Review: Chromehounds
Plain and unspectacular, the XBox 360's first mech game doesn't live up to its promises or potential, despite a couple interesting ideas.
If you can move quickly, exploit nearby buildings for cover. Otherwise, just pound away.
Most buildings blow up nicely, but you're better off saving your ammo for something more worthwhile.
Apart from the Lost Planet demo, XBox 360 owners craving giant robot action have been left out in the cold. Chromehounds may not be the best the genre has to offer, but it might be good enough to tide you over till something better comes along.
This Gun's for Hire
The Neroimus region is made up of three countries struggling to retain independence and expand their borders. Rafzakael, a consortium of shady arms dealers, provides mercenary support to the highest bidder, and that's where you come in. The single-player experience is divided between six classes --soldier, sniper, defender, scout, heavy gunner, and commander --each of which follows a separate storyline that starts with simple training. As you complete missions you'll be granted new equipment.
Quadropeds can't move or target very quickly, so get in close and circle them.
The coolest part of Chromehounds is the mech construction tool: Engineer a fleet-footed soldier, a lumbering four-legged powerhouse, or a barely-armed command vehicle on treads. Pick a method of locomotion, throw on a cockpit and generator, and then experiment with spacers, diverse weaponry, and support items until you've got a working prototype. There are practical constraints, like overall size, weight, and energy consumption, and gear must be arranged on joints so it doesn't overlap. Putting together a balanced mech for a particular job takes some work and thought.
Advanced Warfighter?
Regrettably, the world for your masterpiece to explore is dreadfully dull. 2002's MechAssault for the original XBox had more environmental detail, and were it not for the HD resolution, high dynamic range lighting, and the snazzy mechs themselves, you could mistake Chromehounds for an XBox game. Plod across barren deserts, poorly textured grassland, and surprisingly angular wintry slopes, detonating generic buildings and opponents that don't do much more than circle and charge until easily dispatched.
When in slow-moving artillery, do your damage from as far away as possible with the sniper view.
Capturing communications towers requires some strategy, especially since all radio chatter goes dead if you wander outside coverage. Varying roles help as well, since sniping enemies from afar with a heavy gunner offers a distinctly different feel than charging head-on with a soldier or defender, but the glacial pace of most missions, the threadbare environments, and an endlessly repetitive and generic soundtrack do nothing to generate any excitement.
King for a Day
The persistent online experience is engaging, but only compared to the lackluster single-player showing. Missions build your funds or expand your country's territory, with medals, promotions, and cash awarded based on performance. Unfortunately, with such drab presentation and predictable gameplay, there isn't enough to sustain interest for long.
If you've got a hankering for mech combat, Chromehounds is worth a rental, but only if you've already played the earlier, superior genre entries for the XBox, and can't wait for something better.
Poorly armed command vehicles rely on their backup. Don't leave them unguarded.