Resident Evil Village is fantastic. It's so much better than what I was expecting.
Showing posts with label Resident Evil. Show all posts
Showing posts with label Resident Evil. Show all posts
Friday, May 21, 2021
Saturday, July 2, 2016
Umbrella Corps Review - PlayStation 4 - The Gamers' Temple

Had fun with Umbrella Corps for what it was, but it's definitely not a game for everyone.
Sunday, May 3, 2015
Resident Evil Revelations 2 Guide
Hi there! Long time no post. Yeah, I'm still alive, I've just been busy with work on Neoseeker and dealing with life in general. I'm still writing for games, but I don't spend as much time on it as I used to. And yeah, I still try to write for RE games whenever possible, so I decided to tackle Resident Evil Revelations 2 for Neoseeker. This is an exclusive Neoseeker guide since I work there now.
Unlike my past guides, this one has a bunch of HTML formatting and I'll be adding many pictures to it as well. I already have up some pics for collectible locations, but once I'm done with the writing part, I'll go back through and add screenshots for the entire walkthrough. Let me know what you think in the comments below if you're interested in commenting. I'm still getting adjusted to HTML, so I have a way to go with overall formatting.
Also, I'd like to apologize to all the readers that have emailed me or messaged me in anyway over the past year, since I haven't gotten back to many people. Many of the messages are too old to respond to by now, so I won't be replying to them. My email is a total clusterfuck of spam, newsletters and many other messages, so I don't spend much time with it as much as I used to.
If you're interested, here are other guides that I have worked on for Neoseeker since I have started:
DmC Devil May Cry Definitive Edition
Outlast (includes Whistleblower DLC)
Dead Rising 3
Batman: Arkham Origins
Far Cry 4 (incomplete guide)
Far Cry 4 is a guide that I started last year and got too bored with it to complete it. I've also got a guide set up on the site for Dying Light that I will try to come back to later this year after Revelations 2. I really want to work on Dying Light since it was a fantastic game! With the DmC guide, it's basically my guide from GameFAQs with updated collectible locations that were changed. I have only updated the changes for the Vergil's Downfall DLC. The main game has a few changes that I need to update but haven't gotten around to yet.
Sunday, June 9, 2013
Resident Evil Revelations Guide (console version)
Yeah, yeah, I know, I just reused the same graphic from the original Revelations 3DS guide post since I'm lazy. It sort of matches what Capcom did with the overall console port of Revelations in a way. This guide is fully edited to match the console version of the game for the most part. I'm going through Infernal mode at the moment and really... I don't see a reason to do a full extra guide for it. Just about every item is rearranged (especially scans) but the enemies are either the same or slightly remixed per room. The difficulty only picks up at times from what I see. For the most part PSG1 + charge shot 1 = WIN in infernal mode from what I see. I'll delve more deeply into Raid mode once I finish Infernal mode information. It almost seems like all Infernal mode items are the same as 3DS Hell mode for the most part, besides the P90 location in the Solarium.
Oh, and also, I'm heavily updating my Injustice guide off and on still at the moment also. I'm going to try to complete that STAR Labs section eventually. So far, all the info is up for all the DLC characters that have been released so far (Lobo, Batgirl and Scorpion) and I'll add any info for any other character(s) that come afterwards. I'm REALLY enjoying writing for a fighting games. It's such a good break from the usual action game stuff. Not that RE is bad, but well... it's just good to mix it up a bit once in a while.
One more thing, I'm so sorry to be so absent from Youtube lately. I'm just busy with writing (guides and reviews) and just overall real life stuff. I'll get back to making videos eventually most likely. I'm on a 4 month hiatus from Youtube so far. I've been on a 6 month break before as well, so it's not like I've never taken a long break from my Youtube page before. I'm still doing fine. No trouble or anything. Haha.
Labels:
Chris Redfield,
FAQ,
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Injustice,
Resident Evil,
walkthrough
Tuesday, April 30, 2013
Injustice: Gods Among Us Guide
A guide for a fighter? This is so not my style really, but I last got involved with a fighter a few years back and did some stuff for MvC3, so I'm not all that new to writing for the fighting game genre. Anyway, I saw that Injustice had need of a guide on GameFAQs and they were offering a $60 gift card for a guide on it, so I decided to run through one really quick.
Injustice Guide
Injustice was supposed to be a small little project and then I would return to Gears of Judgment - I'm working on Judgment also - BUT, I am now stuck on Injustice and want to keep on compiling info for it, since... it's so fun to write for a fighter once again! I'm pretty sick of action games at this point, so this is nice.
Resident what? I probably won't do anything Resident Evil RElated until Revelations releases. I'm pretty tired of RE6 at the moment. It's been over 2 months since I last played it.
Injustice Guide
Injustice was supposed to be a small little project and then I would return to Gears of Judgment - I'm working on Judgment also - BUT, I am now stuck on Injustice and want to keep on compiling info for it, since... it's so fun to write for a fighter once again! I'm pretty sick of action games at this point, so this is nice.
Resident what? I probably won't do anything Resident Evil RElated until Revelations releases. I'm pretty tired of RE6 at the moment. It's been over 2 months since I last played it.
Labels:
FAQ,
guide,
Injustice,
Resident Evil,
walkthrough
Sunday, May 6, 2012
Resident Evil: Operation Raccoon City Guide
No matter what, I'll always do some type of guide for every console Resident Evil game. Through the good and the bad, I'll write for them all, and that is a promise, so long as I have the spare time to do so.
Resident Evil: Operation Raccoon City is a true mix of good and bad. I think the good outweighs the bad when played in multiplayer though. Honestly, it is not as bad as reviews make it out to be. That still doesn't change the fact that it's a mediocre game overall to me. I often tell friends "It's loads of average fun!", mainly trying to pinpoint that I have fun with it, but I can see that the game is far from perfect. Here is my review for Operation Raccoon City.
But anyway, this guide covers all the USS Wolfpack campaign mission and I'm working on the downloadable Spec Ops (Echo Six) missions as they release. I'll fix up a full item list with all item locations before too long. With the Spec Ops campaign, the item locations probably won't be as detailed as they are in the USS campaign walkthrough, but all the intel will be listed in full detail for all campaigns.
This guide is very rushed and I think it's pretty half-assed compared to what I usually do... mainly from lack of motivation to write much for the game, but at least I can say that I did something for ORC. I can promise you, the RE6 guide will be WAY better than this one.
Wednesday, March 7, 2012
Resident Evil: Revelations Guide
