Another moment of panic inducing excitement is in a mission where you, in your mech, are dropped from an airplane’s altitude. You rocket towards a gigantic base beneath you but have to aim for a small ventilation shaft no bigger than twice the size of your combat machine. Now, aiming for a small opening in the dead of night is hard enough, but then the guns start firing. Blue beams of plasma canons start lighting up the night sky whirring by you as you continue to aim for the pin-hole target. If you just sit there during the free fall you’ll be blasted, but if you boost around to avoid the canons you may miss your target. Once you thread the needle and get into the base, you are greeted with more blackness. Until the lights and sounds of enemy mechs charge and surround you, one might have actually thought themselves safe.
Water is no obstacle for these bots.
Aside from the gems mentioned above, missions are fairly straight forward and usually involve protecting this or destroying that. Some missions require you to rethink the layout and equipment of your rig, requiring you to replace the canon with a sniper, or the sniper with an ammo rich machine gun, or even that for a plasma sword. But FROM didn’t think it important to let you know of this before starting each mission. This creates a frustrating trial and error mechanic throughout much of the game.
Being able to fire and move is very important.
Missions also have little substance to them, ending within the first few minutes of play. Most battle runs should only take you five minutes or so, with a few that hit the roof at 10 minutes long. This can be disheartening because right when you are getting warmed up and geared for battle, you hear the little anti-climactic voice in your ear, “Nice job. Now come on home”. This also really hampers the story progression and eventually players will stop caring why they are fighting, skip the mission intro, and just blow stuff up.