Mercenaries 2: World In Flames
Developer: Pandemic Studios
Publisher: EA
Release Date: Out Now
Players: 1, 2 player online co-op
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First of all I’d like to say that I loved Mercenaries, rose tinted specs firmly in place I remember fondly the destruction you could wreak and the badassedness (I just made that word up) of it all. I was therefore really looking forward to the big budget sequel, but after playing Mercs 2 for a few days several descriptive phrases kept popping into my destruction-ravaged mind. Wondering how to put into words the fact that this game does so many things right, and yet gets so many wrong. Spectacularly dull. Heroically safe. Correctly wrong. Broken refurbishment. Intelligently dumb. Precisely inaccurate. These are all expressions that come to mind when trying to describe what playing Mercs 2 is like... Dan pretty much nailed it when reviewing the PC version of Mercs 2
in comparing it to Starship Troopers (though I’d say it’s more like Starship Troopers 2). It's unpretentious and uncomplicated, filling some deep seated need a lot of us have for the occasional bout of unfettered blood-letting and explosions (in a fictional setting of course) to give us a break from our other pretentious and complicated tastes. For me, Mercenaries 2, Pandemic's new sandbox action game, is exactly the same as Troopers in this regard, minus the giant bugs, the awesome Michael Ironside and Denise Richards’ unfeasibly wide mouth.

The premise is simple. You're a mercenary, setting up shop in Venezuela mid-coup only to get done over by a client at the end of a contract. Understandably, you don't take this well, and set out on a path of revenge to take down the men who betrayed you. To fund your PMC (Private Military Corporation) you can take on work for any of several factions operating within the country, doing dirty jobs for the likes of jungle guerrillas and international oil companies as you scrape together the cash and the weaponry to exact some nasty retribution on the greasy ponce who screwed you over and took control of the country. What this translates to in terms of actual gameplay is this: blow some stuff up, get paid, blow some more stuff up, get paid, buy bigger bombs, blow some more stuff... And so on.

Explosions are the meat and potatoes of Mercs 2, and the developers understand this perfectly. They've provided you with everything from grenade launcher-armed SUVs to laser-guided bunker buster bombs to even a tactical nuke, then sat back and said "go on, have a go." It pays lip service to GTA and its clones with sandbox staples like hijackable vehicles, free roaming, plentiful side missions and the occasional fiddly race-against-the-clock challenges that you could waste days of your life on. But with a near fully-destructible environment (thanks to Havok physics) and munitions liberally scattered across the Venezuelan countryside that you can collect and deploy, it’s quite clear where the game's heart really lies. Airstrikes, artillery barrages, tank busters, supply drops, vehicle drops (including APCs, boats, helicopters and tanks); all these can be called down by you in the field. Enemy trucks, tanks and even aircraft can all be hijacked (via a button-tapping minigame to overpower the driver/pilot) in the event your own ride explodes (and it will, repeatedly). In fact, it’s fair to say that nearly everything in Mercs 2 eventually explodes. Vehicles are disposable playthings, soldiers only there to provide moving targets.

So, despite having loads to do, a hint of resource management (you need to replenish fuel, ammo and equipment) and even some strategy (keeping the various factions happy, or bribing them) Mercs 2 is in reality shallower than a children's paddling pool. It's got one hook, explosions, and it employs that with aplomb, and the explosions make it worth playing. It's just a shame that the same effort clearly wasn't put into the rest of the package. For a game that's almost one hundred percent action, actual combat with the enemy doesn't hold up very well. There's no cover system, which is a very surprising omission in a modern third-person action game. There's also, strictly speaking, no crouch button either. The only way to duck behind anything is to aim down your weapon's sight (L trigger), at which point your character will drop to one knee. But do this behind cover and you can't fire back with any accuracy because, if you try and take aim, pressing fire causes your character to pop up a little and this delays your shot and throws your cross hair off. It's infuriating, compounded further by the twitchy aiming and the fact that most of the guns in the game couldn't hit the broadside of a battle tank, resulting in some hilariously wasteful combat – it’s just as well you can pick up ammo and new weapons that are lying around EVERYWHERE. The whole system feels not just a bit broken, but unfinished, like the basics are in place but nothing has been tuned properly. You can’t climb over anything and frequent dodgy collision detections and line of sight issues rear their heads too, as does this old third-person-shooter chestnut: not being able to look up or down far enough to aim at some targets – again, infuriating...

