game Studios licenses the franchise from Topps.
Classic BattleTech is a table-top wargame set in the fictional BattleTech universe that simulates combat between futuristic mechanized forces. Originally published by FASA Corporation, the game is now produced by Catalyst Game Labs under license from WizKids. The term "Classic" is used to differentiate the original game from variants and related games that have derived from it, such as MechWarrior: Dark Age. The game has an extensive range of 1/285 scale miniatures.
Multiplayer BattleTech: Solaris is a version of the multiplayer BattleTech computer game which was available on AOL, and on Kesmai's game service between 1996 and 2001. At its height on the AOL server, thousands of players competed simultaneously in arenas of two to eight participants, battling in team games or free-for-alls. After AOL initiated its hourly pay-for-play system, the majority of players moved to the GameStorm service, which operated for a number of years until its purchase by Electronic Arts.
MechWarrior: Dark Age was a tabletop wargame by WizKids set in the BattleTech universe that uses the Clix system. The game's miniatures are pre-painted models of infantry squads, vehicles, and giant walking war machines known as BattleMechs or more simply "'mechs".
MechWarrior is the second video game released in the BattleTech game series. MechWarrior was the first video game to offer the player a chance to pilot a BattleMech from the view of a pilot. With this game the player has a great deal of freedom when compared to many of the follow-up MechWarrior games, which include choosing missions, buying & selling mechs and parts, hiring lance-mates, and traveling throughout the Inner Sphere. Underneath the major game mechanics, the player had the option of following a role playing style story arc that would unfold over five in-game years.
MechWarrior 4: Mercenaries is a vehicle simulation video game for Microsoft Windows, released in 2002. It is a standalone expansion of MechWarrior 4: Vengeance, based on the BattleTech/MechWarrior game universe. The game was developed by Cyberlore in tandem with FASA Studio. This studio would also be responsible for MechWarrior 4's previous expansion, Black Knight - as well as both the InnerSphere and Clan Mech Packs.
BattleTech: The Crescent Hawks' Revenge is a real-time tactics game based in the FASA BattleTech universe. It is a direct sequel to BattleTech: The Crescent Hawk's Inception, though the gameplay is considerably different from that of the first title, which was primarily an adventure/role-playing game. Developed by Westwood Associates for Mediagenic, and produced by Scott Berfield, the game serves as a prototype for what later became Dune II, the first real-time strategy title on the PC.
MechWarrior 3050, also known as BattleTech in its original Sega Genesis release and in Japan as BattleTech 3050 (バトルテック3050), is a 1994 mech-based video game developed by Malibu. The first BattleTech based game to be released for the Sega Genesis, it was later ported to the Super Nintendo by Activision as MechWarrior 3050. The Super Nintendo game was localized and published in Japan by Ask Group.
BattleTech Centers are commercial virtual entertainment venues that feature multiplayer virtual combat in the fictional BattleTech universe. The games are played in fully enclosed cockpits with multiple screens, joysticks, and rudder pedals. Today, the gaming cockpits can now be found in only 2 sites listed in table below in the United States.
MechWarrior 2: Mercenaries is a video game released in September 1996 as a stand-alone expansion to MechWarrior 2: 31st Century Combat and the last BattleTech game made by Activision. In this game, the player takes control of an Inner Sphere mercenary squad, with control over finances and free choice of missions.
MechWarrior is a set of role-playing game rules published by FASA Corporation in 1986 that were designed to be used with FASA's previously published mecha wargame BattleTech.
MechWarrior 2: Ghost Bear's Legacy is an expansion pack to MechWarrior 2: 31st Century Combat.
MechWarrior Online is a free-to-play vehicle simulation video game, officially launched during September 2013 by Piranha Games for Microsoft Windows. The game takes place within the larger BattleTech universe.
Zoids: The Battle Begins is a 1986 video game designed by Chris Fayers, developed by the Electric Pencil Company, and published by Martech. and released in Europe for the ZX Spectrum, Amstrad CPC, MSX and Commodore 64 computers. Based on the Zoids toy series, the player controls a human who was fused with one of the robots and has to reclaim parts of a larger mech.
The BattleTech Trading Card Game is an out-of-print collectible card game (CCG) set in the BattleTech universe. The game was developed by Wizards of the Coast (WotC) for FASA and released in 1996. It went out of print after its last expansion, Crusade, in 1998.
BattleTech is a mech turn-based strategy video game developed by Harebrained Schemes and published by Paradox Interactive. It was released on macOS and Windows on April 24, 2018, with a Linux release on November 27, 2018. The developers set aside US$1 million to create the game, and turned to Kickstarter to secure funding for additional features, including a single player campaign, an expansion of that campaign, and a player versus player multiplayer mode.
MechWarrior 5: Mercenaries is a BattleTech mecha game developed by Piranha Games released on December 10, 2019, on Microsoft Windows. It is the first single player MechWarrior game since 2002. It was initially available as an Epic Games Store exclusive title, which, like other games with Epic Games Store exclusivity deals, was met with criticism. On May 7, 2020, it was made available through Xbox Game Pass for PC. On May 27, 2021, it was made available on additional platforms including Xbox Series X/S, Xbox One, Steam and GOG, in addition to the DLC pack Heroes of the Inner Sphere, Call to Arms, and Rise of Rasalhague. On PC, it features ray tracing as well as DLSS. The game has sold two million units as of October 2024. Piranha Games released a sequel, MechWarrior 5: Clans, on October 16, 2024.
Borderlands is a board game for 2–4 players published by Eon Products in 1982.
Decision at Thunder Rift is a novel by William H. Keith Jr. published in 1986. it is the first book of the Saga of the Gray Death Legion, and the first novel ever to be published for BattleTech. It tells the story of the young Grayson Death Carlyle and the events that led to the founding of his famous mercenary unit.
Battle Group is a 1986 computer wargame designed by Gary Grigsby and published by Strategic Simulations. It is a follow-up to Grigsby's earlier Kampfgruppe.