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Shattered Steel
Shattered Steel
from Wikipedia
Shattered Steel
DevelopersBioWare (DOS)
Logicware (Mac)
PublisherInterplay Productions
ProducersGreg Zeschuk (BioWare)
Feargus Urquhart (Interplay)
DesignersJohn Winski
Patrick Winski
ComposersBrian Luzietti
Mark Morgan
PlatformsMS-DOS, Mac OS
ReleaseSeptember 27, 1996 (DOS)[1]
December 8, 1997 (Mac)[2]
GenreMech simulator
ModesSingle-player
Multiplayer

Shattered Steel is a mech simulation game developed by BioWare and published by Interplay Productions for MS-DOS in 1996. It was later ported to Mac OS by now-defunct Logicware. It is notable for the deformable terrain effects, and for being BioWare's first developed game.[3][4]

Story

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Shattered Steel takes place in a desolate future where humanity is on the verge of extinction. The single-player campaign takes place over 5 separate worlds (planets); each planet has about 20 missions.

The enemy in the game is a group of aliens who are in some way or another organic, mechanical or a combination of both. Examples of this are the Aspis, a spider-like enemy with an organic look and the Wasp, a very mechanical looking air vehicle. As the story unfolds, more is discovered about who controls the aliens, what their purposes are, and how to destroy them once and for all.

Gameplay

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Cockpit view
Upon exiting the game, a screen is displayed that advertises expansion packs and a sequel.

The gameplay is similar in style to the MechWarrior video game series, featuring mechanized combat in bipedal machines called "Planet Runners". Runners do not generally take humanoid shapes - only two of them, the Retro and Shiva, have a distinct human shape and neither of them have arms. Some of the Runners are based around animals, such as the Raptor, with a very overbearing appearance and "Chicken walker" style legs, with claw-like feet. The enemies are somewhat more varied but generally center around animals such as spiders, scorpions and the praying mantis.

All of the Runners have a specific weight limitation, and can have their weapons, shield generator and engines interchanged and removed based around this limit. Each of the runners has a primary weapon mount, and one or more secondary weapon mounts, along with a shield and generator bay. Primary weapons are mounted on the head of the Runner and most feature twin primary mounts for a pair of guns. Secondary mounts are singular and weapons can be grouped, single, or alternately fired independent of the primary guns.

There are specific sets of primary and secondary weapons, and they are not interchangeable. A set of three laser and three bullet weapons, with two special energy weapons round out the primary weapons. Secondary weapons range from dumb fire rockets, guided missiles and energy cannons to howitzers, mortar cannons and - very late in the game - nuclear missiles.

Energy weapons have a maximum ammo amount (up to 200 in some cases) and recharge when below this number. Bullet weapons however, do not recharge, nor are mid-mission reloads possible. Weapons can sometimes be picked up off the battlefield, at the expense of dropping the currently selected secondary (or current primary) weapon. One advantage of this is the ability to pick up a weapon too heavy for the Runner to normally use, at the cost of drastically reduced speed.

Missions vary from assaults, infiltrations, recon to defending bases or convoy escorts. Combat is fairly straightforward, with the ability to tilt and pivot the Runners "head" (and sometimes the entire torso) to target enemies not directly ahead of the player. This is especially useful when attempting to take down rather frequent encounters with airborne units.

The two main features are locational damage and deformable terrain. Locational damage applies to all enemy units and buildings, allowing the player to target legs to quickly destroy or disable enemies, to destroying the head, which in most cases is not actually fatal, but has practical or comedic purposes. The basic bipedal walker enemy without its head has no weapons, but it will continue to walk around - blind - bumping into the player or buildings. Deformable terrain is primarily a visual pleasure, with little practical use. However, persistence or clever thinking can reward the player with a tactical advantage. shooting at the edge of a hillside can create a "notch" to fire down onto or up at targets. The biggest deformation possible is the nuclear missile. Accompanied by a white flash, it will not only obliterate almost anything within its wide explosion radius, it also creates a large crater and sends out a shock wave along the ground, using the terrain as a moving "wall". Not only does this serve to trap anyone surviving the blast inside a deep, burning crater, but it can be used as a mountain-destroying device, or to rip a chunk out of just about anything that stands in the player's way. Any terrain deformation can be seen on the game's 3D, real-time map screen.

In total there are 7 Planet Runners available to the player: Gnat, Stormguard, Invader, Warthog, Raptor, Retro, and Shiva. Each class of Runner also has its own onboard computer, with its own voice overs and in some cases, a different view on things. The heavy runners speak in first person ("I have damage to my hull"), where the lighter runners are more formal ("Warning: Damage to hull").

