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Last Dance: Steel Battalion

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Let's talk about realism for a moment. While the term can mean many different things across other visual media, I find its use and definition related to games to be a fascinating dilemma. How do we define realism in our games? It seems as though most people will look a game and judge its use or interpretation of realism purely on the visuals alone. How realistic do the characters act? How realistic do the environments look? Does it look real? If we're going to be assessing realism in games, one aspect that I think that a lot of people overlook is just how realistic a game's interactions can be. What if a game's sole purpose was to provide the player with the most realistic interactions possible? What would this mean for the game's accessibility? This week's Last Dance asks these questions and finds out their answers in some unexpected ways. It's an experience that looks at realism in a way that hasn't been seen outside of military simulators. With a controller that puts just about every other game to shame and an infamously strict save system, Steel Battalion is a game so extraordinarily off the wall that it has to be talked about.

Let's get this out of the way right off the bat. Yes, Steel Battalion is that original Xbox Mech Sim that came with a very large and very convincing set of controllers. Released in 2002, the game/controller set came with the hefty price tag of $200, which wasn't too far off from the price of the Xbox console itself at the time. Now you should be able to find used bundles of the game for around $150. The game itself is useless without the controller, and the controller can only be used with this game and its defunct online only add-on, so potential pilots should weigh the cost of admission before jumping in. You are getting what you're paying for, but you're also paying for what you're getting if you know what I mean.

Included on the game's disc are about a dozen or so missions in which you'll pilot your Vertical Tank, run into some fierce combat, and climb a mountainous learning curve. After the unsurprisingly lengthy process of unpacking and constructing your controller followed by finding a space that allows you to play the thing comfortably, you'll be tempted to boot up your system and start blasting things away. But since the game is a seriously hardcore simulation first and foremost it's not as simple as that. Everyone's first time playing the game includes a more than a few mistakes followed by crashing and then promptly burning. Your superior officer will then explicitly remind you that you should read the manual first and then try again. The game's highly detailed manual clocks in around 40 some odd pages of schematics, procedures, and heaps of other usual information. It sounds dry, but since the whole thing is written "in character" it's actually pretty easy to fall into the role of a VT pilot with the book alone, let alone with the highly detailed controller sitting in front of you with all sorts of switches and blinking lights.

Speaking on blinking lights, you'll want to memorize the layout of the controller very quickly, especially one button in particular: The Evacuation System Release. See, in the world of Steel Battalion mechs are real, weapons are real, and death is real. In most games, if you fail a mission, you blow up, you start over, rinse, repeat. But in this game, the instant your mech bursts into flames, your pilot's save data is erased. There are no do-overs or continues. You have to start over from scratch. It's a cheap gimmick, but it is absolutely effective and adds an incredible amount of tension to the later skirmishes.

Just watching video of Steel Battalion can be pretty misleading. While it appears as though your VT runs at a snail's pace from the view of the cockpit, the mechanics of performing rudimentary actions that you take for granted in other games, like walking and turning, will require precise attention here. Once you've gotten your VT's motor running, which is a process in of itself, just moving can be a bit of a challenge at first. You've got gears to shift, two sticks to contend with and a set of three pedals to give it some gas, break, or strafe. Add in the basics of combat and you've got your hands full. More advanced maneuvers involve quick fingered performances not unlike those of Beatmania experts. Just as the value in Rock Band's instruments can only be really appreciated once you've played it, the tangibility and authenticity of Steel Battalion's controller goes the extra mile to complete the player's fantasy of piloting a mech in nearly every detail conceivable, even if it makes it a difficult experience.

And this is what brings me back to the concept of realism in games. It's not an exaggeration to say that every part of Steel Battalion supports its narrative and atmosphere in ways that all games wish they could, but is this necessary a good thing? In some ways, yes. In others, no. The level of detail the game displays is unmatched by anything in the mech sim genre, but the game's difficulty curve ensures that only the most dedicated and loyal will get to enjoy its intricacies. It ends up feeling conventionally unbalanced, but manages to find its own rhythm and pacing to match their design. It just may take you more than a few times of falling on your VT face to find that rhythm.

7 Comments

Bunny said:

This game brings tears to my eyes!

I was (and still am) rubbish at it, although it still is worth every penny that I spent on it.

It is just a shame it is not compatible with the 360, otherwise I might be tempted to give it another go.

Eject EJECT DAMN IT!

Bunny xx

Scazza said:

Ive had it since near launch, and could only play it properly for the first 6months of so before my xbox had trouble reading disks. However, when it does work, the game STILL looks incredible and plays great. If you get a chance to buy one, and can afford it, its worth the pick up, just to see how great a simulation game can get.

Jamie said:

When it comes to most games, people mistakenly use the world "realism" to describe something else entirely. Most of the time what's being talked about is believability in physics/interactions, increasing graphics fidelity, or very thorough world design.

When talking about physics or world interaction, most games don't go for true realism, because real-world physics are extremely boring. When talking about graphics improvements, most games don't go for true photo-realism, because it isn't appealing artistically. When talking about world design, often what makes a world believable isn't necessarily realistic ("Aliens attacking with UFOs" isn't realistic, even if they're believable. At least, not until we experience it for real).

The only genre where "realism" is truly strived for is hard-core simulations. Simulations in general are a niche product. Steel Battalions is kind of odd in that it's a *fictional* hard-core simulation, which makes it easier to see it as "just a videogame". Plus, you know, it's on a console.

I think it's incredible that the game was even released, given that. I'd love to try it out, but I know I would suck at it. And that's too much money for something like that.

Drama said:

$200 is nothing compared to what it is going for now. I saw a used copy go up to $540 on ebay last month. The Buy It Now price was $900.

AliceKK said:

Am I the only one who read the header as "Lance Bass"

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