Tuesday, July 26, 2011

Resident Evil 5: The Mercenaries - Full Stat List

The following is a full list of every statistic in Resident Evil 5: The Mercenaries. I will update this list if I find out anything new.

CHARACTERS

This is a list of all statistics for each character in The Mercenaries. The list includes character melees and weapon damage per shot fired.

C H R I S
R E D F I E L D


-- STARTING HP (for all Chris types): 1000

-- MELEE (for all Chris types)

-- Straight

Type of Melee: Head Stun Melee
Damage: 400

-- Hook

Type of Melee: Arm Stun Melee (front)
Damage: 300

-- Kick

Type of Melee: Arm Stun Melee (back)
Damage: 300

-- Uppercut

Type of Melee: Leg Stun Melee (front)
Damage: 400

-- Neck Breaker

Type of Melee: Leg Stun Melee (back)
Damage: Kill

-- Stomp

Type of Melee: Ground Melee
Damage: 600

-- Haymaker

Type of Melee: Tag Team Melee (front)
Damage: 3,000

-- Back Hand

Type of Melee: Tag Team Melee (back)
Damage: 3,000

-- Top-down Punch

Type of Melee: Partner Assist Melee
Damage: 500

-- Uppercut Counter

Type of Melee: Melee on Licker Beta
Damage: 600

-- Stab

Type of Melee: Ground Melee on Licker Beta
Damage: 1,200


-- BSAA GEAR

- M92F (HG)

Firepower: 250
Capacity: 50
Reload Speed: 1.70 sec.
Special: Critical 37.5%

- Ithaca M37 (SG)

Firepower: 400 x 7
Capacity: 20
Reload Speed: 2.40 sec.
Special: Critical 25%

- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000


-- SAFARI GEAR

- SIG P226 (HG)

Firepower: 350
Capacity: 16
Reload Speed: 1.70 sec.
Special: ---------

- M3 (SG)

Firepower: 500 x 7
Capacity: 10
Reload Speed: 3.00 sec.
Special: ---------

- Rocket Launcher

Firepower: 30,000
Capacity: 1
Reload Speed: ---------
Special: ---------


-- S.T.A.R.S. GEAR

- SIG 556 (MG)

Firepower: 160
Capacity: 65
Reload Speed: 2.55 sec.
Special: ---------

- S&W M29 (MAG)

Firepower: 2,100
Capacity: 12
Reload Speed: 3.53 sec.
Special: Level 3 Piercing

- Grenade Launcher

Acid Round Firepower: 500
Electric Round Firepower: 400
Explosive Round Firepower: 1,000
Flame Firepower: 500
Flash Round Firepower: 100
Nitrogen Round Firepower: 100


S H E V A
A L O M A R


-- STARTING HP (for all Sheva types): 1000

-- MELEE (for all Sheva types)

-- Roundhouse

Type of Melee: Head Stun Melee
Damage: 350

-- Twist Kick

Type of Melee: Arm Stun Melee (front)
Damage: 225

-- Knee

Type of Melee: Arm Stun Melee (back)
Damage: 225

-- Somersault

Type of Melee: Leg Stun Melee (front)
Damage: 350

-- Throat Slit

Type of Melee: Leg Stun Melee (back)
Damage: Kill

-- Impale

Type of Melee: Ground Melee
Damage: 800

-- Skull Crusher

Type of Melee: Tag Team Melee (front)
Damage: 3,000

-- Spinning Back Kick

Type of Melee: Tag Team Melee (back)
Damage: 3,000

-- Pivot Kick

Type of Melee: Partner Assist Melee
Damage: 450

-- Somersault

Type of Melee: Counter Melee on Licker Beta
Damage: 600

-- Stab

Type of Melee: Ground Melee on Licker Beta
Damage: 900


-- BSAA GEAR

- M92F (HG)

Firepower: 250
Capacity: 40
Reload Speed: 1.36 sec.
Special: Critical 50%

- VZ61 (MG)

Firepower: 100
Capacity: 260
Reload Speed: 2.83 sec.
Special: Critical 37.5%

- Dragunov SVD (RIF)

Firepower: 1,300
Capacity: 13
Reload Speed: 2.41 sec.
Special: Semi-auto


-- CLUBBIN' GEAR

- AK-74 (MG)

