{"id":955285,"date":"2026-01-01T21:39:19","date_gmt":"2026-01-01T21:39:19","guid":{"rendered":"http:\/\/qHHxSy5DQLAPdspW5H87hG"},"modified":"2026-01-01T21:39:19","modified_gmt":"2026-01-01T21:39:19","slug":"how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series\/","title":{"rendered":"How MechWarrior 5: Clans is bringing a narrative focus and intricate, handcrafted missions back to the storied series"},"content":{"rendered":"<article>\n<p>MechWarrior\u2019s Clans are weird. If the Inner Sphere constitutes the rump remains of an interstellar Rome, then the Clans are the gene-splicing frontier techno- barbarians at the gate. Honour- bound and fanatical, the Clans have their own notion of how the Inner Sphere should be governed, and in August, 3049, they\u2019re gonna make it everybody\u2019s problem.<\/p>\n<p><a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/mechwarrior-5-clans-is-bringing-an-rts-style-tactical-camera-love-for-gamepad-players-and-a-new-focus-on-storytelling-to-the-long-running-mech-sim-series\/\" target=\"_blank\" rel=\"noopener\">MechWarrior 5: Clans<\/a> centres on a rookie \u2018Star\u2019 (a five-mech squad) from the Smoke Jaguar clan, seeing them from the end of their training to their participation in the Clan Invasion of 3049, a pivotal turning point in BattleTech tabletop lore. Like the Shadows of the Empire and Yuuzhan Vong in Star Wars or the Time of Troubles in the Forgotten Realms, it was one of those print-era multimedia events that pressed reset on an established fictional setting.<\/p>\n<p>The BattleTech universe is supposed to be \u2018shades of grey\u2019, but nobody can tell me these Clan guys aren\u2019t space orcs. That\u2019s OK though, I love orcs, and the Clanners bring with them not only a \u201clive fast, die young\u201d ethos centred on their genetic mutations and warrior supremacy, but also the best mechs \u2013 sleeker, more customisable OmniMechs.<\/p>\n<p>In contrast to the businesslike dogs of war in MechWarrior 5: Mercenaries, Clans will focus on an almost alien warrior culture that\u2019s held itself separate from the vast body of humanity remaining in the Inner Sphere. In a throwback to the paired games of MechWarrior\u2019s past, Piranha Games is following up 2019\u2019s Mercenaries with a partner game that approaches the battlefields of the far future in its own way.<\/p>\n<p>Mercenaries delivered a galaxy full of battles to fight, with predominantly procedurally generated levels underpinning a theoretically endless private military management fantasy. \u201cThe backbone of Mercenaries was the procedural regeneration system,\u201d Piranha CEO Russ Bullock explains. \u201cAnd you can see the star map. The dream was \u2018fly anywhere on that map, take missions, and fight there.\u2019\u201d<\/p>\n<p>The developer now wants to deliver on a bespoke, handcrafted MechWarrior campaign, and make MechWarrior 5: Clans a companion to Mercenaries that doesn\u2019t simply drop in a new roster of bipedal tanks. After visiting Piranha HQ in Vancouver and talking to some of the passionate developers there, nearly every one of whom cited a lifelong love of BattleTech and MechWarrior stretching back past PC classics like MechWarrior 2 and into the mists of the tabletop era, I\u2019ve got a feeling those \u2018freebirth scum\u2019 in the Inner Sphere won\u2019t know what hit them.<\/p>\n<p><a target=\"_blank\" rel=\"noopener\"><\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1920px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"UheFBTKSCiUUw5a9HphTbb\" name=\"PCG388.feat_mech_games.g_battletech.jpg\" alt=\"MechWarrior 5: Clans concept art showing battle mechs fighting each other with laser canons\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"1920\" height=\"1080\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Piranha Games)<\/span><\/figcaption><\/figure>\n<p><\/a><\/p>\n<h2 id=\"tip-of-the-spear-6\">Tip of the spear<\/h2>\n<p>I played an early mission from Clans set on Santander, a pirate-controlled world on the edges of the Inner Sphere. In the BattleTech lore, it\u2019s important as a point of \u2018first contact\u2019 (reintroduction, really) between the Clanners and the Inner Sphere. From the Inner Sphere perspective, it\u2019s this brutal awakening to an outside threat that has returned from the edge of the galaxy. And for the Smoke Jaguar clan, it\u2019s a triumphant first strike on a gaggle of bush league warlords.<\/p>\n<p>Though the level was very much a work in progress, Clans\u2019 new direction versus Mercenaries was evident. Myself and four other members of a Star had to assault a fortified canyon held by Santander\u2019s ruling faction, tearing down strategic targets while fending off defenders.