The player is assisted by yet another voiced computer situated in its starship in orbit around the planet. The AINIC(Artificial Intelligence Network Interface Coupler) Mark 3, as it calls itself, provides all mission summaries, briefings and mid-mission updates with a full voiced backing, and is presented as a self-aware computer entity.

The game also includes multiplayer and a mission editor. Multiplayer can support up to 16 players, and a "single player anarchy" mode also includes options for co-op play, custom missions, bots, and playing single player missions with multiple humans, either with the aliens or against them.

Release

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Before the game release, a playable "Interactive Preview" was sold in stores. This preview came with a cloudy-red "Interactive Preview" CD-Rom (DOS version) in a standard jewel case, a red manual with, on its front, a small Interplay advertisement "6$ OFF mail-in rebate..." and a promotional "coming this fall" Shattered Steel advertising the full version at $15.95, and a "Get Shattered" back cover with the game plot and screenshots. This demo was not rated at its release (Rating Pending "RP"). Some Interactive Preview discs were defective, rendering working copies very scarce for collectors and fans.

Reception

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According to BioWare, sales of Shattered Steel had surpassed 170,000 units by late 2002.[8] The game held an aggregate review score of 73% on GameRankings.[9]

Reviewing the MS-DOS version, Tim Soete of GameSpot said that while the plot is interesting, Shattered Steel is more of a mindless action game than MechWarrior 2: 31st Century Combat and does not have the same sense of immersion, though it is still enjoyable.[5] Next Generation similarly described it as "along the lines of Earthsiege II or MechWarrior 2, but without the complexity. It settles for pure action from the minute players climb into their giant robots ..." He too found it enjoyable in spite of its lack of depth or innovation, noting the numerous missions, selection of weapons, and options for networked multiplayer.[7] Macworld's Michael Gowan wrote that Shattered Steel's "visuals are solid (although a few years old at this point), and the play is engaging." While he recommended it to fans of science-fiction simulation games, he argued that the "scope of the game's missions could be more varied".[6]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Shattered Steel is a first-person mech developed by and published by for in 1996. Set in a dystopian future where humanity faces extinction after the devastating Core Wars fought over scarce resources, the casts players as pilots of powerful bipedal mechs known as Planet Runners. These machines are deployed to combat an invading alien force across five diverse planets, restoring order through a single-player campaign of 50 intense missions. The gameplay emphasizes fast-paced, mechanized combat, allowing players to customize their Planet Runners with over 25 weapons, including gatling guns, guided missiles, and plasma cannons, while navigating deformable terrain and locational damage systems. Missions vary in objectives, such as search-and-destroy operations, defensive stands, infiltrations, and escorts, providing a mix of tactical depth and arcade-style action. Originally released on September 30, 1996, for , Shattered Steel was ported to Mac OS in 1997 and later made available on modern platforms like Windows and , with limited compatibility on recent macOS versions (10.15 and up), through digital re-releases on services such as and GOG as of 2025. The title also features a mission editor, "anarchy" mode, and multiplayer support for up to 16 players, enhancing its replayability.

Development

BioWare's Founding and Team

was founded on February 1, 1995, in , , , by physicians and , along with fellow medical doctor Augustine Yip. The company began as a for the founders, who continued their medical practices while developing patient simulation software to apply their clinical knowledge and programming skills. Programmer Brent Oster joined early as a key contributor, helping to establish the technical foundation. The transition from to game development occurred after the founders secured funding from publisher Interplay Productions for a , prompting them to abandon their initial healthcare focus in favor of entertainment software. was conceived in early 1995 as BioWare's debut project, envisioned as a mech combat simulator drawing inspiration from titles like to capitalize on the growing interest in 3D simulation games. The core development team for Shattered Steel consisted of a small group of about six to ten members, including co-founders Muzyka and Zeschuk in executive roles, programmers such as Brent Oster and Trent Oster, and additional artists and designers like Scott Greig and Dean Andersen. Development spanned from early 1995 to mid-1996, during which the team faced significant challenges, including constructing a proprietary 3D engine from scratch without prior commercial game experience. Interplay served as the early publisher partner, providing crucial financial support and distribution, which enabled the project's completion and release.