Firepower: 200
Capacity: 50
Reload Speed: 2.83 sec.
Special: ---------

- Jail Breaker (SG)

Firepower: 180 x 14
Capacity: 8
Reload Speed: 2.24 sec.
Special: Attack Range: 15

- S75 (RIF)

Firepower: 2,000
Capacity: 20
Reload Speed: 2.24 sec.
Special: ---------


-- TRIBAL GEAR

- Longbow

Firepower: 1,500
Capacity: Infinite
Reload Speed: 1.00 sec.
Special: ---------

- Incendiary Grenade

Direct Hit: 500
Area Effect: 500

- Flash Grenade

Direct Hit: 0
Area Effect: 0

- Grenade Launcher

Acid Round Firepower: 500
Electric Round Firepower: 400
Explosive Round Firepower: 1,000
Flame Firepower: 500
Flash Round Firepower: 100
Nitrogen Round Firepower: 100

J I L L
V A L E N T I N E


-- STARTING HP (for all Jill types): 1000

-- MELEE (for all Jill types)

-- High Kick

Type of Melee: Head Stun Melee
Damage: 350

-- Roundhouse

Type of Melee: Arm Stun Melee (front)
Damage: 250

-- Reverse Roundhouse

Type of Melee: Arm Stun Melee (back)
Damage: 250

-- Sweep Kick

Type of Melee: Leg Stun Melee (front)
Damage: 350

-- Head Grab

Type of Melee: Leg Stun Melee (back)
Damage: Kill

-- Double Knee Drop

Type of Melee: Ground Melee
Damage: 1,200

-- Flip Kick

Type of Melee: Tag Team Melee (front)
Damage: 2,000

-- Cartwheel Kick

Type of Melee: Tag Team Melee (back)
Damage: 2,000

-- Double Kick

Type of Melee: Partner Assist Melee
Damage: 350

-- Sweep Kick

Type of Melee: Counter Melee on Licker Beta
Damage: 600

-- Stab

Type of Melee: Ground Melee on Licker Beta
Damage: 900


-- BSAA GEAR

- PX4 (HG)

Firepower: 300
Capacity: 25
Reload Speed: 1.70 sec.
Special: Critical 87.5%

- H&K MP5 (MG)

Firepower: 120
Capacity: 150
Reload Speed: 2.10 sec.
Special: Level 4 Piercing

- Flash Grenade

Direct Hit: 0
Area Effect: 0


-- BATTLE SUIT GEAR

- VZ61 (MG)

Firepower: 100
Capacity: 300
Reload Speed: 2.83 sec.
Special: Critical 37.5%

- H&K PSG-1 (RIF)

Firepower: 1,200
Capacity: 9
Reload Speed: 1.70 sec.
Special: Level 8 Scope

- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000


A L B E R T
W E S K E R


-- STARTING HP (for all Wesker types): 1000

-- MELEE (for all Wesker types)

-- Cobra Strike

Type of Melee: Head Stun Melee
Damage: 1,200

-- Panther Fang

Type of Melee: Arm Stun Melee (front)
Damage: 300

-- Jaguar Kick

Type of Melee: Arm Stun Melee (back)
Damage: 300

-- Tiger Uppercut

Type of Melee: Leg Stun Melee (front)
Damage: 400

-- Mustang Kick

Type of Melee: Leg Stun Melee (back)
Damage: 500

-- Windfall

Type of Melee: Ground Melee
Damage: 600

-- Rhino Charge

Type of Melee: Tag Team Melee (front)
Damage: 4,000

-- Ghost Butterfly

Type of Melee: Tag Team Melee (back)
Damage: 4,000

-- Ram Horn

Type of Melee: Partner Assist Melee
Damage: 500

-- Tiger Uppercut

Type of Melee: Counter Melee on Licker Beta
Damage: 600

-- Stab

Type of Melee: Ground Melee on Licker Beta
Damage: 1,200

-- Dash

Type of Melee: Special Melee*
Damage: 200

-- Knee Cannon

Type of Melee: Special Melee*
Damage: 1000

* Press RS/R3 to activate Wesker's dash. Wesker can hit an enemy with his body during the dash to take off damage. He can turn while running up to three times by pressing the left thumbstick in any direction along with the A/X button a few seconds after starting the dash. Press the RT/R1 button to perform a Knee Cannon finisher.