<\/p>\n<p>The canyon is a long, open-ended level, with upper and lower paths, switchbacks, and opportunities for ambush \u2013 for both you and the enemy. My first time through, I was flanked by four developers from Piranha controlling the rest of my Star \u2013 Clans will support up to five-player co-op, increased from Mercenaries\u2019 four. There\u2019s even a lore explanation for that: Inner Sphere militaries organise their units into four-mech \u2018Lances\u2019, while the Clanners\u2019 advanced tech and superior warrior instincts allow them to count up to five.<\/p>\n<p>The core, modern MechWarrior combat remains intact here, with the layers of armour and substructure translating to long times-to-kill on most mechs and demanding careful engagement with the series\u2019 location-based damage system. Management of your heat build-up is still front and centre, with powerful energy weapons generating more heat than good old-fashioned bullets and missiles. And as in most BattleTech games, different environments will contribute to how quickly you build up and dissipate heat \u2013 ballistics have an all new set of advantages dropping into a volcanic environment as opposed to a temperate grassland.<\/p>\n<p><a target=\"_blank\" rel=\"noopener\"><\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:4096px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"vDxrRpYQTdf6xyzNf49Tyb\" name=\"PCG388.feat_mechwarrior.Santander0.jpg\" alt=\"MechWarrior 5: Clans concept art showing battle mechs plodding across an alien planet\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"4096\" height=\"2304\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Piranha Games)<\/span><\/figcaption><\/figure>\n<p><\/a><\/p>\n<p>With the devs backing me up, I made it through the Santander trench run smoothly, and for my next attempt I went in as the sole human player, directing my Star with a surprisingly detailed list of squad commands. You get an assortment of tactical options for each individual member of your crew as well as the group as a whole, but just like with every RTS, my preferred strategy here was \u2018select all and attack\u2019.<\/p>\n<p>This iteration of the assault on Santander was a much more fly-by-night affair, but by god, I still pulled it off, even after suffering two full dismemberments myself. The pirates shot off one of my arm cannons pretty early on, a severe firepower impediment, but the loss of one leg was way worse and entirely my fault. I was having a little too much fun with my mech\u2019s jump jets, you see, and this is a game with fall damage.<\/p>\n<p>After landing my 75-ton Timberwolf on my bum leg a few too many times, the old girl gave up the ghost. Switching to a third-person view, my ride wasn\u2019t looking so hot. CEO Bullock is very proud of how Piranha has been able to represent the progressive destruction of both mechs and environments, and both were on full display as I limped through Santander. Hobbling on, my poor Timberwolf was also missing an arm. Meanwhile, bulldozing through the pirates\u2019 flimsy little buildings let me peek through to their structures and interiors as their rooftops crumbled away at waist height. Destruction feels good in this game.<\/p>\n<p>The graphical commitment to my miserable lemon of a mech, as well as the sheer difficulty increase as I lost functionality, made successfully completing my mission the second time all the sweeter. As I just barely cleared the final enemy mechs and gently feathered my jump jets to descend to an evac point down in the canyon, I felt like one of those characters in Wacky Races skidding across the finish line on their bum while holding a detached steering wheel. Hey, a win\u2019s a win, and I can worry about mech repair when I\u2019m playing Clans on my home PC.<\/p>\n<p><a target=\"_blank\" rel=\"noopener\"><\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1500px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.27%;\"><img loading=\"lazy\" decoding=\"async\" id=\"oACSNToVoKLxyCeDcUxCQb\" name=\"PCG388.feat_mechwarrior.Santander4.jpg\" alt=\"MechWarrior 5: Clans concept art showing an industrial facility\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series-2.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"1500\" height=\"844\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Piranha Games)<\/span><\/figcaption><\/figure>\n<p><\/a><\/p>\n<h2 id=\"alien-vistas-6\">Alien vistas<\/h2>\n<p>Santander already looks good, with red rocky cliffs contrasting against<br \/>\na clear blue sky like something out of the American Southwest. The pirates\u2019 harsh industrial installations and gleaming white satellite dishes seal the deal of selling this utilitarian, militarised place, but it\u2019s still distinctly Earth-like at the moment. That\u2019s subject to change, according to Piranha art director Dennis de Koning.