I've been working on this guide ever since a week and half before the US release. Just about every section is done on it now. The only section that isn't finished so far is the Raid Mode section. I'd like to make a sort of mini walkthrough per stage... maybe per difficulty, so this will take some major time to fully complete. Therefore, as of February 23, 2012, I now consider this guide "complete" since the walkthrough for the main campaign is fully done and so is the majority of everything else.
I'll get to the rest of Raid Mode throughout the remainder of the month and try to finish that section up. I might add a Hell mode section as well. Honestly, there are only a few parts of Hell mode that I deem truly harder than the normal mode once you get used to it. The final boss in Hell mode is pretty ridiculous if you ask me, but he's not so bad if you remember to bring the rocket launcher to the fight with him.
Resident Evil: Revelations is a total blast of an RE game. I seriously feel this game offers a better RE experience for the main campaign than RE4 and RE5. It has many more elements from a survival horror game and less emphasis on action. I'm so very pleased with this game. The mini game portion, Raid Mode, is really good too. The three difficulties in the mini game really help out in the replay value department - there is so much to complete in Raid Mode. It's good to see Capcom trying out a new type of mini game instead of Mercs once again.
----------
Oh, and here is one bit of extra info for the post below. Here's another reason why I will never say "I quit" with RE5 Mercenaries:
Because of the great friends that I have made from RE5!
RE5 Mercs Partner - A player that will help you try to achieve a great score.
RE5 Mercs Friend - A player that will help you try to achieve a great score and still stay in contact with you once RE5 has been turned off for the day.
Labels:
Chris Redfield,
FAQ,
guide,
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Wednesday, February 15, 2012
Resident Evil 5: The Mercenaries - One Reason Why I'll Never Say "I quit"
For the past year, I've gotten to where I just get lazy with my email and allow emails to build up quite a bit in my inbox before I answer them. I literally just leave emails hanging for a month or two at times. I was just looking through my emails a few moments ago and ran across this one. This kind of email means a lot to me and I wanted to share it:
I've also got a few messages in my guestbook much like this one. They mean a lot to me. The overall RE5 Mercs community is really annoying to me now and has been for over the past year making it hard to continue to enjoy and still write out info for the game. "It's not the game that is bad, it's the community surrounding it that makes it bad" so says a certain friend. That's all very true, but I won't even get into that.
At times, I think to myself, it would be so easy to move on from RE5 and just stay gone, but it's emails like this and certain friends that I play with that will keep me involved for a while longer. I will take many breaks from it from now on and work on other games (Revelations and ORC), but I'll always return eventually.
Aside from messing around with Missile Area, getting high scores has been thrown out the window for over a year now from lack of motivation. Documenting info for RE5 Mercs is much more important to me now. I hate leaving things unfinished and there are still more solo stages left to write some info about so I'll continue with that eventually.
Just last night, I had a brainstorm on one more project for Mercs 3D since I'm sort of back to playing handhelds once again. No one is going to really care, but it wouldn't take that long and it's something I want to do! I think it should give me some variety away from Revelations and RE5 Mercs also. I'll get to the ROOT of that problem later. Yuck! Yuck!
I've just been getting back into playing RE5 mercs again. I love it but, I suck at it. Right now, my highest solo score on PA with BSAA chris is around 80k. A string of youtube and google searches for ideas on tactics and I found out that I've been playing using old info. Picking it up again and learning how to play it all over again, especially using Type B controls over Type D controls is going to take a lot of getting used to but I like it for that very reason. It is like playing a whole new mercenaries. I never had any problems getting SS scores in duo, but I like to attribute that to me and my partner just having insane persistence for getting a good run and a pretty tight teamwork game as well. After I get my game right and I conquer solo, I'm going to go back to duo and bust the scores that we previously set, and I'm going to use your guides to help me do it.
Anyway I guess that was a really long winded and unnecessary way of saying thanks for your guides, I share your enthusiasm for RE5 mercs (but not the skill), and keep up the good work. I'm always willing to support people that put a lot of effort into being good at something everyone can share.
I've also got a few messages in my guestbook much like this one. They mean a lot to me. The overall RE5 Mercs community is really annoying to me now and has been for over the past year making it hard to continue to enjoy and still write out info for the game. "It's not the game that is bad, it's the community surrounding it that makes it bad" so says a certain friend. That's all very true, but I won't even get into that.
At times, I think to myself, it would be so easy to move on from RE5 and just stay gone, but it's emails like this and certain friends that I play with that will keep me involved for a while longer. I will take many breaks from it from now on and work on other games (Revelations and ORC), but I'll always return eventually.
Aside from messing around with Missile Area, getting high scores has been thrown out the window for over a year now from lack of motivation. Documenting info for RE5 Mercs is much more important to me now. I hate leaving things unfinished and there are still more solo stages left to write some info about so I'll continue with that eventually.
Just last night, I had a brainstorm on one more project for Mercs 3D since I'm sort of back to playing handhelds once again. No one is going to really care, but it wouldn't take that long and it's something I want to do! I think it should give me some variety away from Revelations and RE5 Mercs also. I'll get to the ROOT of that problem later. Yuck! Yuck!
Labels:
RE5,
Resident Evil,
Resident Evil 5,
The Mercenaries
Tuesday, January 31, 2012
Resident Evil: Revelations review
Resident Evil: Revelations
Original review link
Player(s): 1
Extra Features: online multiplayer (1-2 players)
If you're like me, you enjoyed Resident Evil 4 and Resident Evil 5 greatly for their fast pace action, but after playing them, you sort of had this feeling that they didn't have the same elements of a survival horror unlike past Resident Evil games - both games seemed too focused on action while the usual horror and suspense found in past RE titles was give much less emphasis. Both RE4 and RE5 were really great for their intense gameplay, but when compared to the older RE games, they were sort of lacking in a more traditional survival horror feel that a more hardcore RE fan that has been with the series from the beginning would hope to find in them.
Resident Evil: Revelations brings back more of a classic survival horror feel found in the older Resident Evil games - puzzle solving, suspense, horror atmosphere, exploration, ammo conserving among other elements no longer take a backseat to the action gameplay like in RE4 and RE5. It's the perfect blend of the newer style of RE gameplay mixed with the older RE games' survival horror feel!