-- MIDNIGHT GEAR

- H&K P8 (HG)

Firepower: 300
Capacity: 21
Reload Speed: 1.53 sec.
Special: Level 3 Piercing

- S&W M500 (MAG)

Firepower: 4,300
Capacity: 6
Reload Speed: 3.53 sec.
Special: Level 2 Piercing

- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000

- Proximity Bomb

Direct Hit: 1,500
Area Effect: 1,000


-- S.T.A.R.S. GEAR

- Samurai Edge (HG)

Firepower: 400
Capacity: 15
Reload Speed: 1.70 sec.
Special: ---------

- Hydra (SG)

Firepower: 500 x 14
Capacity: 6
Reload Speed: 3.67 sec.
Special: Attack Range: 15

- L. Hawk (MAG)

Firepower: 2,300
Capacity: 8
Reload Speed: 1.53 sec.
Special: Level 5 Piercing


E N E M I E S

This is a list of all statistics regarding enemies in Resident Evil 5: The Mercenaries. Some statistics refer to only solo and only duo and are labeled as such.

-- RANDOM MAJINI DAMAGE

This is a listing of certain forms of damage that can happen to a Majini as a result of the player's action or another enemy's actions. Most of the time, a Majini will receive some form of damage per hit from another Majini.

Majini falling: 350*
Giant Majini attack: 400 - 500
Reaper attack: 100
Gatling Gun Majini shot: 30
Majini Cocktail: 250 - 300
Dynamite: 500/instant death**


* A Majini can fall by a player shooting a Majini while it stands near a ledge or a player can knock a Majini off a ladder by falling on it through a drop command. If the Majini hits the ground in any way with its back or stomach, it will take 350 damage.

** Dynamite that explodes will instantly kill any normal Majini. If the explosion hits a boss or Big Man Majini, it will take off 500 damage.


M A J I N I

-- DAMAGE MODIFIERS (for all Majini types)

Head: +20%
Body: Normal Damage
Leg: -10%

-- MODE ATTRIBUTES (for all Majini types)

Running Speed:

Solo: 90-105%
Duo 100-110%

Evade probability:

Solo: 55%
Duo: 85%

Knockdown duration:

Solo: 2-5 seconds
Duo: 1-4 seconds

Attack interval:

Solo: 5 seconds
Duo: 1 second

Left analog shakes for grab escape:

Solo: 20-30
Duo: 20-35


-- BASE MAJINI

-- DAMAGE MODIFIERS (for all Majini types)

Armor: No damage (except for magnum/explosive shot)

-- ATTACK POWER

Stun rod attack: 360
Rocket Launcher: Inflicts dying status
Hand Grenade: 400
Flash Grenade: No damage (stun)

-- STARTING HP

Normal Base Majini: 800
Rocket Launcher Majini: 1000


-- TOWN MAJINI

-- ATTACK POWER

Grapple (bite): 135-280
Melee weapon attack: 280
Melee weapon throw: 180
Kick: 150
Bow Gun: 120
Molotov cocktail: 280
Dynamite (ground): 500
Dynamite (air): 400

-- STARTING HP

Male Town Majini: 800
Agitator: 1400
Female: 700
Bowgun, Dynamite and Cocktail (in Mines stage): 700


-- WETLAND MAJINI

-- MODE ATTRIBUTES (for Spear Wetland Majini)

Spear jump attack probability:

Solo: 25%
Duo: 50%

-- ATTACK POWER

Grapple (bite): 135-280
Spear attack: 280
Spear throw: 180
Shield ram: 200
Explosive arrow: 120
Torch attack: 280
Torch fire spit: 280

-- STARTING HP

Wetland Majini: 700
Shield Majini: 700
Explosive Arrow Majini: 700
Torch Majini: 1500
Starting Normal Wetland Majini on Village: 900

B O S S E S


-- CHAINSAW MAJINI

-- DAMAGE MODIFIERS

Head: +10%
Body: Normal Damage
Legs: -20%
Arms: -40%

-- DAMAGE MODIFIERS (BERSERK STATUS)