<\/p>\n<p>De Koning wants the final version of Santander to be defined by veins of opalescent blue crystal running through the rock faces of the world, using subsurface scattering tech to sell this vision of dreamlike, multicoloured alien canyons hijacked for petty frontier warfare. That notion of spiking the familiar (a rocky canyon) with the bizarre (opalescent veins of alien crystal) is de Koning\u2019s go-to for selling the otherworldly vistas of the Inner Sphere. \u201cThe first thing I try to do is to ground [these environments] in reality,\u201d he tells me, adding that \u201cthe best lie is laced with truth\u201d. The artist mentioned, only half joking, that he has \u201ca reference file of weird rock formations\u201d to draw on for inspiration, hoping to avoid overused touchstones (badum tish) like the popular columnar basalt formation (see: Dragon Age: Inquisition, Skyrim, Final Fantasy XV).<\/p>\n<p>In Mercenaries, Piranha focused on travelling anywhere in the Inner Sphere with the fantasy supported by procedural generation tools for both environments and missions. Clans\u2019 more authored experience will have a limited number of worlds, but you\u2019ll go a bit deeper on each of them: planets will have multiple story missions associated with them, all with a new level of focus and polish in their design. That\u2019s a big part of why de Koning and his team have to nail the look of these planets: the veined, opalescent rocks and massive desert geoglyphs of Santander will have to unify several missions under the same aesthetic and really sell the alternate reality of this world.<\/p>\n<p><a target=\"_blank\" rel=\"noopener\"><\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1500px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.27%;\"><img loading=\"lazy\" decoding=\"async\" id=\"PCHhkwbxvSpqLzSG8LY3ha\" name=\"PCG388.feat_mechwarrior.broadsword4.jpg\" alt=\"MechWarrior 5: Clans concept art showing a drop ship\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series-3.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"1500\" height=\"844\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Piranha Games)<\/span><\/figcaption><\/figure>\n<p><\/a><\/p>\n<p>I was particularly taken with de Koning and his team\u2019s concepts for Luthien, the capital world of Clans\u2019 antagonist faction, the Draconis Combine. The faction<br \/>\nhas drawn on Imperial Japanese influences since the tabletop days, and Piranha is crafting towering megacities reminiscent of Akira for us to do battle in. De Koning described one level on Luthien as being set among the sprawling acreage of the faction leaders\u2019 royal gardens, with colossal torii gates towering over the mechs doing battle in the once-pristine green space.<\/p>\n<p>On the opposite side of the conflict, de Koning was particularly keen to show off the Smoke Jaguar homeworld of Huntress. MechWarrior 5: Clans will be leaning into lore descriptions of the planet having a number of jungle and tropical biomes, with missions taking place under dense tree canopies or even in a great swamp. Although de Koning pointed to the floating islands and other more fantastical elements of Avatar as what he\u2019s hoping to avoid with MechWarrior\u2019s environments, I couldn\u2019t help but notice a distinct Pandora twang to all this megaflora cut by cascading waterfalls and the sleek, advanced military hardware crashing through.<\/p>\n<p><a target=\"_blank\" rel=\"noopener\"><\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1500px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.27%;\"><img loading=\"lazy\" decoding=\"async\" id=\"aXBzgCXiciPKdRteCJ2DJb\" name=\"PCG388.feat_mechwarrior.NaomiSmokeJaguar.jpg\" alt=\"MechWarrior 5: Clans concept art showing a woman's head from three different perspectives\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series-4.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"1500\" height=\"844\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Piranha Games)<\/span><\/figcaption><\/figure>\n<p><\/a><\/p>\n<h2 id=\"hand-crafted-6\">Hand crafted<\/h2>\n<p>In conversation with Piranha design director Paul Inouye, I learn how these alien worlds will play host to some of the most intricate mission design Piranha has done to date, with a focus on surprising, handcrafted content. This isn\u2019t entirely new territory for Piranha, with the studio already having moved in this direction with MechWarrior 5: Mercenaries\u2019 various DLC expansions.