The same can be said for pretty much everything else. The AI, both friend and foe, seems to know what it has to do, but will be damned if it knows how to do it. I’ve called in Ewen (your chopper pilot) to make a resource pick up (fuel, money or weapons) and he’ll fly in, attach his grapple to the object and just hover there. I’ve found enemy chopper pilots just sat on the ground like zombies too, you can’t hijack them, they’ve just bugged out of the game. On several missions you'll be able to call in ‘troop support’ from the faction you're fighting for, to help you capture objectives. But you'll frequently find that the NPCs simply stand around after disembarking from their chopper, or that they run off ledges or roofs and get themselves killed or stuck, or sometimes they just fail to get out of the chopper at all. They can't drive, fight or even run away properly. This is even more mystifying when you think that Pandemic made Full Spectrum Warrior – a game based purely on tactical squad play and ordering people around.

As with the original Mercs, the choice of 3 characters to play as (Mattias Nilsson, Chris Jacobs or the beautiful Jennifer Mui at the start of the game may seem like a good idea, but do they really expect you to play the game through 3 times? Wouldn’t the ability to choose between the 3 for different missions have been a good idea? Or if they’d been optional intelligent AI squad mates to help you out? What's worse, it seems like every NPC in the game has to share the same four lines of dialogue, and will spout them at the slightest provocation, looping them until you bugger off or you shoot them. As this includes your support & control operative Fiona (who has an irritatingly jolly Australian accent), who is in constant radio contact with you, it’s a significantly annoying problem. The game simply doesn't have as much voice work as was clearly needed.

Mercs 2 isn’t exactly free of bugs either. Inconsistent physics, clipping issues, graphical glitches, broken missions... again, it feels like the developers pushed the game out 3 months early and hid it from their QA department.

The menu system is a bit ham-fisted too, I found calling up a simple resource pick-up can be a finger & thumb-fumbling Mickey Mouse act as you select it, move to aim at the object (which cancels the sub menu), so you open it again and eventually manage to throw a flare 20 yards past the thing you want to have picked up. Fortunately your chopper pilot Ewan is an understanding Irish soul and will make allowances. Calling in airstrikes brings up the same problems, and potential death if you’re under fire and haven’t cleared the area completely. At times I felt less like a highly trained mercenary, and more like Stan Laurel.

The much-anticipated online co-op? That works well, and makes the game for me - with friends or normal people – but, because they literally jump into your campaign - opening it up to strangers is quite risky, they can waste loads of your money and fuel, and piss off all the factions, which could cost you a fortune in bribes to get them back onside. It’s also region locked (as was Army of Two), meaning you won’t be able to play with American friends.

There’s a whole host of other small problems to do with the difficulty and mission design but if you can come to terms with the above then you can deal with them too. Mercs 2 is, despite flashy first impressions, in a word, shoddy. It’s also a sequel, making a lot of the niggles less forgivable. Can you ultimately get over it? To an extent yes, because it still remains a jolly old jaunt when you’re pasting the enemy with cluster bombs or charging around in a tank or attack chopper, or legging it away from a huge explosion with debris and shrapnel raining around your ears. It has the good grace to remember to be fun and the sense not to take itself too seriously, I truly love the virtually limitless different ways of completing a mission. Whilst Mercs 2 never quite overcomes its handicaps, it makes the experience at its core enjoyable enough for you to forget everything for a while, and I reckon that’s what gaming is all about.


Best Bits

- Explosions!
- Some more explosions!
- Even more explosions!
- Co-op
- Mui!
Worst Bits

- Graphical glitches
- AI bugs
- It just doesn’t feel finished

by: Masonic Dragicoot

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