So I've gotten into the mode when it dropped yesterday.
I'll share my thoughts here starting with the good:
- The characters here so far are far more balanced than the 1st version in 2005. Even though Krauser is currently dominating the top leaderboard scores, each stage is doable with the other 3 characters. Speaking of the characters...
- All 4 play differently and it's emphasized by the Mayhem Mode which basically acts like a super mode for each character. Each one is unique overall though share some similarities. Leon's rate of fire, firepower, and reload speed are boosted to extreme degree, Luis also receives a rate of fire and firepower upgrade but also gains access to powerful dynamite that explodes in a wide radius, Krauser's arms mutate and he performs combo attacks with his arms that decimate anything on screen with a few hits, and finally for now HUNK also receives a firepower boost along with infinite ammo for his submachine gun.
- Each character loadout is pretty adequate to handle each stage besides maybe Luis. Leon almost has the same weapons he had in 2005 Mercs down to the Riot Gun, but his Blacktail is instead replaced with his starting pistol equipped with a laser sight. Add in the Stingray rifle and Leon is surprisingly capable. Luis as expected has his Red9 as his primary weapon but also has the SR M1903 to help take down stronger enemies along with his special dynamite. Krauser has his bow similar to before, however the bow only shoots explosive arrows kind of like the main campaign. He also has a TMP to help set up his strong melee attacks along with an indestructible knife. And finally HUNK also has a submachine gun just like his custom TMP in the original along with several grenades and yes, he's armed with his Neckbreaker melee attack and it works on EVERYONE this time minus the Garrador.
- The stages are better designed compared to 2005. The castle is the prime example. It's no longer needed to take such a huge trek to get all the timers leading to the room with the 2 Garradors. The island base is also smaller which helps getting around. And speaking of the stages...
- Another improvement to add some diversity to the stages is that both the castle and island base have a couple of environmental interactions. Namely there's a cannon in the castle to shoot at cultists firing the catapults, and there's about 3 gun turrets on the island base to help with crowd control a bit. Nothing in the village.
- This one is kind of funny because I swear I did not imagine this would happen, but this iteration of Mercenaries actually has a few elements of the Mercenaries from RE5. My wishful thinking came through somewhat lol. Those elements include: 150 enemies each stage to kill, 1 chicken that gives a golden egg (and extra points), various techniques to dispatch enemies adds time to your timer (headshots, melee kills, ground neck stabs), bosses spawn after a certain number of regular enemies are taken down, and even keeping the combo going as high as possible to score as high as possible.
- Each stage has only 1 spawn point which is something that annoyed me about RE4 and RE5's Mercenaries.
- And finally, the little details are a big plus in this game. What I mean by that is still being able to unlock the handcannon similar to how it was unlocked in 2005, how Krausers uniform rips after activating Mayhem Mode and showing the damage, a small counter under the combo number letting you know how much time you have to be able to salvage your combo, an audio and visual cue letting you know which and what boss has spawned into the map. Things like that go a long way for me.
Now the bad:
- My initial thoughts about the demo where I felt the game and its enemies are at times far too aggressive is further amplified here. Especially in the village stage, try to not be in an area that can have enemies grabbing you from behind. The enemies can get incredibly aggravating and you can even get stun locked to death with no way to recover or escape. I absolutely hate that with a passion in the Horizon games, and I don't welcome it here.
- Luis feels handicapped compared to the other 3 characters. His "run" feels a bit sluggish and it seems slower than the 3 other characters. His rifle doesn't do as much damage as the Stingray and that's made worse by the rate of fire obviously, and his Red9 only holds 10 bullets before needing a reload. Even worse, of course no laser sight on the gun. I have gotten better with the games dodgy aiming, but even RE3 Remake aimed better. So I hope Luis gets buffed a bit, because he's the hardest character to use.
- No classic music for Leon, Krauser, and HUNK. Each one of the characters signature themes were awesome in 2005 and each one now gets their own again, but the music just isn't good to me.
EDIT one last 1 to the negative
- The timers shuffle around every playthrough. I would have preferred they just stay in one place.
And that's really it for the negative.
In my opinion, though the original campaign and game in general for the most part isn't better than the remake except for certain qualities this 2023 version of Mercenaries easily overshadows the old one. It's way more balanced, has better level design, and I think it's more fun due to the reasons I mentioned. I imagine it'll get better when the mini game gets a needed update to add in Ada, Wesker, and even some stages.
Has anyone else tried it?