The majority of Revelations takes place aboard a large boat (Queen Zenobia) in the Mediterranean Sea. Jill Valentine has been dispatched along with her partner Parker to search for Chris Redfield and his partner after they have failed to make contact with the BSAA on there whereabouts aboard the vessel. Jill is the main character of the game and the action will switch focus to other characters such as Chris quite often as the story unfolds. The enemies fought in Revelations are all infected with the T-Abyss virus and they all have aquatic features.
The gameplay for Revelations plays much like RE5, but there is much less emphasis on melee attacks. Melee attacks only serve as more of a finishing blow. The stuns leading to the melee attack can actually be quite hard to activate since it takes several shots to a certain portion of an enemy instead of a single shot. If you've played the Lost in Nightmares mini game in RE5, then you'll find that Revelations carries that same overall focus of a horror atmosphere. Revelations places more of a focus on shooting enemies rather than conserving ammo by setting up constant stuns that lead to a melee attack. You're going to be bullet-killing enemies the majority of the time just like in RE4 and the older RE games.
Revelations once again places all ammo and items in the environments. No longer will enemies drop items once they are defeated! You are given a set amount of ammo and healing items per area so you'll have to conserve at times. Weapons are upgradeable with various upgrade items that can be found throughout the ship. Each weapon has a certain amount of slots that can hold upgrades. A weapon's damage, rate of fire, capacity, among other properties can all be upgraded with upgrade items. Upgrades can be placed on weapons at green weapon crates - they look like item boxes. Only Jill can upgrade since the game mainly follows her story. Side characters are stuck with their default weapons and current weapon stats.
The overall weapon variety for Revelations is mainly composed of weapons from RE4 and RE5 and there are some new weapons added to the mix. Players will have a variety of handguns, shotguns, rifles, machine guns, and magnums to choose from. There is also a rocket launcher weapon (one time use). Each character can only hold three weapons. Jill is the only character that can switch weapons in the main game.
Revelations encourages exploration. A player will have to find items and backtrack to many areas of the ship in order to solve puzzles or unlock doors. RE4 and RE5 placed more of a focus on forward progression through rooms and areas, but Revelations brings back some backtracking. The backtracking never did come across as repetitive to me - it was actually quite good to see it back so I could return to older areas like in previous RE titles once again and explore. Revelations' puzzles are all touch screen puzzles. Many of them have a player using the touch screen to remove screws from a control box then rearrange several plugs on a circuit board. There are some welding touch screen puzzles and actual fingerprint puzzles much later into the game as well.
Revelations' overall gameplay has much variety in it. A player will be busy shooting, puzzle solving, exploring and switching to a new character quite often throughout the main story. The game also allows a player to swim through many of the later areas. The swimming is such a nice break from the constant running and walking throughout the ship. Swimming controls are much like you would expect - one button to dive and one button to swim while maneuvering with the left circle pad.
The game is overall very cinematic and story driven. Cutscenes are quite frequent and the game is constantly switching back and forth between characters. Between episodes, the game will have a recap of previous events much like a movie! Sometimes a player will have to progress through a flashback mission. Boss battles are very epic and enjoyable. Each boss and normal enemy has some sort of weak area or weakness that can be used against them. Enemies in Revelations can be quite tough at times. Just normal enemies seem to carry quite a bit of health and are aggressive at times and bosses take a tremendous amount of firepower to bring down.
Each controlled character will almost always have a CPU controlled partner with them. This can be both good and bad. The CPU partner is invincible and has infinite ammo, so you never have to worry about them. The CPU partner will help in shooting enemies and damaging enemies, but they can also interrupt stun and stagger animations. There were many times where I was shooting the legs of an enemy to make it fall and my CPU partner would start shooting the body of the same enemy and cause the enemy to not fall down because the stun was interrupted by the partner's shooting. The main story mode has no co-op play in it - it's all single player.
The overall graphical look to Revelations is quite amazing. It's literally the best-looking 3DS game I have seen. The character models are all just as detailed as in RE5. Environments are dripping with horror atmosphere. There are many closed in areas with blood and guts stripped all over the walls to get your nerves on edge and many huge rooms much like you would expect on a luxury ship. The only bad aspect I could really find about the graphics are jagged edges on the character models at times.
Enemies will go through certain stun or stagger animations while shooting them, but the animations appear to be delayed with some enemies. There were many times where I would waste ammo from shooting an enemy that was already considered "dead" yet the death animation had not kicked in just yet - basically, my shots would start to go right through the targeted enemy then seconds later, the enemy would begin to crumple and fall. Delayed reaction happens quite often in Revelations. The majority of the time, I stand back and wait for reactions after shooting an enemy a few times just to make sure that I don't overshoot.
The sound can really add to the horror atmosphere in Revelations. While walking through corridors, I would sometimes hear voices whispering from an enemy that was up ahead or hear some type of enemy yell in the distance. The overall soundtrack is quite fitting for the many areas as well. It has several quiet tunes that play during normal gameplay and loud tracks for big boss battles. The character voices are all very well done also, much like in RE5.
Revelations controls exactly like Mercenaries 3D for the most part. If you've played that game, you'll be right at home with Revelations. There is not much difference at all. Revelations has a newly added dodge feature similar to the dodge found in RE3. Like in RE3, the dodge will seem kind of random at times. It is done by pressing the left circle pad up or pressing the left circle pad down along with the B button the second an enemy attack, but sometimes it will not activate when you really need it.
Raid mode is unlocked as a player progresses through the main story of Revelations. Raid mode is a survival mode with several stages where a player must fight through waves of enemies in order to clear a stage. Unlike the unlockable Mercenaries mode in past RE games, there is no time limit. Players will have to fight a set amount of enemies in order to finish a stage. As a player shoots each enemy, damage is displayed based on where the enemy is shot. Raid mode is an excellent way to learn the different weaknesses of each enemy since the damage delivered per shot is actually showed on the screen. Weak areas will be showed in a red color to signify the greater amount of damage delivered per shot.