Head: +10%
Body: Normal damage
Arms: -40%
Legs: No damage (bullets pass through legs)

-- STARTING HP

Red Chainsaw Majini: 7000
Blue Chainsaw Majini: 15000
Blue Chainsaw Majini (berserk status): 1500


-- EXECUTIONER MAJINI

-- DAMAGE MODIFIERS

Head: +10%
Body: Normal Damage
Legs: -20%
Arms: -40%

-- STARTING HP

Public Assembly Executioner: 8000
Prison Normal Executioner: 15000
Prison Red Executioner: 20000


-- GATLING GUN MAJINI

-- DAMAGE MODIFIERS

Head: +30%
Body: Normal Damage
Legs: +30%
Ammo container: No damage (magnum shot can pierce and hit other body areas)

-- WEAPON DAMAGE MODIFIERS

Any weapon besides machine gun and grenade launcher: -70%
Grenade Launcher: Normal damage
Machine gun: -75%

-- STARTING HP

Yellow Gatling Gun Majini: 4000
Red Gatling Gun Majini: 6000

SPECIAL NOTE: All melees on the Gatling Gun Majini take less damage from him. Chris and Sheva's melees take 70% less than normal and Jill and Wesker's melees are 50% less than normal.


-- GIANT MAJINI

-- DAMAGE MODIFIERS

Body: Normal Damage
Back: +20%
Legs: +20%
Mask: No damage (no gun can pierce)

-- WEAPON DAMAGE MODIFIERS

Magnum: -20%
Shotgun, Rifle: -70%
Other weapons: -50%

-- STARTING HP

Giant Majini: 4000


-- REAPER

-- DAMAGE MODIFIERS

Weak Spot (stomach): Normal Damage
Weak Spot (sides): -50%
Other Parts: No Damage

-- STARTING HP

Reaper: 1500


P L A G A S


-- BUI KICHWA

-- DAMAGE MODIFIERS

Appendage: Normal Damage
Body: Normal Damage
Legs: -10%

-- STARTING HP

Bui Kichwa: 200


-- CEPHALO

-- DAMAGE MODIFIERS

Appendage: Normal Damage
Body: Normal Damage
Legs: -10%

-- STARTING HP

Cephalo: 3000


-- DUVALIA

-- DAMAGE MODIFIERS

Shell: No Damage
Mouth: +150%
Appendage: -90%
Legs: -10%

-- STARTING HP

Duvalia: 6000


-- KIPEPEO

-- DAMAGE MODIFIERS

Body: +50%
Tentacle: Normal Damage
Wings: -70%

-- STARTING HP

Kipepeo: 1000


B. O. W.
A N D
O T H E R S



-- BIG MAN MAJINI

-- DAMAGE MODIFIERS

Head: +20%
Body: Normal Damage
Legs: -10%

-- STARTING HP

Big Man Majini: 4000


-- LICKER BETA

-- DAMAGE MODIFIERS

Heart: +300%
Head: +10%
Body: Normal Damage
Front Legs: -30%
Rear Legs: -20%

-- STARTING HP

Licker Beta: 900


-- CHICKEN

-- DAMAGE MODIFIERS

Any portion of body: Normal Damage

-- STARTING HP

Chicken: 1


HP LIST PER STAGE

PUBLIC ASSEMBLY

Town Majini - 800
Agitator Majini - 1400
Female Majini - 700
Cephalo - 3000
Executioner - 8000
Chicken - 1

THE MINES

Town Majini - 800
Dynamite Majini - 700
Bowgun Majini - 700
Molotov Majini - 700
Cephalo - 3000
Big Man Majini - 4000
Reaper - 1500
Chicken - 1

VILLAGE

Wetland Majini - 700/900
Shield Majini - 700
Bow Majini - 700
Cephalo - 3000
Kipepeo - 1000
Bui Kichwa - 200
Giant Majini - 4000
Chicken - 1

ANCIENT RUINS

Wetland Majini - 700
Shield Majini - 700
Bow Majini - 700
Torch Majini - 1500
Cephalo - 3000
Duvalia - 6000
Giant Majini - 4000
Chicken - 1

