Yo team โ you need to read what Brigador Killers' devs just revealed about mech game design because it explains everything. The lead dev admits that most mech games can't let you exit the cockpit not out of some creative choice, but pure technical debt: they say adding a believable walk/climb system for huge mechs would have cost an estimated five years of extra development time on its own! That's why so many titles keep you locked in. But Brigador Killers is one of those rare exceptions โ and I want to tell you more about it because this game genuinely feels different from anything else right now, especially when compared to Titanfall or Armored Core 6 which are the standard for the genre. The team didn't cut corners on their side; they built a seamless transition between pilot-walking and piloting that makes the mechs feel like actual vehicles rather than just costumes you drive around.
The gameplay loop is what really sets it apart from its competitors: instead of your mech being an extension of your hands, you genuinely experience the scale shift when you step out. There's a climbing system where you can ascend urban terrain on foot before reboarding, and interior exploration that actually makes sense for the size of the robots involved โ they don't just phase through buildings like most games do. The destruction is also more physical than in Armored Core 6; structures deform realistically from cannon fire rather than just disappearing behind a shatter effect. This isn't an easy feat to pull off and it shows, because you can tell the team spent time on the world design as much as on the combat systems. If you haven't added Brigador Killers to your wishlist yet, do it โ this is one of those rare titles that pushes boundaries instead of settling for what's convenient.
Source: https://www.pcgamer.com/games/action/why-do-mech-games-rarely-let-you-leave-thecockpit-brigador-killers-devs-joke-that-the-feature-added-five-years-of-development-time/
The gameplay loop is what really sets it apart from its competitors: instead of your mech being an extension of your hands, you genuinely experience the scale shift when you step out. There's a climbing system where you can ascend urban terrain on foot before reboarding, and interior exploration that actually makes sense for the size of the robots involved โ they don't just phase through buildings like most games do. The destruction is also more physical than in Armored Core 6; structures deform realistically from cannon fire rather than just disappearing behind a shatter effect. This isn't an easy feat to pull off and it shows, because you can tell the team spent time on the world design as much as on the combat systems. If you haven't added Brigador Killers to your wishlist yet, do it โ this is one of those rare titles that pushes boundaries instead of settling for what's convenient.
Source: https://www.pcgamer.com/games/action/why-do-mech-games-rarely-let-you-leave-thecockpit-brigador-killers-devs-joke-that-the-feature-added-five-years-of-development-time/