Technical Development and Engine

Shattered Steel was powered by a custom 3D engine developed in-house by , designed specifically for the 's mech combat and expansive environments. This proprietary engine enabled real-time rendering of desert-like terrains, which influenced the overall movement mechanics. The engine's core innovation was its implementation of deformable terrain, where player weapons could dynamically alter the landscape by creating craters and obstacles, marking one of the earliest uses of such interactive environmental destruction in a commercial . This feature not only added tactical depth but also showcased 's early technical ambition despite their lack of prior development experience. Key to the engine's combat systems was locational damage modeling, applied to mechs, enemy units, and structures, allowing precise targeting of components like limbs or weapons to disable foes strategically. Physics-based destruction was integrated to simulate realistic breakdowns, complemented by particle effects for explosions and that heightened the visual impact of battles. Enemy AI behaviors were programmed to exhibit coordinated tactics, such as flanking or covering fire, enhancing the challenge of large-scale engagements without overwhelming the system's resources. The engine was optimized for platforms on mid-1990s hardware, targeting processors while supporting minimum 486 systems, to ensure accessibility amid the era's varying PC configurations. Development hurdles centered on balancing low-polygon models—essential for performance—with smooth frame rates in multi-unit battles, requiring careful optimization to avoid slowdowns on non-accelerated setups and to maintain 30 FPS targets during intense sequences.

Story and Setting

Plot Synopsis

In the aftermath of the Core Wars—a cataclysmic conflict among industrial conglomerates vying for dwindling natural resources—humanity stands on the precipice of in a barren, post-apocalyptic future. Massive mechanized armies once enforced order but now serve as the last bulwark against an unforeseen that has overrun key outposts and supply lines. The player embodies a lone Planet Runner, an elite pilot commanding customizable bipedal mechs to reclaim lost territories and safeguard the fragile remnants of human society. The single-player campaign spans approximately 50 missions across five hostile planetary environments, ranging from arid deserts to frozen tundras, structured as a linear progression of escalating engagements. Early missions focus on basic reconnaissance and skirmishes against initial alien scouts, gradually unveiling the invaders' coordinated assaults on human convoys and bases. As the arc intensifies, players confront waves of organic-mechanical hybrid foes, including swarming insect-like entities and shielded guardians, which hint at a deeper, controlling behind the onslaught. The story culminates in high-stakes operations targeting the threat, weaving themes of desperate amid resource scarcity and the of humanity's reliance on advanced technology for dominance. Mech customization options adapt to evolving mission demands, underscoring the pilot's ingenuity in a war where every scrap of salvage counts. Throughout, the plot emphasizes resilience against overwhelming odds, without resolving into broader factional lore.

World and Factions

Shattered Steel is set in a dystopian where humanity teeters on the edge of after the Core Wars, brutal conflicts between rival corporate factions battling for dwindling natural resources across colonized worlds. These wars devastated planetary environments, leaving societies in ruins and creating vulnerabilities exploited by extraterrestrial invaders. Massive industrial conglomerates emerged as dominant powers, deploying mechanized armies to secure remaining territories and outposts. The game's universe spans over 22 worlds, with the single-player campaign focused on five diverse featuring distinct biomes that shape combat and mission objectives, including volcanic terrains with flowing lava, icy tundras that challenge mobility, desert expanses, lush jungles, and crumbling urban ruins scarred by prior warfare. These environments reflect the toll of expansion and conflict, integrating lore elements where resource strip-mining and battles have rendered ecologically fragile, priming them for alien incursion. Human elements center on the remnants of pre-war factions, now fragmented into corporate entities and independent mercenaries who pilot advanced bipedal mechs known as Planet Runners. These machines represent the pinnacle of human technology salvaged from the Core Wars, equipped with modular armaments for versatile all-terrain operations. The player's backstory as a skilled mercenary pilot underscores humanity's reliance on such lone operators to defend fragile colonies against overwhelming odds, highlighting the shift from inter-human warfare to survival against an external threat. The primary antagonistic factions consist of mysterious alien hordes, bio-mechanical entities that blend organic insectoid forms with mechanical enhancements, invading to colonists and resources. Key types include the insectoid , resembling agile spider-like swarms that maneuver erratically to evade lasers, proving vulnerable to plasma cannons or gatling guns fired from optimal angles; thin, elusive Spectres designed for ; and mechanical Wasps serving as aerial support units. Higher-tier controllers orchestrate these assaults, directing coordinated attacks that exploit numerical superiority and environmental hazards, their behaviors driven by an inscrutable agenda of domination amid humanity's weakened state.