EXPERIMENTAL FACILITY

Base Majini - 800
Rocket Launcher Majini - 1000
Licker Beta - 900
Cephalo - 3000
Duvalia - 6000
Chicken - 1

MISSILE AREA

Town Majini - 800
Dynamite Majini - 800
Bowgun Majini - 800
Molotov Majini - 800
Cephalo - 3000
Yellow Gatling Majini - 4000
Red Gatling Majini - 6000
Chicken - 1

SHIP DECK

Town Majini - 800
Dynamite Majini - 800
Bowgun Majini - 800
Molotov Majini - 800
Cephalo - 3000
Red Chainsaw - 7000
Blue Chainsaw - 15000
Blue Chainsaw (Berserk) - 1500
Chicken - 1

PRISON

Town Majini - 800
Dynamite Majini - 800
Molotov Majini - 800
Big Man Majini - 4000
Cephalo - 3000
Executioner - 15000
Red Executioner - 20000
Chicken - 1


thanks to MetalArkanus for some of the enemy stats!

Thursday, July 14, 2011

Resident Evil: The Mercenaries 3D review

Resident Evil: The Mercenaries 3D

Original review link

Player(s): 1-2
Extra Features: online multiplayer (1-2 players)

"I've got us a chopper, headed your way now..." If that phrase means anything to you, then Resident Evil: The Mercenaries 3D is a game that you'll want to take a look at. If that phrase doesn't mean anything to you, then read on and I'll tell you about it. That is the opening phrase that a player is forced to listen to at the beginning of each Mercs run in Resident Evil 5 and one that is surely drilled into every RE5 Mercs players' head by now. Mercs 3D is the type of game that will appeal the most to a hardcore Mercs player or any Mercs player that really enjoyed The Mercenaries mini game that started in Resident Evil 3 and continued on into Resident Evil 4 and Resident Evil 5.

Mercs 3D is a standalone version of the Mercenaries mini game that you'll find in Resident Evil 4 and Resident Evil 5 - it's a full game based off that mini game. Mercs 3D compiles enemies and gameplay from both RE4 and RE5. The game is split into missions that start out very basic then turn into normal Resident Evil Mercenaries playthroughs that RE fans are more familiar with. Like in the RE4 and RE5 Mercs mini game, the main focus for most missions is to kill as many enemies as you can and achieve the highest score possible while staying alive.

The game keeps all of the established styles of gaining points that were in RE5 Mercs - building time through collecting timers and achieving melee kills, keeping a large kill combo through enemy kills and collecting combo bonuses to gain extra points per kill. Each of the 8 characters in Mercs 3D has their own melee moves that can be used to weaken or finish off enemies. Just like in RE5 Mercs, each character has one head stun melee, two arm stun melees, two leg stun melees, one ground melee and at least one really powerful tag team melee.

The 8 characters in Mercs 3D are Chris Redfield, Jill Valentine, HUNK, Jack Krauser, Albert Wesker, Barry Burton, Rebecca Chambers and Claire Redfield. Claire Redfield is the only new addition that wasn't in a previous title. Each character has one alternate outfit as well. The game has a total of 21 main missions, which are spread into 5 levels of difficulty. There are also 9 EX missions that are unlocked once all missions have been completed.

As already mentioned, the missions start out very basic. The beginning missions are basically tutorials for overall movement and some of them teach a player how to score higher through the means available (melee kills, combo bonus chests, etc). Once all of the basics missions are out of the way, the game will present actual Mercs missions to the player and the difficulty will increase per mission thereafter.

Mercs 3D brings in several enemies from RE4 and RE5 Mercs. For a full roster the game has the following enemies: Town Majini, Base Majini (some w/metal shields), Zealots (some w/wooden shields), Big Man Majini, Cephalo, Duvalia, Bui Kichwa, Executioner, Red Executioner, Gatling Gun Majini, Super Salvador, Chainsaw Majini, Garrador and Popokarimu. The game mixes these enemies up greatly. You'll never constantly fight a certain enemy per stage all the time like you would in the previous Mercs games. Just because you're at the Castle stage doesn't mean that you'll only fight Zealots. The game will sometimes toss a mixture of normal enemies your way, such as mixing Town Majini with Zealots.