<\/p>\n<p>Inouye seems thrilled at the level design possibilities on offer with a game that isn\u2019t shooting for the sheer number of planets as Mercenaries. He describes haggling with the project\u2019s programmers and engineers, wanting to have the tools to craft the most minute story beats and NPC interactions in-mission. \u201cIt\u2019s about bringing that control back into the level designers hands,\u201d Inouye tells me. \u201cBeing able to tell stories with intent, to be able to focus down on what you want the player to experience.\u201d<\/p>\n<p>While the devs I talk to acknowledged there are advantages to procedural generation for making certain kinds of games, they all seem excited about returning to something more bespoke. Inouye is especially keen on being able to have, as ordinary as it may sound, \u201cactual visual storytelling in a level now\u201d. Mercenaries\u2019 proc gen system largely precluded Inouye\u2019s team being able to do things like crafted sight lines, vistas, showing players a specific shot at a specific time (think the Reaper taking off in Mass Effect\u2019s opening mission, or your first view of the Citadel in Half-Life 2). Inouye even recalls \u201cworking on Mercs, and just saying, \u2018Hey, can we move this rock over here to change the sight line?\u2019 The answer was \u2018no\u2019 because if you do that the rock will move in all these other procedural generation tiles.\u201d<\/p>\n<p><a target=\"_blank\" rel=\"noopener\"><\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2210px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:46.15%;\"><img loading=\"lazy\" decoding=\"async\" id=\"D8XUY8GiBnveSziEwjea4b\" name=\"PCG388.feat_mechwarrior.HouseKuritaCity.jpg\" alt=\"MechWarrior 5: Clans concept art showing a futuristic city\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series-5.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2210\" height=\"1020\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Piranha Games)<\/span><\/figcaption><\/figure>\n<p><\/a><\/p>\n<p>One of the most exciting things I hear on the entire trip, though, was Inouye\u2019s description of a later-game mission, and the sort of non- standard levels he wants to put in Clans. \u201cThere are ships that are trying to leave this airbase, and you\u2019re only there to monitor them for any sort of contraband, basically you\u2019re a border cop now.\u201d<\/p>\n<p>In the proposed mission, players have to scan departing ships for contraband, allowing cleared vehicles to pass unmolested but opening fire at the first sign of smugglers. It doesn\u2019t end there either, with Inouye telling me that players then have to investigate the crash site they created and secure the contraband.<\/p>\n<p>To me, this sounds like the kind of small gameplay moment that might make Clans feel more than a non-stop slugfest between mechs. My mind went to Metal Gear Solid V and that one simultaneously beautiful and awful mission where you have to intercept tank convoys rolling in from all across the map. Tranq darting and crouch walking gets replaced with frantic horseback riding, trap setting, and Fulton Recovery System antics, and Inouye\u2019s out-there proposed mission has me excited to get that same sense of panicked, delightful surprise out of Clans. This is a different kind of mission, your comfortable strategies don\u2019t work here, figure it out.<\/p>\n<p><a target=\"_blank\" rel=\"noopener\"><\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1500px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.27%;\"><img loading=\"lazy\" decoding=\"async\" id=\"kwj4YcwB3QfdoNedUyxqpa\" name=\"PCG388.feat_mechwarrior.broadswordcontext6.jpg\" alt=\"MechWarrior 5: Clans concept art showing a drop ship taking off\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series-6.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"1500\" height=\"844\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Piranha Games)<\/span><\/figcaption><\/figure>\n<p><\/a><\/p>\n<h2 id=\"industrial-design-6\">Industrial design<\/h2>\n<p>The mechs themselves remain as core to the experience as ever, and the process of creating them begins with Piranha concept artist Alex Iglesias. Iglesias\u2019 more grounded, industrial takes on classic BattleTech designs have won praise from the community, and even come full-circle to influence the modern tabletop game. Revisiting the Clan mechs, though, is a major undertaking \u2013 these models have decades of history to live up to, a fraught history of copyright issues with series like Robotech to avoid (but that\u2019s another story), and some notable differences from the chassis we saw in Mercenaries.