Mobile Frame Zero, Part 1

Mobile Frame Zero, Part 1

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As if the prospect of stepping on LEGO™ wasn’t dangerous enough… Before I tell you what I think of Mobile Frame Zero, let me give you a little personal background.

I’ve been snapping together Science Fiction inspired things from tiny plastic caltrops since this

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was the state of the art in brick based galactic conquest and now, with seven children, I have access to enough Lego to build a to build a small summer home. Also, I have enough variously coloured six siders floating around my house to make it look like Pride week had come to half the Craps tables on the Las Vegas strip, so I’m set for supplies.
As far as my gaming history is concerned, I’ve been doing this long enough that when we weren’t pretending to be dwarves or the long haul trucker analogs of the Third Imperium, we played wargames, (as no one had yet invented CCGs, MMOs, or any of the other TLAs that have since mostly displaced the hex and chit or miniatures based time sinks gamers of my era used as filler when Bob couldn’t make it on game night and we couldn’t survive a foray into the Temple of Elemental Evil without our cleric,) and one of my favorite of those was always (and still is) Battletech.

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So, Vincent Baker and Joshua A.C. Newman didn’t have a particular hard job of selling me on this game, a fact that might bear consideration when I get into the meat of my review of Mobile Frame Zero in part two.(Spoiler Alert: I really dig it, and am looking forward to its upcoming starship focused sequel.)

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