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MechCommander 2 Q&A

We sit down with producer Mitch Gitelman to gauge the progress of this tactical game since its last public showing.

During last year's Gamestock event, Microsoft unveiled MechCommander 2, the 3D sequel to the original 1998 real-time tactical game. The most apparent improvement on its predecessor was its gorgeous new 3D engine, which rendered terrain and units with a high level of detail. Since then, the game has been publicly shown only twice--once at E3 and another at Mechstock 2000--so information on the game and its progression has been scarce. With Gamestock 2001 just a few days away, we took the opportunity to sit down with Mitch Gitelman, the game's producer, to talk about MechCommander 2's progress, the new features his team has implemented since the last time we saw it, and how much of the game Microsoft plans on showing at this year's Gamestock.

GameSpot: Hi, Mitch. What changes have been made to the game since its last public appearance at Mechstock 2000?

Mitch Gitelman: The biggest thing was finalizing our between-mission interface, which we call "logistics." It allows you to put the right MechWarrior in the right mech for the right mission. We've spent a lot of time making it easy for players to customize their mechs and understand their capabilities. We've also added our new multiplayer mission types, which we think will be a lot of fun.

GS: In our last interview, you mentioned that night missions operate a little differently than daylight missions. Aside from the obvious, what kinds of differences are there--in terms of gameplay--between the two?

MG: You'll have to rely more on your scout mechs. Their sensor systems will help you identify targets hiding behind buildings or in forests. Relying solely on line of sight would be a tactical error. Luckily, if you lose your scout mech, you can use your support options like a sensor probe or scout copter to give you intelligence on enemy locations.

GS: How many different types of mission objectives are in the single-player mode?

MG: Uh, I never counted. I guess it's because a lot of our missions mix and match different objective types. You destroy a supply convoy and then capture a weapons facility. Or you steal some enemy mechs and then destroy their orbital gun emplacements. Each of our designers likes to combine things in different ways.

GS: What kind of multiplayer options will be included in the final release?

MG: You'll have control of every support option in the game. Don't like minelayers? Turn 'em off. Wanna play a game without in-mission salvage? Turn it off. Want to use only "off the rack" mechs? Check the "no variants" option. Best of all, if you want to start shooting right away, use the "quickstart" option and you'll bypass the logistics interface completely.

GS: How do MechWarriors advance in skill level? Do they receive points for destroying enemy units or is there just a general upgrade in skills after the successful completion of a mission?

MG: MechWarriors gain skill points through their actions in a mission. When their gunnery and piloting skills reach a threshold, they are promoted to the next rank. Now the new part: When your pilots go up in rank, you get to choose a specialty skill for them. In this way, you direct their "training" and make them into a unique part of your team.

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