
BE-A Walker
Piloting a giant bipedal mech sounds like pure power fantasy. BE-A Walker spends its entire runtime reminding you it is not that game.
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About BE-A Walker
My instinct when I see a side-scrolling mech with manual leg controls, dual weapon systems, and a branching moral choice between colonial aggressor and native defender is to sit up straight and pay attention. That instinct was only half-rewarded here. BE-A Walker puts you in the cockpit of a Biped Enhanced Assault Walker on the toxic planet of Eldorado, and the first thing it does is bury you under an opening level so punishing that a sizeable chunk of players quit before the actual game reveals itself. That is not a confident design choice. The core control concept is the most interesting thing about this title. You can manually control each leg using WASD - leaning with A or D, stepping with W or S in alternating rhythm - while simultaneously aiming and firing at incoming enemies. An auto-walk toggle exists, and you will lean on it heavily, but manual control matters whenever you need precise stomps to crush specific targets underfoot. On top of leg management, you are tracking two depletion meters at all times: armor (your health bar, drained by incoming fire) and oxygen (a constant ticking clock that punishes standing still and drains faster when your hull takes hits). Weapons - a laser, a ballistic cannon, a grenade launcher, and a missile system - all operate under aggressive cooldown timers that make you feel perpetually under-armed even against enemies armed with rocks and spears. The cannon is the reliable workhorse; the missile launcher, per community consensus, is close to useless. Mech upgrades are earned by grinding credits from side missions, and repair costs eat directly into those same credits, meaning early progression feels like running on a treadmill. The faction choice - fight for humanity or defect to the native resistance - sounds like it carries weight, and the setup borrows liberally from the Avatar playbook. The problem is that your decision mostly just repaints the enemy sprites. Side missions are repetitive dialogue loops with the same stranded scientists asking for help in identical words. The main quest has a few escort and minefield traversal levels that break the mold, but the plot twist arrives exactly when anyone who has watched a colonizer-meets-natives film will expect it. Steam players rate it Mostly Positive at 73% across over 600 reviews, which suggests the audience willing to push past the brutal onboarding does find a loop they enjoy - but that loop tops out at roughly three to four hours for both faction endings combined. Visually, the walker itself is well-animated, the 2.5D environments have decent color depth, and the gory stomp feedback (enemies splat into red puddles) provides the visceral hit the premise promises. An Arcade Mode added post-launch trims cooldowns and boosts armor, making it a more accessible entry point than the punishing default difficulty. There is also a demo on Steam, which is the correct way to sample this before spending money. No mod ecosystem exists, the AI is scripted wave spawning rather than anything adaptive, and there is zero multiplayer. For a strategy-adjacent mind, the resource management layer has just enough teeth to be interesting for about ninety minutes before the repetition takes over. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Verified.
System Requirements
Minimum
- OS
- Windows 7 64bit
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Storage
- 500 MB available space
- Graphics
- Intel HD Graphics 530
- Processor
- Intel Pentium
Recommended
- OS
- Windows 10 64bit
- Memory
- 2 GB RAM
- DirectX
- Version 10
- Storage
- 500 MB available space
- Graphics
- NVIDIA GTX 460
- Processor
- Intel Core i3
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Reviews & Ratings
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Game Info
- Developer
- Tequilabyte Studio
- Publisher
- Games Operators
- Release Date
- May 7, 2020
