Mechanicus is a good turn based tactics foray into a rarely heard-of corner of the 40k universe, but it has a slight problem with the difficulty curve
The game lets you play as a Magus, a ship commander of the Adeptus Mechanicus, the A. I.-worshiping religion existing within the Imperium of Man in the grim dark of the far future, where there is only war. If this sentence was completeMechanicus is a good turn based tactics foray into a rarely heard-of corner of the 40k universe, but it has a slight problem with the difficulty curve
The game lets you play as a Magus, a ship commander of the Adeptus Mechanicus, the A. I.-worshiping religion existing within the Imperium of Man in the grim dark of the far future, where there is only war. If this sentence was complete **** to you, be prepared to do some googling before you fire up Mechanicus, because the game expects you to be familiar with the 40k Universe. Be warned, though: that particular rabbit hole is without end.
Assuming you know what you’re about, the day-to-day of a Magus are not that complicated: having just arrived over a Necron Grave World (basically a world where Skynet won and all the Terminators went into hibernation), you send a cohort of two to Six tech priests to explore grave complexes on the surface of that world to fight alien robots and steal all their juicy tech. The exploration is done on a pretty simple map of the grave, where every room you enter lets you make a decision that might hurt or help you, or it let’s you fight the aforementioned Necrons.
The fighting is done via turn-based tactics combat, but with a few wrinkles. Your characters share an action pool. That sounds constricting but actually it’s not, because there are dozens of ways to fill that pool: You get points for killing enemies, points for touching stuff on the map, some skills reward you with points… It’s a points bonanza out there. The constricting factor is that every skill has a cool-down and can be used at most once per turn. This means that, for example, one of your characters can move across the entire map, fire off four attacks, heal himself and an ally, and maybe buff the entire team.
Also, remember the rage-inducing attack misses the Xcom franchise is famous for? They are not here. The cyborg of the Adeptus Mechanicus hit what they aim at.
Between missions you get to level up your Tech Priests and kit them out with all manner of gear you borrowed from the Necrons. Most of the skills and guns are kind of meh and do little to change the fighting experience, but they do add up. Boy, do they ever.
So what do the Necrons have to stop you? Well, when exploring a tomb, you’re working under a timer: The more time you spend exploring rooms and fighting Necrons, the more Necron buffs accumulate. The counter increases incurred during an expedition also get transferred to a global percentage counter, and if that one ever reaches a certain threshold, your forces get overwhelmed and your missions fails.
I say a certain threshold because I never even got close to it, and now we've finally arrived at the main problem this game has: Challenge, the lack of it (on normal difficulty, with the Heretek DLC in effect). Things were moderately dangerous in the beginning, but in the second third, with a couple of level ups, the difficulty curve started to droop. In the last third, it broke like a twig. I cleared out whole maps on the very first turn, without the enemy ever firing a shot, and my builds were pretty far from optimized. In fact, that's what kept my interest during that last third: How much can I own this army of eldritch merciless killing machines, this supposedly galactic threat? The answer: I killed their grand overlord in two turns. They are my mop now.
Mechanicus made me understand and appreciate, yes, appreciate why XCom made my guys miss occasionally.
With the challenge gone out of the game so completely, I don't even think a higher difficulty would make much of a difference. Maybe deactivating the Heretek DLC might have helped, but losing the story additions and missions in there would have hurt the game, too.
There is one other thing that held my interest: The characters. The story is solid b movie plot material, which is good enough, but the characters are very interesting.
Production values are a bit uneven. Sound production is fine, the score is more than fine, but the art direction is a bit muddled, and I'm not sure how but somehow they make the whole picture seem grimy and dusty. There is little variance in both enemy and level design, and even little variance in the design of your own troops. So it's serviceable, for an indie game like this, it's even fine. But don't expect to be wowed by Mechanicus' graphics.
So who is this for: 40k enthusiasts and people interested in dipping a toe in a very fringe area of the lore. For those, I recommend Mechanicus. Fans of turn-based tactics games will be turned off by the lack of challenge.
TLDR: This is a fine AA game with one fatal flaw. Get this if you are a 40k lore hound or you desperately need to scratch the turn-based tactics itch and have exhausted the market, but in this case, crank the difficulty up to eleven. Everybody else should enlist with XCOM first.… Expand