Mechs are shown to perfect scale - if the enemy looks bigger, rest assured it will most certainly pack a greater punch. Smaller foes, ranging from armored cars to heavy tanks, are dwarfed by the BattleMechs but nevertheless must not be underestimated. Meanwhile, the battleground itself also looks attractive, with dense forests that can be burned, rivers that can be leapt across, and bases, residential zones, and construction sites that can all be razed on a whim. Rolling hills not only make the terrain appear more realistic, but help or hinder your line of sight as you would expect them to. The only problem is that you'll be looking at just the one grass and river tileset throughout the game.
Every combat zone looks essentially identical.
Likewise, audio in MechCommander is for the most part perfectly appropriate, diverse, and effective, though at times somewhat repetitive. From the distant thumping of your BattleMechs' feet as they trudge about, to the roasting of a forest fire, to the characteristic boom and pop of a MechWarrior ejected from his ruined machine, MechCommander sounds just right. All the while a dynamic soundtrack that picks up when you score a kill or complete a mission objective keeps the action interesting. Yet while the musical score works well and sounds good, it isn't particularly memorable. The most irritating element of MechCommander's audio is also its most impressive - that each of your MechWarriors is a unique character with a unique voice.