Home PC Reviews MechWarrior 5: Mercenaries – Ashes and Ascension Review

MechWarrior 5: Mercenaries – Ashes and Ascension Review

MechWarrior 5: Mercenaries - Ashes and Ascension Review
MechWarrior 5: Mercenaries - Ashes and Ascension Review

There are few things in gaming quite as satisfying as climbing into a giant BattleMech, hearing the machinery power up around you and knowing the next few minutes will probably involve a truly unreasonable amount of ammunition being fired in every direction. MechWarrior 5: Mercenaries has always understood that particular pleasure. It is not simply about piloting enormous machines of war. It is about managing them, maintaining them, choosing your contracts, protecting your pilots and trying to keep an increasingly battered mercenary company alive in a universe where everyone seems to have a reason to shoot at everyone else.

Ashes and Ascension takes that established formula and throws it into one of the most politically charged periods in the game’s timeline. Set during the turbulent years surrounding the FedCom Civil War, the expansion places your mercenary company in the orbit of the First Whitting Conference, where the Great Houses are attempting to respond to the renewed Clan threat. With Victor Steiner Davion calling for cooperation and Katrina Steiner Davion hosting proceedings on Tharkad, there is a great deal more at stake than the next payday.

The result is an expansion that feels substantial rather than supplementary. This is not a handful of missions bolted onto an existing campaign simply to give veteran players another excuse to dust off their favourite ‘Mech. With 18 missions, a wealth of new machines and weapons, expanded Career Mode options and an evolving Inner Sphere, Ashes and Ascension feels like a significant new chapter in the mercenary story.

Into the Political Fire

The campaign is easily the star attraction, and its scale immediately makes an impression. Eighteen missions represent the longest campaign featured in the game to date, giving Piranha Games considerably more room to develop its narrative and allow the political situation to breathe.

That matters because MechWarrior has always worked best when the enormous machines are placed within a larger human conflict. The BattleMechs may dominate the battlefield, but they are ultimately tools of the people and factions fighting over territory, influence and survival. Ashes and Ascension leans heavily into that idea, with your mercenary company becoming caught up in events far bigger than its own immediate interests.

There is a satisfying sense that you are being pulled into something rather than simply being handed a list of unrelated contracts. The First Whitting Conference provides the central backdrop, but the surrounding tensions between the Great Houses give the story an urgency that makes each deployment feel more meaningful. When the fate of the Inner Sphere is supposedly hanging in the balance, even an independent mercenary outfit has to pay attention.

The missions themselves also appear determined to make the most of the expanded campaign length. Rather than relying exclusively on the familiar rhythm of dropping in, destroying everything that moves and extracting, the expansion introduces more involved scenarios involving sieges, fortified positions and multi-stage operations. That added variety helps maintain the sense that this is a campaign rather than simply a collection of combat encounters.

When Every Shell Counts

Underneath all the political manoeuvring lies what makes MechWarrior 5 so enjoyable in the first place: enormous machines blowing seven shades out of each other.

Combat remains a wonderfully tactile experience. Every BattleMech feels like heavy military hardware rather than an impossibly agile superhero suit, and that weight gives encounters a satisfying sense of consequence. Heat management, ammunition conservation and armour damage become increasingly important as engagements stretch on, especially when you know that losing a valuable machine could have consequences long after the mission ends.

That mercenary mentality is one of the game’s greatest strengths. You are not simply trying to win. You are trying to win without destroying the equipment that pays your bills.

Ashes and Ascension appears particularly interested in putting that mentality under pressure. Longer, more involved missions can force you to think carefully about how aggressively you engage the enemy. Burning through ammunition or overheating a weapon system might be manageable during a short firefight, but doing so during an extended operation can leave you dangerously exposed when the next wave arrives.

It is this constant balancing act that gives MechWarrior 5 its character. A successful mission can feel less like winning a conventional action game encounter and more like bringing a battered military convoy home in one piece. When you finally limp back to safety with smoking armour and half your ammunition gone, there is a genuine feeling of relief.

Thirteen New Reasons to Rearm

Naturally, no major MechWarrior expansion would be complete without a substantial collection of new machines, and Ashes and Ascension delivers generously in that department.

Thirteen new ‘Mechs join the roster, including the Arctic Cheetah, Arctic Wolf, Ice Ferret, Huntsman, Hunchback IIC, Nova Cat, Sun Spider, Marauder IIC, Warhammer IIC, Blood Asp, Supernova, Stone Rhino and Bane. For veteran commanders, that is an enticing collection of new possibilities rather than simply a larger number on the selection screen.

The Clan machines are particularly exciting because they add another layer of personality to an already enormous roster. Clan technology has always carried a certain mystique within the BattleTech universe, and having access to these machines changes how a commander can approach their lance composition. Finding the right combination of firepower, mobility, armour and technology becomes another part of the ongoing mercenary puzzle.

