This detailed analysis explores the evolution, mechanics, and design philosophy of the
Mercenaries mode across the
Resident Evil series, highlighting its transformation from a minor bonus feature to a core arcade-style gameplay staple, while also discussing its strengths, weaknesses, and potential future.
- Mercenaries mode originated from bonus modes in early Resident Evil titles, first seen as Battle Game in the Sega Saturn version of Resident Evil 1.
- Early versions featured:
- Multiple unconnected rooms to clear enemies quickly.
- Character selection (Chris and Jill).
- Resource management with limited ammo and healing items.
- Score based on time, resources used, and combos.
- No completion rewards besides fun and replayability.
- The mode evolved into Extreme Battle in the Resident Evil 2 DualShock Edition, involving:
- A connected path through the game's areas.
- Randomized objectives (collecting antivirus bombs).
- Encouraged exploration with ammo rewards for deviating paths.
- Unlockable characters exclusive to the mode.
- Difficult access (required beating game on normal A and B scenarios).
- Resident Evil 3: Nemesis introduced Operation: Mad Jackal—the proper debut of Mercenaries mode.
- Linear timed runs from point A to B with a bomb countdown mechanic.
- Choice among three characters (Carlos, Male, Nikolai) acting as difficulty proxies.
- Time bonuses for kills, combos, rescuing hostages, and hidden checkpoints.
- Completion reward was in-game currency for buying infinite ammo weapons.
- German version had censorship limiting scoring on humanoid enemies, making it harder.
- RE4 redesigned Mercenaries into arena-style combatacross four stages with:
- Emphasis on combo kills and aggressive play.
- Varied enemy types and stage layouts requiring tactical movement.
- Character unlocks based on scores, each with unique weapons and melee styles:
- Leon (all-arounder with shotgun, weaker melee).
- Ada (sniper, TMP, faster movement).
- Hunk (machine gun, instant kill melee).
- Wesker (powerful melee, silenced pistol, sniper, Magnum).
- Krower (infinite arrows, sword mutation, exceptional melee).
- Combo multipliers for time and score incentivized continuous kills.
- Unique, character-themed music enhanced atmosphere.
- Absence of multiplayer disappointed fans hoping for co-op or competitive play.
- RE5 Mercenaries added:
- Co-op multiplayer (local split-screen and online).
- Larger roster with varied melee options and character-specific moves.
- New stages including original maps (experimental facility, prison).
- Introduction of "No Mercy" mode (harder difficulty, no multiplayer).
- Competitive multiplayer modes like Survivor and Slayers, allowing PvP chaos.
- DLC expanded character roster and added "Mercenaries Reunion," merging characters from previous versions.
- Distinct character melee animations and team attacks enriched gameplay.
- Inventory management introduced during combat, adding tension.
- Combined assets from RE4 and RE5, adapted for handheld hardware.
- Smaller, more condensed stages with some inaccessible areas.
- Maintained co-op functionality and consistent frame rate.
- Introduced EX stages with time extensions and extra bosses.
- Added skill perks to characters, though these didn't drastically affect gameplay.
- Sold around 400,000 copies, meeting Capcom's expectations.
- Criticized for small screen size limiting local co-op experience.
- Resident Evil Mercenaries Versus (iPhone, 2011):
- Simplified version with three playable characters from RE5.
- Sparse enemies and focus on PvP versus four-player matches.
- Short shooting gallery mode included.
- Limited by hardware and touch controls, making it less appealing.
- Mercenaries mode available from start, with ten stages and DLC maps.
- Improved character roster with alternate costumes, including guest characters from Left 4 Dead 2 on Steam.
- Complex melee system with stamina meter and counter mechanics.
- Large variety in stages and enemy types with escalating difficulty.
- Added equipable skills purchasable with in-game currency.
- Multiplayer on same console and online with competitive modes.
- Criticized for lack of variety in music and some generic melee animations.
- Generally praised for gameplay depth and replayability despite campaign criticism.
- Resident Evil 7 dropped Mercenaries, focusing on slower-paced, atmospheric gameplay.
- Resident Evil 8reintroduced a mercenaries-like mode but:
- Featured only Ethan as playable character.
- Linear stages, less arena combat feel.
- Emphasis on upgrades between rounds, limited melee.
- Lack of co-op and multiplayer.
- Challenges included memorizing enemy spawn points.
- DLC added new characters with unique playstyles (Chris, Heisenberg, Lady D).
- Mode regarded as disappointing and less fun compared to prior entries.
- Inclusion of challenge modes with modifiers added some replay value.
- Mercenaries mode was added post-launch for free.
- Four stages including remakes of classic areas and two new ones.
- Multiple bosses can appear simultaneously, improving challenge.
- Smaller, more condensed maps focused on action over exploration.
- Characters have powerful abilities and "Mayhem" meters making the game easier.
- No multiplayer or co-op at launch, frustrating fans.
- Character themes returned as remixes of original versions.
- Mode criticized for being too easy and lacking depth.
- Seen as a "bare bones" but fun foundation for future development.
- Included Mercenaries mode at start without needing to beat the game.
- Supports moving while shooting, unique to this version.
- Immersive manual reloading and item pickups add to challenge.
- Unlockable characters and unique animations retained.
- Introduced a challenge mode with modifiers to keep gameplay fresh.
- Praised for bringing a new and intense experience to the classic mode.
- Mercenaries mode has evolved from a minor bonus feature into a beloved, high-octane arcade shooter within the series, emphasizing fast-paced combat, combos, and replayability.
- The mode's strength lies in its distinct character playstyles, combo systems, and escalating difficulty, fostering mastery and competition.
- Multiplayer co-op and competitive modes were successfully introduced in RE5 and 6 but later iterations lack these features or have them limited.
- Recent entries (RE7, RE8) reflect a shift in series tone, resulting in less satisfying Mercenaries experiences due to slower combat and limited player options.
- The RE4 remake and VR versions show potential for revitalization but currently feel simplified and easier, missing some depth from previous titles.
- There remains untapped potential for Mercenaries, including multiplayer enhancements, modifiers, PvP variations, and more diverse maps and characters.
- The mode is best suited as a postgame reward supplementing story campaigns, providing a satisfying action-focused contrast.
- Fans and creators alike hope for future expansions or standalone Mercenaries entries, balancing accessibility, depth, and competitive play.