Raid mode has a slight RPG feel to it. Besides displaying enemy health and weak points, some enemies have upgrades on them that will make them have a higher defense, move faster or attack more aggressively among many other enhances. Some enemies have icons near their life bar that display their current status enhancement. Enemies can be larger than others too. I ran across some huge Hunters and Ooze Mutants in one stage of the game.
Battle Points can be collected by playing the main game and by playing Raid mode. There points can be used to buy extra weapons or customization parts for Raid mode. Weapons and customization parts are also unlocked by finishing stages. All characters from the main game can be unlocked for use in Raid mode. Each character can carry three weapons at a time and all characters have their own unique abilities such as reloading certain weapons faster or taking off more damage with knife attacks. Players gain levels from completing stages, which allows new weapons to be equipped.
Raid mode can be played solo or with a partner in all stages. A partner can join locally or through wireless internet play. In duo games, both players fight a stage's enemies and progress through the stage together. It's much like duo RE5 Mercenaries. Battle Points are awarded to both players just about equally. Raid mode has a total of 21 stages and a bonus stage. The stages rise in difficulty pretty quickly and there are multiple difficulties per stage. Raid mode will last a player quite a while if you want to try to get everything in it.
The main campaign took me a total of 12 hours to complete. The game has several unlockables that can be obtained by completing missions in the mission selection menu. Missions are basically just like Mercenaries 3D's medals - they are a list of objectives that must be performed to gain an unlockable. Both the main game and Raid mode have their own lists of missions.
If you were let down by how much priority the action gameplay of RE4 and RE5 took over many of the more established RE survival horror elements, you should really give Revelations a try. It plays much more like Lost in Nightmares rather than RE5. It truly is the best blend of RE5 gameplay and classical RE gameplay that I have played so far. A fan of both the newer action horror gameplay and the classical survival horror gameplay should find something to enjoy in Revelations.
The Good:
+ It's a great blend of RE5 gameplay with the more classic RE feel
+ Much gameplay variety
+ Raid mode
The Bad:
- The dodge feature will not always activate
- Enemy reaction and overall stuns seem delayed
92%
Resident Evil: Revelations is a combination of RE5 gameplay mixed with classical horror elements from past RE games that will please both new and old RE fans.
Original review link
Player(s): 1
Extra Features: online multiplayer (1-2 players)
If you're like me, you enjoyed Resident Evil 4 and Resident Evil 5 greatly for their fast pace action, but after playing them, you sort of had this feeling that they didn't have the same elements of a survival horror unlike past Resident Evil games - both games seemed too focused on action while the usual horror and suspense found in past RE titles was give much less emphasis. Both RE4 and RE5 were really great for their intense gameplay, but when compared to the older RE games, they were sort of lacking in a more traditional survival horror feel that a more hardcore RE fan that has been with the series from the beginning would hope to find in them.
Resident Evil: Revelations brings back more of a classic survival horror feel found in the older Resident Evil games - puzzle solving, suspense, horror atmosphere, exploration, ammo conserving among other elements no longer take a backseat to the action gameplay like in RE4 and RE5. It's the perfect blend of the newer style of RE gameplay mixed with the older RE games' survival horror feel!
The majority of Revelations takes place aboard a large boat (Queen Zenobia) in the Mediterranean Sea. Jill Valentine has been dispatched along with her partner Parker to search for Chris Redfield and his partner after they have failed to make contact with the BSAA on there whereabouts aboard the vessel. Jill is the main character of the game and the action will switch focus to other characters such as Chris quite often as the story unfolds. The enemies fought in Revelations are all infected with the T-Abyss virus and they all have aquatic features.
The gameplay for Revelations plays much like RE5, but there is much less emphasis on melee attacks. Melee attacks only serve as more of a finishing blow. The stuns leading to the melee attack can actually be quite hard to activate since it takes several shots to a certain portion of an enemy instead of a single shot. If you've played the Lost in Nightmares mini game in RE5, then you'll find that Revelations carries that same overall focus of a horror atmosphere. Revelations places more of a focus on shooting enemies rather than conserving ammo by setting up constant stuns that lead to a melee attack. You're going to be bullet-killing enemies the majority of the time just like in RE4 and the older RE games.
Revelations once again places all ammo and items in the environments. No longer will enemies drop items once they are defeated! You are given a set amount of ammo and healing items per area so you'll have to conserve at times. Weapons are upgradeable with various upgrade items that can be found throughout the ship. Each weapon has a certain amount of slots that can hold upgrades. A weapon's damage, rate of fire, capacity, among other properties can all be upgraded with upgrade items. Upgrades can be placed on weapons at green weapon crates - they look like item boxes. Only Jill can upgrade since the game mainly follows her story. Side characters are stuck with their default weapons and current weapon stats.
The overall weapon variety for Revelations is mainly composed of weapons from RE4 and RE5 and there are some new weapons added to the mix. Players will have a variety of handguns, shotguns, rifles, machine guns, and magnums to choose from. There is also a rocket launcher weapon (one time use). Each character can only hold three weapons. Jill is the only character that can switch weapons in the main game.
Revelations encourages exploration. A player will have to find items and backtrack to many areas of the ship in order to solve puzzles or unlock doors. RE4 and RE5 placed more of a focus on forward progression through rooms and areas, but Revelations brings back some backtracking. The backtracking never did come across as repetitive to me - it was actually quite good to see it back so I could return to older areas like in previous RE titles once again and explore. Revelations' puzzles are all touch screen puzzles. Many of them have a player using the touch screen to remove screws from a control box then rearrange several plugs on a circuit board. There are some welding touch screen puzzles and actual fingerprint puzzles much later into the game as well.
Revelations' overall gameplay has much variety in it. A player will be busy shooting, puzzle solving, exploring and switching to a new character quite often throughout the main story. The game also allows a player to swim through many of the later areas. The swimming is such a nice break from the constant running and walking throughout the ship. Swimming controls are much like you would expect - one button to dive and one button to swim while maneuvering with the left circle pad.