Each enemy has a certain amount of health that can be quite large. Zealots have quite a bit of health, which helps make an RE5 Mercs player reconsider a "melee kill only" sort of strategy. When Zealots take about 6-7 shots from a handgun to weaken for a melee to kill them off for a time bonus, a player will often find it best to blast a group with a shotgun and finish off any surviving enemies in the crowd with a melee that will finish them off. The enemy durability and overall aggression makes Mercs 3D feel a lot more like RE4 Mercs in terms of difficulty. There is much more of a fight for survival feel in the later missions of Mercs 3D when compared to RE5 Mercs. The difficulty in Mercs 3D is more like RE Mercs overall.

The overall controls make Mercs 3D harder as well. More like RE4 Mercs, a player must go through a full reload animation in front of active enemies in order to reload. Healing must be performed in real time as well, though the healing animation is invincible. Item pickups are now instant - once you press a button while standing over an item, your character will automatically gain that item without having to bend down to pick it up like in RE5 Mercs. This eliminates the invincibility from item pickup that was established in RE5 Mercs however, so say... when the Executioner is about to hit Chris over the head with his large axe, Chris can't suddenly lean over and pick up that flash grenade on the ground next to him to gain invincibility from it!

The game has four control types. It has the usual RE4 control setup and three other control types, one of which is similar to a first person shooter and some that change up the buttons just a bit. Overall, I could not find a control setup that I was completely comfortable with, and that limited my gameplay during tense situations. No matter the control type, I constantly felt like the controls were more complicated than they should be. To make matters worse, during gameplay, you have to tap on the touch screen to equip explosives such as hand grenades and proximity bombs. Having to use the touch screen to equip an explosive during a heated battle often messed me up.

The aiming in the game can be set to first person view or the usual behind the shoulder view. A player can now move while aiming by holding down on the L button to lock the current view into place while your character is free to move. This does show off some of the flaws in the enemy gameplay however - basically, I can now simply move backwards as the Executioner readies his very slow overhead attack while I shoot him with a rifle. The action in the later Mercs missions can be so intense that this flaw cannot be exploited as much as you think however. When surrounded by several Zealots as two Executioners approach your character, you will be thankful for the ability to move while shooting!

Most of the character melees have been adjusted to where each melee feels balanced in Mercs 3D stages. Wesker's Cobra Strike head stun melee can still kill weaker enemies with a single hit without prior damage, but it is much slower now. He can no longer group enemies very easily and kill off several in a row for bonus time very easily. Wesker's other melees have more reason to use now since his Cobra Strike is not as quick. Some characters have been given new melees and some remain the same. Claire's melees are all basically new. She has a ground stomp melee much like her brother Chris but she does it a bit differently.

As ranks are gained per mission, new skills will be unlocked that can be equipped to a character before a mission begins. Each character can equip 3 skills that will empower them with new abilities. Some skills allow a character to gain more health back from each herb that is used, some skills give a character quicker reload for a certain range of weapons, some skills make a combo bonus last longer under a certain condition - there are many other skills as well. Skills will gain levels through skill points that are awarded based on how many score points are gained in each mission. The use of skills gives Mercs 3D an added RPG type of feel and breaks up the monotony of only completing a stage for a score rather well.

Each character can also equip different weapon setups once other weapon setups have been unlocked. For instance, Chris can use Krauser's bow, knife and rocket launchers once Krauser's weapon setup has been unlocked. Some weapon setups are far better for stages than others. Krauser's weapon setup is easily one of the best. He has a bow with infinite arrows that takes off quite a bit of damage, a knife that takes off about the same damage as a handgun shot per slash along with the ability to achieve melee kills with the finishing slash of the knife (the final slash counts as a melee kill) and a pair of rocket launchers that take considerable damage from any target that is hit!

Mercs 3D looks quite good for a handheld Mercs game. The action flows just as well as it did in other Mercs titles without much slowdown. Character models have a bunch of noticeable jagged edges on them, though they still have a good bit of detail just like in RE5. All of the action on the top screen can be shown with a 3D appearance by adjusting the 3D slider on the 3DS. The 3D effects look quite good - objects that are in the background actually have depth and look far away while your character and on screen enemies appear to stand out separate from the environment.

