Mecha BREAK (XSX) Review

Giant Mecha Action

Sometimes a game drops out of orbit and lands right in your wheelhouse; giant mechs, slick paint jobs, and missiles that light up the screen like the Fourth of July. Mecha Break wants to be that game. It screams “custom mecha mayhem” and mostly delivers. It also occasionally faceplants in ways that feel avoidable, there’s fun to be had here, but whether or not it grips you depends heavily on your tolerance for jank and repetition.

From a visual standpoint, Mecha Break comes out swinging. The presentation is sharp, the UI is sleek, and each mech looks like it was designed by someone who fell asleep watching Gundam, Evangelion, and Pacific Rim on repeat. Explosions bloom nicely, thrusters flare with satisfying kick, and even the more grounded environments have a sci-fi sheen that fits the tone. The framerate on Series X holds up surprisingly well considering the particle hell that breaks loose when you’ve got six mechs all unloading their full arsenals at once. The game also comes with a quality and performance mode that players can choose between. I much prefer to play at 60fps, personally that’s where this game really shines but it’s fine at 30fps if ‘looks’ is more your thing. But don’t get too cozy; this beauty has some rust under the plating.

MSRP: F2P
Platforms: Xbox (reviewed), PC
Price I’d Pay: It’s free…

Mecha Break’s movement system wants to be fluid; Strikers (what the giant mechs are called in-game) come complete with dashes, boosts, jet dodges, but oddly enough no lock-on that keeps the camera on the target. Zipping through the air and unleashing a rocket barrage while transitioning into melee mode can feel awesome… when it works. Other times, the game’s controls feel clunky. Close-quarters combat, in particular, lacks the polish needed to feel tight. Swinging a giant beam saber and missing because the soft-lock decided to find its own way isn’t cool. There’s potential here to be sure, but it’s not consistently firing on all cylinders.

At launch, Mecha Break offers a mix of PvP modes and an extraction mode that blends PvPvE. Extraction mode is fine, players will find boss encounters, seemingly non-stop waves of AI enemies and of course bouts with actual pilots as you each try to extract with your loot. It’s functional, but it lacks a real hook. For me there is no real tension in trying to extract with your goods, at least not like what I felt when I played in the Arc Raiders tech test. Furthermore, since Mecha Break is a F2P game there are approximately 30 kinds (I am exaggerating but it’s a lot) of currency that players will use to paint, unlock mods, and progress in a battle pass with. I have put in quite a lot of time, and I am still confused with some systems and how to interact with them.

PvP is where I found the most fun, there is a plethora of game modes. Most of which involve the two teams of six to either escort a payload or disable the most extractors; nothing real groundbreaking but it made for some fun battles. Team battles can get wonderfully chaotic, especially when squads coordinate well. The mechs fall into loose class archetypes; snipers, tanks, supports, and glass-cannon speedsters so there’s room for synergy. But balance is all over the place. Each mech comes with their own weapons and albitites, which makes Mecha Break feel more like a hero-shooter. But while some weapons can shred, others just seem to tickle. Customization is deep, though. Loadouts, paint jobs, decals; it’s chef’s kiss if you’re into tweaking your giant murder-bot.

Mecha Break isn’t a bad game. It’s not a great one either. It’s a classic “7 out of 10 that could be a 9 if it just tightened up.” The bones are solid; mechs feel powerful, battles look great, and customization is top-notch but the meat on those bones feels undercooked. It needs patches, balance tweaks, and maybe a stronger narrative core if it wants to hang with the genre big boys. Still, if you’ve got a soft spot for stompy robots like I do, there is enough here to have a good time with; but mileage will definitely vary.

Review copy of game provided by publisher.

Good
  • Phenomenal graphics and style for a Free2Play game
  • Large selection of mechs unlocked from the start
  • PvP modes are a blast with a team working together
Bad
  • Extraction mode feels half-baked
  • Melee combat control is lacking
  • No hard lock for targets
7
Good
Written by
Terrence spends his time going where no one has gone before mostly. But when not planning to take over the galaxy, he spends his time raising Chocobo and trying to figure out just how the sarlaac could pull Boba Fett’s ship with its engines firing FULL BLAST into it’s maw with relative ease; yet it struggled with Han Solo who was gripping *checks notes* SAND!