The game is overall very cinematic and story driven. Cutscenes are quite frequent and the game is constantly switching back and forth between characters. Between episodes, the game will have a recap of previous events much like a movie! Sometimes a player will have to progress through a flashback mission. Boss battles are very epic and enjoyable. Each boss and normal enemy has some sort of weak area or weakness that can be used against them. Enemies in Revelations can be quite tough at times. Just normal enemies seem to carry quite a bit of health and are aggressive at times and bosses take a tremendous amount of firepower to bring down.
Each controlled character will almost always have a CPU controlled partner with them. This can be both good and bad. The CPU partner is invincible and has infinite ammo, so you never have to worry about them. The CPU partner will help in shooting enemies and damaging enemies, but they can also interrupt stun and stagger animations. There were many times where I was shooting the legs of an enemy to make it fall and my CPU partner would start shooting the body of the same enemy and cause the enemy to not fall down because the stun was interrupted by the partner's shooting. The main story mode has no co-op play in it - it's all single player.
The overall graphical look to Revelations is quite amazing. It's literally the best-looking 3DS game I have seen. The character models are all just as detailed as in RE5. Environments are dripping with horror atmosphere. There are many closed in areas with blood and guts stripped all over the walls to get your nerves on edge and many huge rooms much like you would expect on a luxury ship. The only bad aspect I could really find about the graphics are jagged edges on the character models at times.
Enemies will go through certain stun or stagger animations while shooting them, but the animations appear to be delayed with some enemies. There were many times where I would waste ammo from shooting an enemy that was already considered "dead" yet the death animation had not kicked in just yet - basically, my shots would start to go right through the targeted enemy then seconds later, the enemy would begin to crumple and fall. Delayed reaction happens quite often in Revelations. The majority of the time, I stand back and wait for reactions after shooting an enemy a few times just to make sure that I don't overshoot.
The sound can really add to the horror atmosphere in Revelations. While walking through corridors, I would sometimes hear voices whispering from an enemy that was up ahead or hear some type of enemy yell in the distance. The overall soundtrack is quite fitting for the many areas as well. It has several quiet tunes that play during normal gameplay and loud tracks for big boss battles. The character voices are all very well done also, much like in RE5.
Revelations controls exactly like Mercenaries 3D for the most part. If you've played that game, you'll be right at home with Revelations. There is not much difference at all. Revelations has a newly added dodge feature similar to the dodge found in RE3. Like in RE3, the dodge will seem kind of random at times. It is done by pressing the left circle pad up or pressing the left circle pad down along with the B button the second an enemy attack, but sometimes it will not activate when you really need it.
Raid mode is unlocked as a player progresses through the main story of Revelations. Raid mode is a survival mode with several stages where a player must fight through waves of enemies in order to clear a stage. Unlike the unlockable Mercenaries mode in past RE games, there is no time limit. Players will have to fight a set amount of enemies in order to finish a stage. As a player shoots each enemy, damage is displayed based on where the enemy is shot. Raid mode is an excellent way to learn the different weaknesses of each enemy since the damage delivered per shot is actually showed on the screen. Weak areas will be showed in a red color to signify the greater amount of damage delivered per shot.
Raid mode has a slight RPG feel to it. Besides displaying enemy health and weak points, some enemies have upgrades on them that will make them have a higher defense, move faster or attack more aggressively among many other enhances. Some enemies have icons near their life bar that display their current status enhancement. Enemies can be larger than others too. I ran across some huge Hunters and Ooze Mutants in one stage of the game.
Battle Points can be collected by playing the main game and by playing Raid mode. There points can be used to buy extra weapons or customization parts for Raid mode. Weapons and customization parts are also unlocked by finishing stages. All characters from the main game can be unlocked for use in Raid mode. Each character can carry three weapons at a time and all characters have their own unique abilities such as reloading certain weapons faster or taking off more damage with knife attacks. Players gain levels from completing stages, which allows new weapons to be equipped.
Raid mode can be played solo or with a partner in all stages. A partner can join locally or through wireless internet play. In duo games, both players fight a stage's enemies and progress through the stage together. It's much like duo RE5 Mercenaries. Battle Points are awarded to both players just about equally. Raid mode has a total of 21 stages and a bonus stage. The stages rise in difficulty pretty quickly and there are multiple difficulties per stage. Raid mode will last a player quite a while if you want to try to get everything in it.
The main campaign took me a total of 12 hours to complete. The game has several unlockables that can be obtained by completing missions in the mission selection menu. Missions are basically just like Mercenaries 3D's medals - they are a list of objectives that must be performed to gain an unlockable. Both the main game and Raid mode have their own lists of missions.
If you were let down by how much priority the action gameplay of RE4 and RE5 took over many of the more established RE survival horror elements, you should really give Revelations a try. It plays much more like Lost in Nightmares rather than RE5. It truly is the best blend of RE5 gameplay and classical RE gameplay that I have played so far. A fan of both the newer action horror gameplay and the classical survival horror gameplay should find something to enjoy in Revelations.
The Good:
+ It's a great blend of RE5 gameplay with the more classic RE feel
+ Much gameplay variety
+ Raid mode
The Bad:
- The dodge feature will not always activate
- Enemy reaction and overall stuns seem delayed
92%
Resident Evil: Revelations is a combination of RE5 gameplay mixed with classical horror elements from past RE games that will please both new and old RE fans.
Monday, October 3, 2011
Resident Evil CODE: Veronica X Guide
Veronica may be old, but I'd still FAQ that... Hard. And so, I did! I busted a whole load of info all over her.
Seriously, Resident Evil CODE: Veronica X stands as my favorite RE game out of them all. I've been constantly wanting to write a guide for the game, but have been lacking the reason to. Now that it's been rereleased in HD, I finally saw my chance.
The game looks quite good for such an old game. The lighting effects have been improved quite drastically. Flame effects and water effects seem much better now. The water actually looks fully remade if you ask me. It sure didn't look that good on the Gamecube version I was playing recently.
Maybe some day, I'll have a reason to write for another old RE game. In a way, I'd kind of like to write for RE: Zero.
NOTE: For anyone wondering about the image above, it's the design on the back of Claire's jacket:
http://img295.imageshack.us/img295/4421/letmelive.jpg
EXTRA:
Just for fun, this is a little portion of the guide that I decided to remove but still wanted to share with the readers of my blog. I felt that it went a little overboard with explanation, so I removed it. This was originally in the area where Claire first sees Nosferatu in his cell below the grated floor at the Antarctic Base:
Oh, and about the man below...
It appears that someone has been restrained because of their RE5 Mercs addiction. This is what happens when a person becomes obsessed with that minigame - some of them slowly mutate into a terrifying monster with no pity on others. They are one with the leaderboards at this point - the LB-Virus has taken over. They have to be restrained with shackles and their eyes have to be strapped shut so they cannot view the leaderboards anymore. This is an RE5 Mercs community joke, by the way.
Wednesday, September 28, 2011
Resident Evil 4 HD Guide
Resident Evil 4: Wii Edition - :Wii Edition + HD = Resident Evil 4 HD guide by Berserker
Yeah, this guide is VERY similar to my Resident Evil 4: Wii Edition guide, but I did add Achievements and Trophies and changed all controller configurations and button mentions in the guide.
I also updated it with a few reader emails that I have received over the past few years.
CODE: Veronica X is next! Then...
CHRIS!
What the hell does ^that mean? ...wait and see.
Labels:
FAQ,
guide,
Resident Evil,
The Mercenaries,
walkthrough
Saturday, September 17, 2011
Resident Evil: The Mercenaries 3D Guide
Let's see...
a) biased Chris pic - CHECK!
b) extremely late in posting this - CHECK!
c) incomplete in some ways - CHECK!
It's got to be a Berserker Resident Evil guide then!
Anyway, I noticed that I still haven't posted up a mention of my Mercs 3D guide here and I sure am tired of seeing that Mercenaries stat list every time I check my blog, so here is a post for The Mercenaries 3D!
Besides finishing up the character sections, I want to add the boss spawn points and time of spawning for EX stages to this FAQ as well. At the moment, I only have the final Prison stage left to do and then I'll probably call it quits on this guide.
Sadly, the game did not pull me in as much as the other Mercenaries modes really...
In other news, I'm working on an RE: Code Veronica X guide and... I still do want to write a Chris guide for RE5 Mercs and Mercs Reunion. There is a slight motivation problem with that latter guide at this time though.
UPDATE
9/21/11 - Added Boss spawns for EX stages to the EX stage walkthrough listings. This includes all boss spawn times and spawn point locations.
Labels:
FAQ,
guide,
Resident Evil,
The Mercenaries,
walkthrough
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.
-- 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
-- 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
-- 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
-- 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.
-- 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
-- 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
-- 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
-- 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
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!
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
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
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
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
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
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!
Labels:
FAQ,
guide,
Resident Evil,
Resident Evil 5,
walkthrough
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.
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.
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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.
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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.
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.
Wednesday, May 5, 2010
Resident Evil 5 - Mercenaries Reunion Guide
Hey, you know I always keep my promises.
Who said the line up above? Fail, if you don't know! >=(
Chris Redfield mentioned that phrase to Claire in the closing cutscene to Resident Evil: Code Veronica. It sort of has meaning to this post too.
The Mercenaries Reunion minigame isn't exactly what hardcore RE5 Mercs players were hoping for. It completely reversed the main concept of RE5 Mercs. Instead of the focus being on building time while trying to maintain a full kill combo, the focus is now on keeping a full kill combo while trying to build time. The kill combo takes priority over EVERYTHING in a run on Mercenaries Reunion. Losing the combo is like dying basically to a player that wants to achieve the highest score.
I was very pumped to write a guide for Reunion when it was first announced. A few weeks after playing it, I noticed that there was very little interest in Mercenaries Reunion in the minds of hardcore players. Many of them were simply returning to normal Mercs. I have to admit that I thought there was going to be little demand for info for Mercs Reunion because of the little interest in it among hardcore players, but many RE5 fans are still playing it.
I said I was going to write a guide for Mercs Reunion and I stuck with my word, so here it is:
I basically opened up the original Mercs guide on my laptop and started editing it for Reunion (I use previous guides as templates a bunch). It's FAR from just a cut and paste job though.
Pretty much every little detail of Mercenaries Reunion was all figured by myself with the help of other Mercs players. There is no official guide to give us weapon stats or the full combo bonus system so all that had to figured from scratch. Some of it is off but a good majority of it should be close to the actual info.
If you haven't yet, bet sure to check out the Biohazard Mercenaries site. You'll find a bunch more info about RE5 Mercs and RE5 Mercenaries Reunion. I like to recommend the site to all of my readers since it really is the best source of English information that a player will find for both modes. Make sure you tell them Berserker sent you! :)
I'm most likely going to spend the rest of this year updating the Mercs Reunion guide and redoing some of my old RE5 Mercs guide. Writing for the game is really more fun than playing it to me at this point. Ever since the end of last year, I've basically been playing it to write anyway.
This may very well be a good stopping point in FAQ writing for me. I don't like to mention the term "Retiring" or "Quitting" or whatever so I wouldn't ever say that because I wouldn't stick with it most likely. Once we get a new Resident Evil game, that will probably change my current mood, but as for now, I don't really have the motivation to write outside of Resident Evil 5. If I ever do stop though, I can look back on Resident Evil 5 and say to myself:
That's the best time I ever had writing for a game!
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Sunday, February 21, 2010
Lost In Nightmares - Score Star Location List
There are 18 Score Stars hidden throughout the Lost in Nightmares side story and finding them all will help boost your overall point total at the end of the side story and give you the following trophy/achievement:
The following is a list of all 18 score stars found in Lost in Nightmares along with pics!
Score Star 1
Location: Spencer Estate
Points: 500
Move down either set of steps along the side of the main stairway and step in front of the barred gate. Turn around and look up to find this score star attached to the backside of the ceiling lantern below the main stairway.