Environmental effects such as flames and the blinding flash from a flash grenade have been basically removed. The plagas mutation of a Cephalo is very instant when compared to RE5 Mercs - basically the head explodes on the enemy and the snake head of the Cephalo just sort of... appears! Mercs 3D has stages taken from RE4 and RE5 Mercs. The full list of stages is as follows: Castle, Prison, Ship Deck, Missile Area, Public Assembly, The Mines, Village (RE4), Deserted Island. Some of the stages have a day and night setting. The stages from RE5 Mercs have been trimmed down quite a bit in some areas. About half of Missile Area has been blocked off, and all other stages from RE5 have been trimmed down as well - this actually makes it better however since some RE5 stages had a flaw of being too big anyway.

When it comes to overall sound, Mercs 3D has the best soundtrack for Mercs so far. Mercs 3D has a new soundtrack per stage. It compiles all music themes from RE4 and RE5 - The HUNK theme, the RE5 Mercs theme, the RE5 Versus theme, etc. The overall sound effects have been toned down from past Mercs games. Partner commands from RE5 Mercs have all been made very basic. Some decisions such as Wesker saying "Thanks" instead of "It was in your best interest to assist me" when a player uses his thank command take away from the character personality. Majini and Zealots and all other enemies still have the same sound effects, though a few of their sound effects have been mixed up or taken away.

Mercs 3D can be played multiplayer locally or online through duo play. The duo option is only available for the later missions, though there are quite a few later missions where it can be used - there are only about 5 missions without a duo mode option. While playing the game in duo mode two players can join together to defeat enemies. Just like in RE5 Mercs, players can interact with each other with partner commands and both players can assist each other.

To fight off the sale of used games, Capcom made it to where a save on Mercs 3D cannot be deleted, so it's best to buy this game new if you plan to unlock all material for yourself. All content remains unlocked once it has been unlocked for the first time. The main save file cannot be deleted.

Mercs 3D has no story to it whatsoever. It's much like how Metal Gear Solid: VR Missions was a compilation of MGS's VR mini game, only RE uses Mercs missions as the main feature. Mercs 3D will likely only appeal to players that enjoyed RE4 Mercs and RE5 Mercs for the most part. Most players will only want to play through the game to unlock everything and gain SS-ranks for all characters for the most part. The game has tons of unlockables. Achieving a high score on a stage has little reward when there are no leaderboards for a player to brag about gaining a high rank on. Overall, Mercs 3D is a pocket-sized compilation of RE4 and RE5 Mercs - it's literally Mercs on the go!


The Good:

+ The majority of the game is a compilation of both RE4 and RE5 Mercs (there is a lot of material here!)
+ There is much more overall balance with the character roster when compared to RE5 Mercs.
+ Online multiplayer.

The Bad:

- The controls for the game feel uncomfortable (all control types)
- The majority of the game is a compilation of both RE4 and RE5 Mercs (not too much new content).

80%

Resident Evil: The Mercenaries 3D is a handheld compilation of RE4 and RE5 Mercs mini games that will feel like a nice bonus to Mercs players that enjoyed the Mercs mini game.

Thursday, June 9, 2011

RE5 Mercs Guide - Possible Rewrite

If you're close to me because of RE5 or have ever mentioned my Mercs guide to me for RE5 then you probably know my thoughts on my existing Mercs guide on GameFAQs right now.

RE5 Mercs guide

^ That guide is very out-of-date and basically crap at the moment from my view. I have people that mention how much the guide helped them, but when I look back on it now, much of the info in it is so embarrassing compared to what I know now. It's literally based off my experience with the game for 3 months after its release.

I've been saying that I would update a bunch of it, but I still haven't yet. Just yesterday, I started thinking even more about it. Updating it wouldn't really satisfy me at this point. There's just too much stuff in the guide to read it over again and go through and add stuff.

I want to make a hardcore guide that appeals to a crowd that really wants to play RE5 Mercs for scores and not just those that want to play it for SS-ranks. Right now, the current guide is kind of a mixture. If I updated it, it would stay the same way.

So I decided...

I'll fully rewrite EVERYTHING from the ground up!

