Armored Core 6 fans should keep an eye out for Ｍecha BREAK, a multiplayer robot combat game
Mecha BREAK is an online sci-fi multiplayer game by China-based developer Amazing Seasun Games in which you control mechs called MBs (Mecha Breaks) and join other players to battle opposing teams. The game is currently in development with planned releases for the PC (Steam), PS5 and Xbox Series X|S. At the moment, the game is in its Alpha stage, but the final game will include a PvPvE mode that allows up to 48 players.
I was given the opportunity to participate in the closed alpha test of Mecha Break. Here’s everything I was able to find out about the game, including my experience with actual PvP. Please note that all points mentioned are subject to change in the final version of the game.
Team play-oriented robot battles
The basic concept of Mecha Break is team play-focused battle, and I’m sure I’m not the only one who feels intimidated by the words “team play-focused,” but it turns out Mecha Break is quite intuitive. The mechs featured in the game all belong to specific categories such as attack-types, support-types and sniper-types, and thus have rather clear roles in battle. This means that, as long as you carry out your specific mech’s role, you won’t be a liability to your team.
If I were to compare Mecha Break to existing titles, I’d say it has the feel of Team Fortress 2 or Overwatch to it. However, the game is packed with an abundance of features unique to mech games such as high-speed boosts, a lock-on system and mech-on-mech melee action.
Mecha Break promises a high-speed, three-dimensional mech combat experience – and it delivers. The controls feel very light for the genre, and I had no issues in getting the mechs to move how I wanted. The lock-on system helps you automatically focus on the closest enemy in your field of vision.
Of course, locking on doesn’t mean a surefire hit, as the opponent is alerted and can swiftly use a boost to dodge. However, as boosts consume energy, they cannot be relied on continuously. This is where strategizing becomes fun, as you can hide behind obstacles to avoid being locked on to and use stealth and lock-on jamming equipment (depending on the mech you’re piloting) to gain the upper hand.
Mecha Break features multiple mech units of various classes. These are some that stood out to me while playing the Alpha version.
Used in the tutorial, Alysnes is a well-balanced, orthodox mech that uses an energy cannon and railgun for long-range fire and a halberd and large shield for short-range combat. Alysnes can “resurrect” once in battle by purging its external armor. In addition to this ability to regenerate, the weapons are easy to use and intuitive.
The Falcon is a highly mobile transformable unit. It can transform into a winged form and engage in aerial combat by firing a large number of missiles. The Falcon also has the ability to detect and lock-
The Tricera is another transformable unit that uses a pair of gatling guns as its main weapon. It can transform into a Fortress, which causes it to become immobile, but basically near impenetrable, with multiple defensive shields, a missile intercepting system and a repair drone to heal nearby allies. While in Fortress Mode, the Tricera can also force enemies to lock onto it, which means that it can keep the attacks away from other allies.
Narukami is a sniper-type unit equipped with ultra long-range weapons that can lock on from far away. In addition to using stealth, the Narukami can also enable other allied units to slip into camouflage. It feels like this unit’s natural enemy is the Falcon, as it can deal great damage to a flying Falcon, but can also have its cover blown by the Falcon’s stealth detection.
A heavy combat type unit, the Welkin has relatively orthodox armament such as howitzers and battle axes. One notable feature is that it has a shield that can trap enemy units, and I saw many using this ability in the Alpha, either to force an opponent into one-on-one or to gang up on them with allies.
There are several other units in addition to those introduced here, so please check the official website and the Steam store page for more details. Also, since team members cannot use the same mech unit and cannot change units during a sortie, it feels like some pre-strategizing is needed in Mecha Break. Looking at the mechs themselves, I don’t feel like any unit really stands out as stronger than another, so things like compatibility, strategy, map and situation will have a great impact on the outcome of battles.
In Mecha Break, you can customize the appearance of mech units by choosing different paints, camo color patterns, decals and similar. You obtain color items from the crates you receive upon completing matches, but as the colors you get are random, there could likely be paid color items in the future (although there has been no official information as of yet).
The previously mentioned crates also include part items that have an effect on the performance of mechs. I tried installing some of these parts and actually trying them out in a match, but I did not feel a dramatic improvement in performance (at least not from the parts I was able to obtain). It’s also possible that the parts improve certain performances while lowering others. I feel like even if these were to become paid items, it wouldn’t lead to too much of a “pay to win” situation. Although it’s kind of early to be thinking of the game’s monetization plan, I am curious to see how customization will be handled in the future.
This is a personal opinion, but playing the Mecha Break Alpha, I really felt the developers’ love for the mecha and robot genre. The small details such as the pre-match briefings, the scenes of the pilots boarding the units etc. are all sure to bring a smile to any mecha game/anime enthusiast’s face. The official Mecha Break X account even made an homage to a famous scene from Mobile Suit Gundam 0080: War in the Pocket, seen below.
Mecha Break is a team play-oriented mech shooter, which is a rather niche genre, but it also adds elements from hero shooters, which are a more recent trend. This makes the game intuitive and easy to pick up and intuitive but still true to the mecha genre. Mechanics such as the automatic lock-on system also make the game approachable for beginners and those not accustomed to shooters. I feel like Mecha Break has the potential to revitalize the mecha genre and give robot lovers their fill while still appealing to a wider audience.
Mecha Break is currently under development for the PC (Steam), PS5 and Xbox Series X|S.