Score Star 2
Location: Spencer Estate
Points: 500
Move up the stairs and step onto the second floor of the Spencer Estate while still in the main hall then find the entrance doors to the mansion then look directly above them. This score star is lying in the middle wall alcove right above the entrance doors. The middle chandelier may block the view of it if you stand in the middle of the second floor.

Score Star 3
Location: Spencer Estate
Points: 500
While on the second floor of the main hall of the Spencer Estate, move toward the side without the gap in the walkway then look back toward the chandelier hanging on the middle of the ceiling. This score star is attached to the top portion of the backside of the chandelier.

Score Star 4
Location: Spencer Estate
Points: 500
Move down the hallway past the door on the side of the second floor with no gap. This score star is lying on top of the cabinet in front of the door at the end of the hall. The cabinet has some plates lying on top of it as well.

Score Star 5
Location: Spencer Estate
Points: 500
While in the Dining Room, look up on the southwest corner of the second floor to see this on the wall. It's on the second floor portion to the left of the clock.

Score Star 6
Location: Spencer Estate
Points: 500
Look behind the chimes inside the grandfather clock in the Dining Room to find this score star hanging inside the clock.

Score Star 7
Location: Spencer Estate
Points: 500
Past the Dining Room, enter the restroom below the staircase. This score star is hanging above the urinal in the restroom.

Score Star 8
Location: Spencer Estate
Points: 500
This score star is lying inside of a small cage with a white sheet draped over it in the storage room where the heat sensitive paper is found. It's lying next to a crate.

Score Star 9
Location: Spencer Estate
Points: 500
This is hanging on the ceiling of the corridor with the barred gate that the characters will pass by on the way to the storage room. This can be seen much better after a character pulls the lever inside of the corridor to stop the ceiling spikes. It's on the ceiling of the left corridor that the player will pass by before getting to the lever.

Score Star 10
Location: Spencer Estate
Points: 1000
After or shortly before a character steps into the room with the spiked ceiling trap, this will be hanging on top of the south wall above the wall safe. This can be shot before or while the spiked ceiling lowers. It MUST be shot before the spiked ceiling lowers too much - run and flip the switch without shooting it first and it can't be shot.

Score Star 11
Location: Prison
Points: 500
After the characters drop off the edge of the wooden ledge right after using the crank and moving below the mansion, look to the left and look above the shelves to see this score star hanging on the wall above the shelves.

