Compara los precios de Mechs & Mercs: Black Talons en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Camel 101. Publicado por Camel 101. Lanzado el 9/1/2015. Disponible en PC. Géneros: Action, Indie, Simulation, Strategy.

Sitting at 43% positive on Steam is not a random number, it's a warning from players who expected XCOM-with-mechs and got a balance-broken tactics game where heavy support squads trivialize everything the title promises.

I pulled up the unit roster expecting the kind of decision-making that keeps me up until 2am on a Paradox title. What I got instead was a fast lesson in how a game can sketch out an interesting framework and then refuse to fill it in. Black Talons puts you in command of a mercenary outfit operating from the Paladin, a battlecruiser that doubles as your between-mission base. You recruit squads, assign pilots to mechs, pick contracts, manage faction reputation, and upgrade the ship's infrastructure. On paper, that is a solid loop. In practice, almost none of those levers matter enough to change how the missions actually play out. The tactical layer is where the ambition collapses first. You command one to six squads of four to six soldiers each, pushing across top-down maps against the Tzanar Union through rescue, defend, and elimination objectives. Cover exists, crouching exists, and unit classes carry their own skill trees. The faction system is genuinely interesting on paper: staying friendly with a faction unlocks their specialized troops for recruitment, while hostility means their units show up on the battlefield as extra opposition. But the combat balance undermines all of it. Light-armor units fold too fast to be useful, the mechs that headline the title move slowly and cannot develop skills the way infantry squads can, and the heavy support pairing dominates everything so completely that the theoretical decision space collapses into a single optimal answer. No waypoints, directional cover that only works one way, and enemy waves that keep coming mean the tactical missions devolve into a slow crawl from cover node to cover node. The between-mission base has the bones of something worthwhile. The Paladin's hangar, barracks, mech center, and blackmarket let you customize loadouts and spend credits on ship upgrades. Persistent squads carry earned experience forward, which creates genuine attachment when a veteran heavy-armor unit survives a brutal mission. The faction-reputation system, where siding with one group opens their unique units while souring relationships with rivals, is the most interesting strategic variable the game has. The problem is that the ship upgrades, carrying capacity, squad slots, dropship weight limits, have almost no meaningful impact on the missions themselves, so the management layer ends up feeling decorative rather than consequential. For strategy players specifically: there is no mod ecosystem here, the AI is passive and relies on volume rather than positioning intelligence, and the tutorial does the bare minimum before throwing you into combat. The game spans five worlds with different environments and weather conditions, and the campaign's contract choices do shift the balance of power in the Oberon system in minor ways. But the depth of decision-making that makes a tactics game worth replaying simply is not here. The identity sits uncomfortably between the squad-level intensity of a Dawn of War II and the base-management richness of XCOM, without fully committing to either direction. A decade after release, no substantial updates have changed that calculus. Diego, Scout Team

Mechs & Mercs: Black Talons

Mechs & Mercs: Black Talons

9 ene 2015Camel 101
GamerScout opina

Sitting at 43% positive on Steam is not a random number, it's a warning from players who expected XCOM-with-mechs and got a balance-broken tactics game where heavy support squads trivialize everything the title promises.

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I pulled up the unit roster expecting the kind of decision-making that keeps me up until 2am on a Paradox title. What I got instead was a fast lesson in how a game can sketch out an interesting framework and then refuse to fill it in. Black Talons puts you in command of a mercenary outfit operating from the Paladin, a battlecruiser that doubles as your between-mission base. You recruit squads, assign pilots to mechs, pick contracts, manage faction reputation, and upgrade the ship's infrastructure. On paper, that is a solid loop. In practice, almost none of those levers matter enough to change how the missions actually play out. The tactical layer is where the ambition collapses first. You command one to six squads of four to six soldiers each, pushing across top-down maps against the Tzanar Union through rescue, defend, and elimination objectives. Cover exists, crouching exists, and unit classes carry their own skill trees. The faction system is genuinely interesting on paper: staying friendly with a faction unlocks their specialized troops for recruitment, while hostility means their units show up on the battlefield as extra opposition. But the combat balance undermines all of it. Light-armor units fold too fast to be useful, the mechs that headline the title move slowly and cannot develop skills the way infantry squads can, and the heavy support pairing dominates everything so completely that the theoretical decision space collapses into a single optimal answer. No waypoints, directional cover that only works one way, and enemy waves that keep coming mean the tactical missions devolve into a slow crawl from cover node to cover node. The between-mission base has the bones of something worthwhile. The Paladin's hangar, barracks, mech center, and blackmarket let you customize loadouts and spend credits on ship upgrades. Persistent squads carry earned experience forward, which creates genuine attachment when a veteran heavy-armor unit survives a brutal mission. The faction-reputation system, where siding with one group opens their unique units while souring relationships with rivals, is the most interesting strategic variable the game has. The problem is that the ship upgrades, carrying capacity, squad slots, dropship weight limits, have almost no meaningful impact on the missions themselves, so the management layer ends up feeling decorative rather than consequential. For strategy players specifically: there is no mod ecosystem here, the AI is passive and relies on volume rather than positioning intelligence, and the tutorial does the bare minimum before throwing you into combat. The game spans five worlds with different environments and weather conditions, and the campaign's contract choices do shift the balance of power in the Oberon system in minor ways. But the depth of decision-making that makes a tactics game worth replaying simply is not here. The identity sits uncomfortably between the squad-level intensity of a Dawn of War II and the base-management richness of XCOM, without fully committing to either direction. A decade after release, no substantial updates have changed that calculus.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Real-Time TacticsMercenary ManagementPersistent SquadsFaction ReputationCover SystemSci-Fi CampaignUnit Skill TreesPermanent Death

Requisitos del sistema

Mínimos

OS
Windows Vista 64Bit / Windows 7 32/64Bit / Windows 8.1 64Bit
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
4 GB available space
Graphics
128 MB PCIe NVIDIA® Geforce® 6600GT
Processor
2.6GHz Pentium® IV or equivalent
Sound Card
DirectX compatible

Recomendados

OS
Vista 64Bit / Windows 7 32/64Bit / Windows 8.1 64Bit
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
4 GB available space
Graphics
512 MB NVIDIA® Geforce 8800 GTX or equivalent
Processor
Dual Core 2.4Ghz Processor or equivalent
Sound Card
DirectX 9.0c-compatible sound card

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Información del juego

Desarrolladora
Camel 101
Distribuidora
Camel 101
Fecha de lanzamiento
9 ene 2015

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Mechs & Mercs: Black Talons se lanzó el 9 de enero de 2015.

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Mechs & Mercs: Black Talons fue desarrollado por Camel 101.