The new guide that I make will be as hardcore as I can make it. I'll try to go in depth with every character and ESPECIALLY the stages. There will be no SS-rank or material that will help you unlock all characters easily with an A-rank. This will be strictly for those that want to play the game for scores. All formatting will be changed...

NOTHING will stay the same.

In order to satisfy those that are happy with the current guide, I've decided that I will keep the existing Mercs guide up, but it will be added to my RE5 guide on GameFAQs (you'll have to open up the full guide to see it). The new guide will replace the current one up above.

At the moment, this is all still talk, though I have actually started on some of the new guide already. As long as I can keep up the motivation for it, I think I can get it done in a few weeks or a month.

With FAQ writing I find it SO MUCH easier to write a new guide rather than go back and update an existing guide. With a new guide, you're free to do anything you want! With an existing guide, you have to read over several parts of it to make sure that what you're adding stays consistent with everything else.

I have told a few people that I wish I could go back in time with what I know now and start on the Mercs guide for the first time once again. The game is old now, but I want to rewrite it for myself mainly. I want to be satified with what I see on that RE5 GameFAQs page when I see my Mercs guide. Maybe this will give me that chance to finally do so.

I'll make a post here and/or add some info on my youtube page as I progress with this. It might possibly spawn a few other ideas besides just a Mercs guide rewrite. I'm still considering a few extras other than the rewrite.

Thursday, May 26, 2011

Marvel vs Capcom 3 - Chris Guide


This is just a little note to mention that I made up a Chris guide for Marvel vs Capcom 3. This is my first time writing for a fighting game, so hopefully it looks alright. I'll update this more as the weeks progress.

Monday, November 29, 2010

Dead Rising 2 Guide


Chuck Greene is the man! Thanks to him and his fantastic game, I am now back into FAQ writing once again and I am absolutely having a blast with it.

Thank you, Chuck.

And I did a little something for Case Zero also:


Case West will be released sometimes down the line and I'll be sure to do something for that also!

By now, I definitely know my way around a zombie or two.

Friday, November 19, 2010

Most Amusing Email of the Week #1

I just got through checking through my email, which I only spend time doing about once every month lately, and came across this email. I love humorous emails and this one stood out to me, so I though I might share:

I just finished whupping up on Zues' treacherous ass thanks to you. I initially ended up on IGN because I had gotten stuck somewhere in the middle of the game, (it is my first time playing the God of War series, I never got around to it on the original PS2) and I came across the fantastic guide that you had put on there (written July 4, 2007). I can honestly say that I would have thrown my controller through my tv and lit the bluray of GOW collection on fire and laughed maniacally as i watched it burn.....if, I wouldn't have had this guide. But alas Berserker was there and he saved me a controller, a tv, a game disc and my sanity. Sony should really just pack your guide in with the gamedisc, forget the stupid manual, (c'mon, who doesn't know what the start button does?), or at least give a link to it.

- excerpt from email by Gordy


Thanks a lot, Gordy!

I'll post up other good emails if I get anymore.

Tuesday, August 17, 2010

Moving on from Resident Evil 5.

Just a few weeks ago, I was playing Resident Evil 5 like I have been in my free time for the past... year... and decided to take a small break from the game and play some others for a while. I watched a preview of another game and it reminded me just how much I've been addicted to RE5 over the year and have completely forgotten about other good games out there.

It's been quite a while since I've even written a guide seriously. The last guide that I actually worked really hard on was Resident Evil 5. I planned for that to be my last, but... you know the way that works. You never quit something that you love so much. It just doesn't work that way. :)

It's really time to move on from Resident Evil 5 and get to more important stuff out there though.

Stuff like...



Hitting zombies over the head with a chair...



Beating zombies over head with a sledgehammer and crushing their skulls into the ground...



Taking on the role of Chuck Green to cover the zombie outbreak in Sin City!



Chuck doesn't cover wars. He makes his own wars!

Dead Rising 2: Case Zero will be released on August 31, 2010 and the full game is scheduled for release on September 29, 2010. If you'll be picking up Dead Rising 2 and need help from GameFAQs, I'll see you there. ;)


Disclaimer: I never will quit playing Resident Evil 5 entirely any time soon, but I will take frequent breaks from the game and get to other games. It's FAR past time to move on from it.