I like robots–especially comically large ones armed with various weapons.

Is Mecha Break up to the task?

So far, the answer seems to be “yes.”

Mecha Break is mech-nerd heaven.

When selecting a Striker, players can look at a graph showing that particular mech’s strengths and weaknesses.

Before you set foot in a mech, you must first create the character who will be piloting it.

What I was not expecting was a character creator so detailed it rivals that of RPGs like Cyberpunk 2077.

Character customization is extremely detailed, and doesn’t cost a dime of real-life currency.

The first was your standard 3v3 team deathmatch-style mode.

In addition to being visually appealing, Mecha Break’s Mashmak maps are absolutely enormous.

Mecha Break’s maps aren’t just wide, however–they also have a huge amount of verticality.

Mecha Break’s maps are absolutely enormous, and quite beautiful.

Speaking of going airborne, flying in Mecha Break feelsamazing.

Combat, too, felt seamless and satisfying.

Thankfully, locking on doesn’t take long.

Locking onto enemies is easy–just keep them in your line of sight.

Alysnes' gun does decent damage, but I had far more fun using her sword.

With her sword equipped and her target locked, Alysnes will zoom toward the enemy and begin slashing away.

Speaking of death, what happens when your Striker’s health hits zero depends on the game mode.

Kwok says getting Mecha Break’s Strikers to look realistically robotic was a challenge.

In Mashmak mode, your fellow squadmates will have to respawn you themselves.

Amazing Seasun Games says that the story will be supported with additional media, including manga and animated shorts.

Secondly, Macross."

Balancing the abilities of all 13 Strikers was no small task, Kwok says.

“If you want to do something, you’ll be the first one [to do it].

In the beginning, we invested in a British team.

We learned a lot from the British team.

Their original [idea] was to do it on PS2, a space-fighter shooter project.

In the end, we’ve experienced several failures.

Then, we did it ourselves–we asked the Japanese designers to be our consultants.

In 2021, I think we learned a lot.

Another challenge was making Mecha Break’s mechs look appropriately robotic.

The second [challenge] in terms of technology was hard surface modeling.

We had to make it [look] really hard, very industrial looking.

Through numerous iterations, we mastered that as well.”

“So, we kind of transferred those core competencies over to the character-creation stage.

“So we’re working on that too.

And the balance takes time, you know?

Nobody can get it right the first time.

“A [single-player] campaign is a one-time-through kind of deal,” Kwok said.

“So we kind of decided against it.”

Another aspect I was curious about was balance.

The answer truly surprised me.

“Of course, balance is a very, very difficult process.

So in this process, the question is, ‘Which one is the most difficult to balance?’

I can’t say which one is the most difficult to balance.

It is currently available towishlist on Steam.

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