I have a deep appreciation for mech games, particularly those that allow players to step out of the cockpit and explore the world on foot. This feature diminishes the overtly gamey feel, enhancing the sense of scale and power that mechs embody, especially when juxtaposed with the perspective of a mere human. However, such games are rare. The challenge lies in the stark contrast between the sizes of humans and mechs, necessitating intricate programming for interactions and careful balancing of durability and firepower.
Among the few titles that embrace this concept are Psycho Patrol R and the anticipated Brigador Killers. While Halo offers a semblance of this experience through its vehicles, it falls short of the true mech experience—after all, “Mech” implies legs, not wheels. My apologies to the car centaurs crafted in Armored Core 6.
In a recent conversation with brothers Hugh and Jack Monahan, the lead designer and artist of Brigador Killers, I delved into this cherished feature and the game’s extensive development timeline, which has spanned a decade since the original cult classic launched. Interestingly, these two topics are intricately linked.
How hard could it be?
“We joke that the seemingly innocuous question of ‘What if you could get out of the mech?’ added five years of development time,” Hugh shared. At first glance, Brigador Killers may appear similar to its predecessor, featuring pre-rendered environments and an isometric perspective. However, the functional differences are akin to comparing a first-person shooter to an immersive sim—the shared viewpoint belies a significant increase in complexity.
Jack elaborated, “You can talk to characters in this game; you can do a lot more. It took years to incorporate the mechanics of running around as a human, as opposed to solely driving vehicles, which is considerably simpler. We included these elements to enhance player immersion, particularly for those who are more story-driven.”
He further noted that introducing on-foot gameplay helps dispel genre misconceptions that players may have about Brigador, such as mistaking it for a real-time strategy game due to its art style and perspective. “It’s been worth several years of development on Killers,” Jack stated, “because having a character visibly present on the screen clarifies the player’s role.” Yet, altering these expectations has had ripple effects throughout the game’s design.
“If I shoot a character in a mech, it’s reasonable that I can’t pick up a weapon from the ground. But at the infantry level, that’s completely unacceptable,” Hugh explained. “Now we need to implement mechanics for picking up and dropping weapons, managing an inventory—why not have a backpack? And if I can drive a car, it should fit onto a flatbed.”
“I see a payphone; can I interact with it? Or if there’s someone walking by, I want to engage with them,” he continued. “You begin to encounter a whole new set of expectations for interaction with the world when you’re on foot.”
Despite the additional workload, the Monahan brothers seem to find the effort rewarding. Hugh expressed satisfaction with how these enhancements cater to fans eager to immerse themselves in the world of Brigador without necessarily resorting to destruction—at least, not before the inevitable chaos ensues.
Recently, Brigador Killers received a substantial update, introducing new story content, quality-of-life improvements, and detailed weapon descriptions. For those who haven’t yet explored the original game, it remains an engaging experience worth revisiting.