The expansion also adds three new Inner Sphere OmniMechs, including the Blackjack, Black Hawk KU and Perseus, alongside nine new Inner Sphere variants. These additions might sound like relatively small details when placed alongside the headline campaign, but for the dedicated MechLab enthusiast they are anything but.

Part of the joy of MechWarrior 5 comes from tinkering. Finding a chassis is one thing. Turning it into something that fits your particular style is another. New variants create new opportunities to experiment, and the additional weapons give that experimentation even more room to breathe.

More Guns, More Problems

The eleven new Inner Sphere weapons are another welcome addition. Among them are ER Small and Medium Lasers, Ultra Autocannons, LB X Autocannons, the Light Gauss Rifle and Streak SRMs.

The appeal is not simply having more things to shoot with. Weapon selection is central to a BattleMech’s identity, and adding new tools inevitably changes the possibilities in the MechLab. A weapon that works beautifully on one chassis can completely alter the balance of another, particularly when heat generation, range and ammunition requirements are taken into account.

There is something almost meditative about this side of MechWarrior 5. You can spend ages considering a build before finally deciding that the sensible solution is to add an enormous gun and see what happens. Sometimes that works brilliantly. Sometimes you return to the hangar with half a ‘Mech missing and a rather expensive repair bill. That is part of the charm.

The Inner Sphere Keeps Moving

Career Mode also receives meaningful attention, and this is where Ashes and Ascension should have considerable appeal for players who have already exhausted the possibilities of the main campaigns.

Five new Career starts set in 3050 offer fresh entry points into the sandbox, letting players begin their mercenary careers at different points in this turbulent period. The updated Inner Sphere map then extends from 3058 to 3060, allowing the wider political landscape to evolve alongside the player’s own company.

This makes the setting feel less static. Faction borders, markets and technologies are not merely decorative elements on a map. They contribute to the sense that the universe is moving, whether you are ready for it or not.

The ten new High Reward Crates are another welcome reason to leave the obvious route behind. Exploration has always been an important part of the mercenary experience, but worthwhile rewards give players an additional incentive to investigate the corners of the map rather than simply following the next obvious contract. For players who enjoy the sandbox side of MechWarrior 5, these additions could provide dozens of hours of extra value.

The Little Changes Matter Too

Some of the most important additions in Ashes and Ascension are not the ones that will appear on a promotional poster. Cold Storage improvements are a particularly welcome example. The ability to retain Mech upgrades when moving chassis into Cold Storage addresses a persistent management frustration that can become surprisingly irritating over a long campaign. It is the kind of change that might seem minor when listed alongside thirteen new BattleMechs, but becomes much more valuable once you are deep into managing a sizeable collection.

Pilot traits and affinities have also been expanded, with affinities now extending across variant lines, including OmniMechs and IIC variants. Improved interface information makes it easier to understand exactly what those bonuses mean, which should help players make more informed decisions when developing their pilots.

The timeline interface has also been overhauled, organising priority transmissions and career milestones more clearly. Again, this is not glamorous, but it demonstrates that Piranha Games understands something important about a long-running game: sometimes the best improvements are the ones that remove little frustrations players have simply learned to tolerate.

A Worthy New Chapter

What makes Ashes and Ascension particularly impressive is its sense of scale. It does not feel like an expansion created simply because fans wanted another handful of BattleMechs. The new machines and weapons are important, but they sit alongside a substantial narrative campaign, an expanded timeline, new Career starts, exploration rewards, and improvements to the systems surrounding combat. That combination gives the expansion weight.

There is also something fitting about its setting. The Inner Sphere has never been a peaceful place, but the period explored here is particularly volatile. Alliances are fragile, political ambitions collide, and the threat of the Clans hangs over everything. For a mercenary commander, that means opportunity and danger arrive hand in hand. And really, that is exactly where MechWarrior 5 belongs.

Final Verdict

MechWarrior 5: Mercenaries: Ashes and Ascension is an impressive expansion that recognises why players have spent so many hours building, modifying and fighting with these enormous machines. Its 18-mission campaign provides a substantial narrative backbone, while the extensive selection of new ‘Mechs, variants and weapons gives veterans plenty of reasons to return to the MechLab and rethink their favourite lances.

The expanded Career Mode and evolving Inner Sphere add further longevity, while the quality-of-life improvements show that Piranha Games has been listening to the frustrations that accumulate over a lengthy mercenary career. Most importantly, everything works together to make the universe feel bigger, busier and more dangerous.

It is still MechWarrior 5, with all the familiar pleasures and occasional rough edges that come with that territory, but Ashes and Ascension builds on that foundation with confidence. For anyone who loves the BattleTech universe, enjoys tactical mech combat, or simply finds something deeply satisfying about watching a gigantic autocannon reduce an enemy ‘Mech to expensive scrap, there is plenty here to enjoy.