The Crescent Hawks’ Revenge
David R. Dettmer
Joseph B. Hewitt IV
Aaron E. Powell
Paul S. Mudra
Dwight Kenichi Okahara
BattleTech: The Crescent Hawks’ Revenge is a real-time tactics game based in the FASA BattleTech universe. Developed by Westwood Associates for Mediagenic, and produced by Scott Berfield, it is a major milestone in the gaming industry in that the game serves as a prototype for what later became Dune 2, the first real-time strategy title on the PC.
Essentially, The Crescent Hawks’ Revenge was the turning point in PC strategy gaming, where a genre formerly dominated by turn-based titles would begin a massive shift towards real-time. Later Westwood titles, Dune 2 and Command & Conquer, would expand this newly established real-time strategy gameplay.
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BattleTech: The Crescent Hawks’ Revenge used a proto-real-time strategy engine[clarification needed] that allowed players to pause the game every time orders were issued to a unit. Players could also speed up or slow down time, allowing them to play the game at any desired pace. The combat was modeled modestly well after classic BattleTech rules, much more so than the later Mech Commander, making The Crescent Hawks’ Revenge one of the few BattleTech games to closely follow the rule set of the board game.
The main part of the game was a linear campaign of missions, where the player was presented with a tactical battle that could last anywhere from 5 minutes to 50 minutes. The first mission involves a simple battle between a Jenner mech and a Locust mech, serving as a tutorial and story kick-off. Later missions would give the player control of 4 mechs in their ‘command lance’ and 2 additional lances.
The mechs in the command lance could be controlled individually or given orders together as a lance, while mechs in the two other lances were controlled by issuing orders to the entire lance only. This is another major strategy milestone, as The Crescent Hawks’ Revenge had the concept of allowing the player to control both individual units and gr