

Then maybe the IP wouldn't feel as cursed because there will be less legal nonsense to deal with just to release a game. SpikedWallMan: If Microsoft is smart, they should also buy up the rights to those games ASAP and bring everything under one roof. Even at that though, having one company owning all of the rights would simplify the process should some other company decide that they wanted to try to buy the rights for themselves and revive the franchise. Either that, or Microsoft could just sit on the IP forever. If Microsoft is smart, they should also buy up the rights to those games ASAP and bring everything under one roof. Now that Microsoft has announced that they intend to buy Activision, the closure of that deal should hopefully simplify the rights situation for all of the MechWarrior/MechCommander games except for MechWarrior 3/Pirate's Moon, MechCommander Gold, and MechWarrior 5. I spent a lot of time looking into this a while ago and came up with my best guess at what the MechWarrior rights look like now. A lot of MechWarrior's lack of follow-ups has to do with the incredibly messy licensing situation for the MechWarrior IP.

Every time a decent game comes out, it either gets poor follow-up (I'm looking at you, Pirate's Moon) or no follow-up at all. It's a solid beer-and-pretzel board wargame for the computer that's worth a look.ArugulaKhan: I swear this IP is cursed or something. On the other hand, if you enjoy Risk or even chess, give Call to Arms a try. If you prefer complex wargames with a lot of statistics and realistic features, this isn't a game for you.

In the end, Call to Arms' limited gameplay is both a boon and a bane to wargamers, depending on what kind of game you want.

When one player captures all the territories on the map, the game ends. After you finish your turn, the computer than makes moves and calculates combat losses and wins, updating the number of units in each territory for the next round. Gameplay in Call to Arms is perhaps best described as a "numbers" wargame: orders are limited to reinforce, attack, and pull, plus choosing the number of units to carry out each of these orders. There are only 2 maps to choose from: Europe in 1942 and Scotland in 1750, but at least you can toggle various options to make the game more replayable, such as random assignment of countries and the number of initial force in each. One of the first abstract wargames ever made, Call to Arms is unfortunately not among the best, although it is by no means a bad game.
