EU a mech can carry varies with its class type. A-class mechs carry less, whereas C-class mechs carry more. Level Progression System Hawken features a level progression system that goes up to level 30. As players gain experience (XP points) from playing the game, they begin to level up. Each level brings different rewards in customization, items, and/or XP/HC (Hawken Credits). Once a player reach level 30, the XP points they earn go into a buffer—called "overflow XP"—that allows them to spend in-game credits to level up other mechs in their garage. Additionally, each mech they own has a unique level. The level of a mech determines what they can do with its potential upgrades and customizability. Free-to-play Hawken primarily generated revenue from player purchased currency (Mech credits, or MC), which is how the game operated on a free-to-play business model. These mech credits could only be purchased in packages, which range from $5 to $100 USD. Once purchased, the player could spend these credits to unlock any content the game has to offer. This includes every weapon, item, internal, player avatar, mech cosmetic, XP/HC (Experience/Hawken credit) booster, holotaunt, and mech. However, the game avoided a pay-to-win scenario by opting for a different "pay-to-not-grind" system instead; players could pay money to obtain in-game weapons, items, internals, holotaunts, boosters, etc., without the need to grind for HCs. The only aspect of the game that cannot be unlocked without paying money (that also don't have a HC price tag) are most cosmetics—i.e. player avatars, mech paint and mech camos/skins. Finally, it was not necessary to unlock every item and weapon to excel in the game; player skill and personal experience in FPS games were largely responsible for individual success. Positioning, strategy, accuracy, and utilizing a forward-thinking approach when engaging were crucial for surviving and defeating the enemy. Reception The PC and Xbox One versions of the game hold a score of 73/100 on Metacritic, and the PlayStation 4 version 58/100. Film adaptation On 24 August 2011 an article on entertainment news website The Wrap was released confirming that DJ2 Entertainment, an independent production company, was able to obtain the rights for a film adaptation. Adhesive Games was hesitant to release the rights at first, opting to focus on the game release instead. "I assumed someone already got it because it was so huge. Big names were chasing this", said DJ2 producer Dmitri