Gameplay

Core Mechanics

Shattered Steel features first-person piloting of bipedal mechs known as Planet Runners, allowing players to navigate diverse terrains through intuitive controls for forward and backward movement, strafing, and rotation. These controls emphasize the mechs' bipedal mobility, enabling jumping to clear obstacles or gain elevation for tactical advantages, while targeting systems support precise aiming at enemies via a crosshair interface. Players must manage momentum during jumps and landings to maintain stability, highlighting the simulation's focus on realistic mech handling, including reactor power allocation to weapons, shields, and propulsion systems, where overuse can lead to overheating and potential failure. Combat revolves around a variety of weapon categories mounted on the Planet Runner, including energy-based lasers for rapid fire, guided missiles for tracking targets, and explosive options like fuel-air mortars or late-game nuclear missiles for area denial. Defensive mechanics include customizable shield generators that absorb incoming damage before it affects the mech's structure, with shields regenerating over time if not overwhelmed. A key element is locational damage, where hits to specific components—such as limbs impairing mobility or the cockpit causing critical failure—directly influence performance, encouraging targeted shots over indiscriminate fire. Prior to missions, players customize their Planet Runner by selecting from seven chassis variants, each with unique weight limits that dictate trade-offs between speed, armor durability, and firepower. Loadouts involve equipping primary and secondary weapons, engines for enhanced agility, and upgrades like reinforced plating, allowing configurations optimized for roles such as close-quarters brawling or long-range bombardment. These choices introduce strategic depth, as overloading a with heavy armaments reduces maneuverability, forcing players to balance offensive potential against survivability. Environmental interactions enhance tactical through deformable , where explosions from weapons like mortars create craters that can trap enemies or provide improvised cover. Players can exploit these alterations by funneling foes into low ground or using elevated ridges for ambushes, integrating the battlefield's physics into combat decisions. This system applies across encounters with alien enemy types, such as agile drones or hulking brutes, where terrain manipulation proves vital for victory.

Missions, Multiplayer, and Editor

The single-player campaign in Shattered Steel consists of 50 missions structured as a linear progression, where players pilot mechs known as Planet Runners to alien threats across multiple planetary environments. Missions emphasize fast-paced mechanized , with objectives including search-and-destroy operations, escorting convoys through hostile terrain, and challenges against waves of enemies while cleansing planets of alien forces. As players advance, mission complexity increases, transitioning from straightforward shoot-'em-up encounters to more tactical engagements that require strategic use of terrain and weaponry. Multiplayer supports up to 16 players in versus and co-op modes, enabling deathmatch-style free-for-all battles, team-based confrontations, and cooperative play against AI opponents or custom scenarios. These modes are accessible via LAN for local network play or modem connections for direct dial-up sessions, fostering competitive and collaborative experiences in a shared multiplayer anarchy environment that includes bot support for solo or uneven matches. The built-in mission editor allows players to create custom scenarios by placing enemies, defining objectives, and modifying terrain elements to design unique battles beyond the core campaign. A 1997 patch (version 1.14) expanded this functionality with 20 additional pre-made missions integrated as custom content, accessible through a dedicated interface that enhances replayability by enabling user-generated levels with deformable landscapes and varied combat setups. Progression ties directly to campaign completion, where successful mission outcomes unlock access to advanced mech chassis such as the Cervotron and , alongside upgrades to weapons (e.g., light lasers, heavy plasma cannons, and nukes) and shielding systems. This system rewards performance by gradually introducing more powerful loadouts, allowing players to customize their Planet Runners for escalating challenges without exhaustive numerical tracking, focusing instead on tactical adaptation.

Release

Initial Launch

Shattered Steel was released on September 30, 1996, for MS-DOS by Interplay Entertainment as BioWare's debut title in the mech simulation genre. The game launched in retail CD-ROM format, targeting personal computers of the era with minimum system requirements including a 486 processor at 66 MHz and 8 MB of RAM. Prior to the full release, Interplay distributed a promotional "Interactive Preview" demo, a playable build dated June 20, 1996, sold in stores to generate early interest; this version included the core gameplay loop but featured bugs typical of pre-release software. Marketing efforts positioned Shattered Steel as a fast-paced alternative to more simulation-heavy competitors like , emphasizing arcade-style action, extensive mech customization options, and dynamic combat in a post-apocalyptic setting. Advertisements highlighted the game's deformable terrain and over 25 weapons, appealing to players seeking accessible yet tactical mech warfare without the depth of realistic piloting simulations. The launch occurred amid a competitive market for mech titles, where Shattered Steel differentiated itself through quicker pacing and less emphasis on complex mechanics compared to 's simulation focus. Post-launch support addressed compatibility issues on diverse hardware configurations, with Interplay releasing initial patches such as version 1.12 to fix audio glitches, multiplayer stability, and performance on systems with varying sound cards and processors. These updates were distributed via Interplay's support channels and ensured broader playability, particularly for users running the game under alongside DOS. Development had wrapped up earlier in following BioWare's formation the prior year, allowing for a timely rollout.