<\/p>\n<p>According to Iglesias, \u201cClan and Inner Sphere have different tech bases, with the Clanners usually being the climax \u2013 typically higher performance, higher tech, more advanced. Their stuff is usually lighter, it shoots faster.\u201d For a real-world touchstone, Iglesias points to the contrast between the rugged, old-fashioned, higher-calibre materiel of the Soviet Union and the sleeker, more elegant designs adopted by NATO during the Cold War.<\/p>\n<p>The Clan mechs also possess fundamental mechanical differences that have proven challenging to Piranha from both an artistic and design perspective. The Clans\u2019 OmniMechs are inherently more modular than their Inner Sphere counterparts, letting players swap out their limbs and associated \u2018hardpoints\u2019 or weapon mounting locations. While a typical mech might be limited to a large energy weapon mounting point on a limb, a Clan mech could swap that limb out for one that supports a large ballistic weapon, or maybe two smaller energy weapons.<\/p>\n<p>Don\u2019t the Clan mechs just kinda seem&#8230; better than their Inner Sphere counterparts? The fact that their loadouts and roles can be changed up so easily has proven difficult enough to balance, especially in a multiplayer game like Piranha\u2019s MechWarrior Online, but it\u2019s also a huge aesthetic challenge for Iglesias and Piranha\u2019s other artists, 2D and 3D.<\/p>\n<p>The mechs always have to look the part, and the same weapon \u2013 Iglesias and de Koning used a missile battery as an example \u2013 might have to be remodelled any number of times to look just right on each individual mech. Luckily, Iglesias comes to the process with a lifelong love of BattleTech and takes no end of joy in reinterpreting the original FASA Corporation tabletop designs.<\/p>\n<p><a target=\"_blank\" rel=\"noopener\"><\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1500px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.27%;\"><img loading=\"lazy\" decoding=\"async\" id=\"8tcj4Daj9DpcCAbZBAiUva\" name=\"PCG388.feat_mechwarrior.HighresScreenshot000015.jpg\" alt=\"MechWarrior 5: Clans concept art showing battle mechs and ships\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series-7.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"1500\" height=\"844\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Piranha Games)<\/span><\/figcaption><\/figure>\n<p><\/a><\/p>\n<h2 id=\"sound-off-6\">Sound off<\/h2>\n<p>Piranha principal audio designer Sean Kolton is in charge of a crucial piece of the MechWarrior 5: Clans puzzle: the unique sci-fi soundscape of the battlefield of the future. \u201cMechs are funny,\u201d Kolton tells me, \u201cbecause you don\u2019t have any in the real world to [base the sound on].\u201d<\/p>\n<p>We\u2019ve got tanks and excavators and all manner of horrific war machines, but these real-world analogues are still far from the bipedal war-fighting platform of the 31st century, so Kolton and his team have to get creative. \u201cIt\u2019s a mixture of the two, synthesisers and real-world sounds and a lot of processing on those real-world sounds. Even metal impacts, there aren\u2019t a lot of real, deep, heavy metal impacts.\u201d<\/p>\n<p>When I asked him about favourite real-world samples for mech sounds, he told me about the one that got away: \u201cI was at the beach with my son. There was a massive accident [everyone was OK!], and it was the loudest explosion sound I\u2019ve ever actually heard. And the first thing I thought was, \u2018Wow, that\u2019s a great crack for like, an [autocannon] sound.\u201d<\/p>\n<p>That almost obsessive dedication has resulted in a soundscape that\u2019s uniquely MechWarrior. There\u2019s not quite anything else in gaming like the muted thud of your footsteps as you stomp across a battlefield, the sound dulled ever-so-believably by your insulated cockpit and the hum of all the machinery underneath you. With Clans, Kolton hopes to maintain this kind of fidelity while also differentiating the Clan mechs from their grungier, less refined Inner Sphere counterparts.<\/p>\n<p><a target=\"_blank\" rel=\"noopener\"><\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1000px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:126.90%;\"><img loading=\"lazy\" decoding=\"async\" id=\"mKGTBZqZuTG6BPZPh3HQsL\" name=\"This one.jpg\" alt=\"MechWarrior 5: Clans concept art showing a battle mechs firing twin laser canons at an enemy\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series-8.