Battletech Movie
It sounds like any Mechwarrior movie is still a long way from completion but with the financial success of the Transformers films perhaps Hollywood will be more interested in such a project. MechWarrior Full Debut Trailer HD: Click here to view the embedded video. Discuss the design and utility of combat units in the BattleTech universe. Post your very own BattleTech Fan Designs for the BattleTech Community in the appropriate child-board. 19013 Posts 1123 Topics Last post by PuppyLikesLaserPointers in Re: Superheavy BattleMec. On 12 April 2020, 23:47:20.
The cartoon was produced by Saban, who were bought by Disney. Disney does not muck about with IP rights; they protect theirs fiercely and don't typically dabble with other peoples' (since, if caught, they would have to pay out the nose). I've been wrong before, but in this case I'm pretty sure that the chance of ever having a legal way to get the cartoon episodes is zero. Repeating.But it's okay. The cartoon was awful, and rightly mocked as looking like a low-grade Exosquad rip-off. Sure, we know it wasn't, but that doesn't change anything. No, FASA wasn't big on errata - ColBosch.
The Housebook series is from the 80's and is the foundation of Btech, the 80's heart wrapped in heavy metal that beats to this day - Sigma. To sum it up: FASAnomics: By Cthulhu, for Cthulhu - Moonsword. Because Battletech is a conspiracy by Habsburg & Bourbon pretenders - MadCapellan. The Hellbringer is cool, either way. It's not cool because it's bad, it's cool because it's bad with balls - Nightsky.
It was a glorious time for people who felt that we didn't have enough Marauder variants - HABeas2, re 'Empires Aflame'. Mainframe Entertainment (Reboot, Transformers: Beast Wars, Starship Troopers, Heavy Gear animated series) posted some concept art back in 2005 but nothing happened. There always seems to be interest when there is PC game to rally interest but Microsoft isn't the most friendly company to talk to regarding the IPs (Google why the Halo movie died) and navigating the IP rights is a nightmare post FASA. It took allot of effort to get Novels published again, chances are it will take allot of love to make another animated series if it's even possible.Chances are we will see a fan series long before anything from a existing studio. You know that movie really brought to light the distinct lack of crotch chainsaws in the BT universe. It is, honestly, the closest thing to Solaris VII I've ever seen. While I'll admit in public that I like the movie, it is not really 'good' in any objective sense.If anything Pacific Rim just showed how fundamentally enthralling mech combat is.
The plot was about as thin and formulaic as it gets, and it was still a huge success. BattleTech could provide the basis for combat that was equally stunning, but there are a plethora of stories that would actually make for a decent 90-minute plot as well. Shame that the fragmented rights probably make it much simpler to make up a new setting a-la Pacific Rim, than to get enough lawyer time to let you use BT. Only problem with Robot Jox (other than the goofy story) is that it was limited by the effects of the day (almost totally stop motion) so the epic robot fights looks more and more like a game of Knock Em Stock Em Robots with every day it ages with the exception of the classic anime inspired Rocket Punch and.yes, the chainsaw cod piece (which was always a joke, so laugh)Pacific Rim (and any CG heavy film) will age in time (as much as I love, the story won't save it) but for now, come close to how some imagine mechs move and fight. Hell of allot closer than the Transformers movies regardless.
I think for the most part a cartoon series set in the BT universe might be difficult to pull off if you stick to a well known figure. Though if a toon was made from a smaller well known figure (GDL as an example) or a minimally know (Wilsons Hussars) it might work out. A movie would be easier, even if you considered several sequels. For that you could take.Liberation of Terra4th SWComstar (spin-off movie, maybe during the forming and how crazy everyone AFTER Blake became)Politics of the Kurita family during the forming of the FRRClan Invasion (or anything related)Devlin Stone (post Jihad, formation of the Republic and backstabbing politics)To name a few. Speak for yourself. As somone who has been a lifelong transformers fan, i loved the films.
As others have said, Hollywood needs to smell easy money before they will even entertain the idea of making a BattleTech movie or tv show. If there is money to be had, then the IP right issues will probably fall away as everyone wants to make money.As a fandom, if we want to see something made, then I would suggest we find someone with the skills and will to create a fan film or cartoon. Many fans have put together some awesome productions lately and something like that might get noticed by a larger audience. A fan film is also far more likely than something being made professionally. Our passion is huge, but our fandom is small.
There are a number of issues in making a BT movie.First, its aesthetic does not match modern expectations. The mechs would have to be a couple orders of magnitude larger. Think Pacific Rim.The story would have to be focused and easy to follow since most of the audience would not be familiar with BT. So no long explanation of jump points, the factions etc.
The universe would have to take a back seat to the plot. Think about what JJ Arbrams did with Star Trek. Earth and Klingon are about 10 mins apart. I.e., the plot didn’t call for anything to happen on the journey so it didn’t take long. And the bad guy (Khan) needed to get from Earth to Klingon in a hurry – for the plot – so Khan had a universe-breaking magic teleporting device.
