The Venn diagram of people who like tanks and people who like giant mechs might not just be one circle, but it’s probably close enough that it will feel like you’re looking at one of those red and blue 3D pictures without the glasses on. So, having already covered the land, sea and air battles of World of Tanks, Warplanes and Warships, it makes perfect sense that Wargaming’s next game would go all mecha. Enter the Steel Hunters.
Set in a post-cataclysm world, in which Starfall has polluted the world (because we clearly weren’t doing a quick enough job of it) and forced mankind to evacuate and live in space stations, you’ll play as a Hunter sent back down to the planet to try and harvest Starfall for all the energy and resource it can provide the orbital populace.
It’s a pretty generic premise, and don’t expect to be too surprised by the genres that Wargaming is targeting here, either. This is a blend of hero shooter, battle royale and extraction shooter. But… mechs are pretty dang cool.
Six teams of two Hunters drop down to the planet at the start of a match, their gigantic mechs keeping them safe from the elements, and handily helping you absolutely massive as you stomp around the world and come across towns, bridges, cars and other manmade structures that have now been left abandoned.
At launch there’s seven hunters to choose from, with the very standard Razorside an all-rounder with frag grenades and a shield recharge ability. Much cooler are the two quadrupeds Ursus and Fenris, who have missiles and greater mobility as their advantages. Heartbreaker is then a sniper stealth assassin, Prophet a glass cannon who’s best staying away from the fight and summoning drones, while Trenchwalker is the combat medic with a grenade launcher.
But you know what’s better than two or four legs? How about eight! Weaver is an arachnid that’s all about territorial control, deploying one-way shields and being able to switch to a minigun mode that slows movement but allows you to put down
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