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Resident Evil Mercenaries Retrospective

IbizaPocholo

NeoGAFs Kent Brockman


Chapters:
0:00 Intro
1:09 RE1
2:30 RE2
4:02 RE3
8:21 RE4
18:51 RE5
28:45 RE The Mercenaries 3D
36:48 RE Mercenaries VS (iPhone)
38:36 RE6
51:07 RE8
1:00:30 RE4 VR
1:05:09 RE4 Remake
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.


Origins and Early Iterations

  • 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 and the Birth of Mercenaries

  • 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.

Resident Evil 4: The Arcade Shooter Reinvented

  • 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.

Resident Evil 5: Expansion and Multiplayer Innovation

  • 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.

Resident Evil: The Mercenaries 3D (3DS)

  • 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.

Mobile and Spin-Off Attempts

  • 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.

Resident Evil 6: Most Content-Rich Iteration

  • 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 and 8: Departure from Classic Mercenaries

  • 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.

Resident Evil 4 Remake: Return to Form but Simplified

  • 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.

Resident Evil 4 VR Version

  • 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.

Key Insights and Conclusions

  • 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.
 
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