It breaks the universe since it begs the question why starships exist at all if you can instantly teleport straight to any planet you want.The same thing would happen in a BT movie. The audience is not going to twiddle their thumbs waiting for a jump drive to recharge 20 times as the characters went from one end of the IS to another. And wouldn’t understand that 5 seconds of movie time is 6 months in-universe. They would have to be allowed to simply jump to the destination. So we would have to be prepared for significant compromises in the universe.You could do a movie of Stone’s revolt on Kittery.
You don’t have to spend time telling people who’s who, and why this guy is the good guy, and the other guy evil. Everyone can understand a mustachio twirling cyborg running a concentration camp. Stone could steal the Atlas II and duel him in the end. The movie could end with a promise to take the fight to the rest of the WOB. You couldn’t do Blood of Kerensky since it covers too much time and space for the audience to follow.
For the video game released for the Super Nintendo Entertainment System, see. MechWarriorSteven AckrichJohn A.
SkeelPaul BowmanTerry IshidaJohn A. SkeelPaul BowmanPeter FokosPaul BowmanMark BrennemanMichael LathamBryce MorcelloSeries,Release(DOS)July 10, 1992 (X68000)March 12, 1993 (PC-98)Mode(s)MechWarrior is the second video game released in the game series. MechWarrior was the first video game to offer the player a chance to pilot a BattleMech from the view of a pilot (a MechWarrior). 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.The game was ported to the Japanese and home computers in 1992 and 1993 under the name Battletech: Ubawareta Seihai. Contents.Story The story follows a mechwarrior by the name of Gideon Braver Vandenburg. His family has been murdered and the chalice that proves he is heir to the throne of his planet, Ander's Moon, has been stolen. Without the chalice he is exiled. Gideon must develop a force of mechwarriors and battlemechs, find those who committed the acts against his family, and take his revenge within five years or all is lost.The story ends with the defeat of the Dark Wing Mercenaries.Gameplay Overview Mechwarrior revolves around three basic elements of play.
The player can travel around an accurate map of the Inner Sphere negotiating contracts with the five Great Houses. Depending on the players actions, his mercenary unit will develop a reputation with each house which can bring about larger and more lucrative missions. A negative reputation can also be created if the player fights against a house in several missions. In this situation players will find that house is no longer willing to negotiate a contract.The second element revolves around the battlemechs within the game. Battlemechs can be bought and sold or repaired from combat damage.
In this way, the player can act as a merchant and acquire mechs on one planet and sell them on another planet to gain profit. Mechwarriors, too can be hired at the local bar with ranging levels of skill. As above, the unit's reputation will determine the quality of potential recruits.Finally, there is the combat simulation. Depending on the contract for a mission, the player must meet certain criteria ranging from defense of a facility to outright destruction of the enemy. Combat is shown in first person from the cockpit of a battlemech. The game's engine uses simple vector based graphics for the actual combat.The three elements combined to create a unique game that was part RPG, part economic, and part combat simulation.Combat simulation 1989's Mechwarrior was the first BattleTech simulator that placed the user within an actual battlemech to pilot in first person. While the flat-shaded 3D graphics were very simple, individual mechs were easy to identify.
The player begins with a damaged Jenner and has the opportunity to build over time a full lance of 4 battlemechs with the ability to choose from a total of 8 designs. Each mech was well balanced and had its own unique role within the game. The Locust and Jenner were specially designed for quick strike style missions while the heaviest machines such as the Battlemaster and Marauder could walk through heavy fire and survive. Medium mechs such as the Phoenix Hawk and Shadow Hawk had the ability to leap over terrain with jump jets and harass enemies from behind (the Jenner also has this property). Finally the heavy class including both the Rifleman and Warhammer could bring the most firepower to bear. Every class had its own special role and was instrumental to the gameplay.Combat itself followed the rules devised by the tabletop game. Rate of fire is limited by the mech's ability to dissipate heat through heat sinks.
Overall combat was defined by 3025 era rules. Damage was carried over after each mission and required repairs to be completed at a cost to the owner. Early in the game, it is sometimes necessary to repair a mech only partially so that it can operate for a mission due to limited funds.During combat the player can also give basic commands to lancemates which had very simple AI. One interesting feature of this AI was its ability to retreat if a certain damage level was reached.Reception ReceptionReview scoresPublicationScore887 out of 1000 pointsMechWarrior was commercially successful, with sales of nearly 100,000 copies by 1997.The game was reviewed in 1990 in #161 by Hartley, Patricia, and Kirk Lesser in 'The Role of Computers' column.
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The reviewers gave the game 5 out of 5 stars. In a 1992 survey of science fiction games, gave the title four of five stars, stating that 'this robotic combat simulation is like candy — fun and exuberant, although it may rot your teeth'. A 1994 survey of strategic space games set in the year 2000 and later gave the game three stars out of five.Rik Haynes of scored MechWarrior 887 out of 1,000 points. He wrote, ' Mechwarrior had me hooked right from the start, it's a near perfect fusion of flight- (tank!) simulation and role-playing game.'
See also., a video game for the Super Nintendo Entertainment SystemReferences.