Ports and Re-releases

A port of Shattered Steel to Mac OS (Classic) was released in December 1997, developed by Logicware for PowerPC-based Macintosh hardware. This version adapted the original DOS game to the Mac platform, including optimizations for PowerPC processors and minor graphical adjustments to ensure compatibility with Macintosh displays and input systems. The game saw digital re-releases in the late 2000s and 2010s to improve accessibility on modern systems. Good Old Games (GOG.com) launched a DRM-free version on July 29, 2008, emulated via DOSBox for Windows, with subsequent support added for macOS (up to 10.14) on October 26, 2012, and Linux on September 26, 2021. This edition includes the official 1.12 patch for bug fixes and stability, the free Liberation of Lanios expansion pack adding new missions and mechs, and configurations for compatibility with Windows 10 and later, including full controller support through DOSBox mappings. On Steam, Shattered Steel became available on May 3, 2017, also using DOSBox emulation for Windows, macOS, and Linux, with similar modern OS compatibility and controller integration. It was released on the Epic Games Store on August 19, 2022, supporting Windows and macOS via DOSBox. Community efforts have extended the game's life through unofficial enhancements. The 1.12 patch, originally from Interplay, has been widely distributed and integrated into re-releases, while DOSBox configurations enable LAN multiplayer emulation for up to 16 players using IPX or modem protocols. No dedicated widescreen patches are formally documented, but users apply general DOSBox tweaks for aspect ratio adjustments on modern displays. There are no official sequels or remakes from BioWare or its publishers. Preservation initiatives highlight the game's historical significance as BioWare's debut title. A free demo is archived on the for emulation testing, and the full game is preserved via and Steam's DRM-free distributions. It features in BioWare retrospectives, such as interviews with co-founder Trent Oster, underscoring its role in the studio's early technical innovations. Discussions on sites note its availability but emphasize legal re-releases over unofficial downloads.

Reception

Critical Reviews

Upon its 1996 release, Shattered Steel received generally positive reviews from critics, with an average score of 77% across 21 ratings compiled by MobyGames. GameSpot awarded it a 6.8 out of 10, praising its fast-paced action and high-resolution 3D graphics that stood out for the era, while noting the simplified controls allowed for immediate engagement without the complexity of deeper simulations. Reviewers highlighted the game's deformable environments, where terrain could be dynamically altered during combat, adding to the sense of destruction and immersion in mech battles. The multiplayer mode was also commended for providing enjoyable, competitive experiences beyond the single-player campaign. Critics frequently pointed out shortcomings in mission variety, describing them as repetitive and lacking the strategic depth found in contemporaries like MechWarrior 2. The simulation elements were seen as shallow, which diminished tactical engagement for some players. Story depth was another common critique, as the narrative served more as a backdrop than a compelling driver, prioritizing mindless action over immersive storytelling. In modern retrospectives, the game has earned positive recognition for showcasing BioWare's early technical ambition in 3D engine development and mech gameplay innovation. User scores on digital re-release platforms reflect a nostalgic appreciation tempered by dated mechanics, with reporting a "Mixed" rating of 60% positive from 10 reviews and GOG averaging 3.5 out of 5 from 33 reviews, often citing fun combat offset by technical issues like .

Commercial Performance and Legacy

Shattered Steel achieved modest commercial success upon its 1996 release, selling over 170,000 units across PC and Mac platforms by late 2002. This performance, combined with a six-figure advance from publisher Interplay Productions, provided with crucial early financial stability, enabling the studio to sustain operations while transitioning from medical practices to full-time game development. In the competitive mech simulation genre, the game's decent sales figures helped solidify 's reputation, paving the way for subsequent contracts on projects like MDK 2 and the landmark RPG . These opportunities marked a pivotal shift for , as the technical experience from Shattered Steel contributed to the studio's growth and focus on innovative game development, including narrative-driven titles. As a of 3D action gaming, Shattered Steel endures through re-releases on modern platforms like and , where dedicated fan communities discuss compatibility and share tweaks. The title is frequently referenced in retrospectives on BioWare's origins, highlighting its role in establishing the developer's innovative approach to immersive worlds, with echoes in later mech elements seen in games like Anthem.

References

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