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"1000\" height=\"1269\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Piranha Games)<\/span><\/figcaption><\/figure>\n<p><\/a><\/p>\n<p>\u201cFor Clans, I wanted to do something completely distinct at the same time. To me, the cast of the Clans and the universe is grittier, starker,\u201d Kolton explained. \u201cI keep on going back to those old Terminator scenes: Terminator<br \/>\none and two where they do the flashback, or I guess flash forward to the future of those massive battles.\u201d<\/p>\n<p>The Clan mechs are going to have a starker, cleaner sound to them to match their technology profile, and Kolton wants fans to \u201cplay the two games [Mercenaries and Clans] and have completely different audio experiences\u201d.<\/p>\n<p>That drive extends to the soundtrack as well, Kolton\u2019s main focus this go-around. Mercenaries\u2019 OST is a fan favourite, with Kolton bringing his own passion as a metalhead to guitar-heavy tracks that are firmly music you can lift weights to. With Clans, it\u2019s going to be more of a synths and ambient dread kind of vibe. The music on the Santander level reminded me of driving the Mako across uncharted worlds in the original Mass Effect, and Kolton cited the likes of John Carpenter and Nine Inch Nails as influences on where he\u2019s taking Clans\u2019 soundtrack.<\/p>\n<p><a target=\"_blank\" rel=\"noopener\"><\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2024px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.27%;\"><img loading=\"lazy\" decoding=\"async\" id=\"MXNiNFG9qZjRmFKga3b8kb\" name=\"PCG388.feat_mechwarrior.AlienWorlds1.jpg\" alt=\"MechWarrior 5: Clans concept art showing an alien world\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series-9.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2024\" height=\"1139\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Piranha Games)<\/span><\/figcaption><\/figure>\n<p><\/a><\/p>\n<h2 id=\"forging-ahead-6\">Forging ahead<\/h2>\n<p>MechWarrior 5: Mercenaries was the first numbered instalment of the series in almost 20 years, a key part of a wave of new-school mech sim hits breathing new life into what was once practically a pillar of PC gaming. \u201cMechs might have been one of the biggest genres in gaming,\u201d CEO Bullock muses when I ask him about the second wind the scene has found in recent years. \u201cIt hasn\u2019t been for a while, but it\u2019s gaining steam. I think even with what we\u2019ve done with MechWarrior, we\u2019ve seen the brand slowly get revitalised.<\/p>\n<p>\u201cWe\u2019ve seen what Catalyst is doing with the pen and paper stuff. Now for the first time in decades, you\u2019re seeing [BattleTech] in Target. They\u2019re making a big resurgence. And I think that the work we\u2019ve done over the last 10-12 years has played a big part in that resurgence.\u201d<\/p>\n<p>Clans looks set to continue that resurgence, then, bringing more refined, authored level design and storytelling, hopefully matching Mercenaries\u2019 sheer breadth of content with a newfound depth. I, for one, am excited to load up with a Hellbringer and aim for the legs when MechWarrior 5: Clans launches sometime in 2024.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/sim\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>MechWarrior\u2019s Clans are weird. If the Inner Sphere constitutes the rump remains of an interstellar Rome, then the Clans are the gene-splicing frontier techno- barbarians at the gate. Honour- bound and fanatical, the Clans have their own notion of how the Inner Sphere should be governed, and in August, 3049, they\u2019re gonna make it everybody\u2019s problem. MechWarrior 5: Clans centres on a rookie \u2018Star\u2019 (a five-mech squad) from the Smoke Jaguar clan, seeing them from the end of their training to their participation in the Clan Invasion of 3049, a pivotal turning point in BattleTech tabletop lore. Like the Shadows of the Empire and Yuuzhan Vong in Star Wars or the Time of Troubles in the Forgotten Realms, it was one of those print-era multimedia&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/how-mechwarrior-5-clans-is-bringing-a-narrative-focus-and-intricate-handcrafted-missions-back-to-the-storied-series\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":955286,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,763],"class_list":["post-955285","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-sim"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How MechWarrior 5: Clans is bringing a narrative focus and intricate, handcrafted missions back to the storied series | Arcader News<\/title>\n<meta name=\"description\" content=\"MechWarrior\u2019s Clans are weird. 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