Score Star 12
Location: Prison
Points: 500
After moving below the stairs to the cell area of the Prison, this will be on the floor of the fifth cell to the right. A dead test subject is inside of the cell and is lying on the floor with its hand over the score star.

Score Star 13
Location: Prison
Points: 500
After rounding the left corner of the cell area, a Guardian of Insanity will walk by on a ledge up above. Walk ahead just a bit then turn and look up to see this hanging on the second floor wall above the cells.

Score Star 14
Location: Prison
Points: 500
Before moving up the first set of stairs in the cell area, look inside of the closed cell below the stairs. This score star will be hanging on the left wall inside of the cell.

Score Star 15
Location: Prison
Points: 500
After moving up the stairs, your characters will likely fight a Guardian of Insanity. This score star is attached to the wall of the first cell to the right after stepping away from the stairs.

Score Star 16
Location: Prison
Points: 500
After moving down the stairs from the second floor cell area with the first Guardian of Insanity, this will be lying on the bottom shelf of a set of shelves near a dead test subject. Basically when you move down the stairs, take the left path and it will be on the lowest shelf.

Score Star 17
Location: Prison
Points: 500
In the area with the water, move along the left path and collect the silver crest from the chest off to the left. Keep moving down that path and look along the barred alcoves along the left wall. This score star is inside the sixth barred alcove in the group of alcove past the chest - second alcove from the back. This alcove is right below a staircase.

Score Star 18
Location: Spencer Estate (Library)
Points: 500
After the maze portion and before the fight with Wesker, once the characters move up both sets of stairs, grab an M92F handgun from a dead body then return to the front of the hall near the staircase to see this score star hanging on the top portion of the back wall. To save some time in retrieving it, a player can aim upward and knife slash it.

Extra Score Stars
These extra score stars are found in breakable objects or by performing the listed task:
Small Score Star
Location: Found in breakable objects.
Points: 300
Medium Score Star
Location: Found in breakable objects.
Points: 500
Large Score Star
Location: Kill a Guardian of Insanity and it will drop this.
Points: 2000
The Guardian's eye on the back side of the growth along its right arm is its weak point. Shoot the eye on its back to make it kneel then hit it with a melee attack for extra damage. All gunfire to any portion of the body will damage the Guardian, but these shots will make it spew acid from its arm that can damage a character from close range.
Extra Large Score Star
Location: Knock out Wesker during the battle with him.
Points: 3000
During the fight with Wesker, counter either of his dash attacks by entering the button sequence that appears on the screen then run up to him and hit him with a melee attack as the button prompt appears while near him. He will automatically perform a dash toward one of the characters eventually.
He can also be forced into performing a dash attack by shooting at him so that he dodges your handgun bullets three times - he will dash toward the attacking character afterward and that is when a player can dodge then run up and hit him. The shots have to be from long range!
Dodging a forced dash = normal melee attack prompt afterward
Dodging a normal dash (that Wesker does himself) = tag team melee attack prompt afteward.
On co-op play, both players can run up to Wesker after one player dodges then both players can activate the melee attack simultaneously.
On single play, DO NOT allow the AI partner to pick up an M92F handgun before the fight with Wesker. The partner will constantly shoot at Wesker and screw up your chances for forcing Wesker into a dash attack.
You'll get the Kung Fu Fighting trophy/achievement for gaining this score star.
--> Wish upon a Star
Destroy all 18 of the Score stars found throughout "Lost in Nightmares
The following is a list of all 18 score stars found in Lost in Nightmares along with pics!
Score Star 1
Location: Spencer Estate
Points: 500
Move down either set of steps along the side of the main stairway and step in front of the barred gate. Turn around and look up to find this score star attached to the backside of the ceiling lantern below the main stairway.
Score Star 2
Location: Spencer Estate
Points: 500
Move up the stairs and step onto the second floor of the Spencer Estate while still in the main hall then find the entrance doors to the mansion then look directly above them. This score star is lying in the middle wall alcove right above the entrance doors. The middle chandelier may block the view of it if you stand in the middle of the second floor.
Score Star 3
Location: Spencer Estate
Points: 500
While on the second floor of the main hall of the Spencer Estate, move toward the side without the gap in the walkway then look back toward the chandelier hanging on the middle of the ceiling. This score star is attached to the top portion of the backside of the chandelier.
Score Star 4
Location: Spencer Estate
Points: 500
Move down the hallway past the door on the side of the second floor with no gap. This score star is lying on top of the cabinet in front of the door at the end of the hall. The cabinet has some plates lying on top of it as well.
Score Star 5
Location: Spencer Estate
Points: 500
While in the Dining Room, look up on the southwest corner of the second floor to see this on the wall. It's on the second floor portion to the left of the clock.
Score Star 6
Location: Spencer Estate
Points: 500
Look behind the chimes inside the grandfather clock in the Dining Room to find this score star hanging inside the clock.
Score Star 7
Location: Spencer Estate
Points: 500
Past the Dining Room, enter the restroom below the staircase. This score star is hanging above the urinal in the restroom.
Score Star 8
Location: Spencer Estate
Points: 500
This score star is lying inside of a small cage with a white sheet draped over it in the storage room where the heat sensitive paper is found. It's lying next to a crate.
Score Star 9
Location: Spencer Estate
Points: 500
This is hanging on the ceiling of the corridor with the barred gate that the characters will pass by on the way to the storage room. This can be seen much better after a character pulls the lever inside of the corridor to stop the ceiling spikes. It's on the ceiling of the left corridor that the player will pass by before getting to the lever.
Score Star 10
Location: Spencer Estate
Points: 1000
After or shortly before a character steps into the room with the spiked ceiling trap, this will be hanging on top of the south wall above the wall safe. This can be shot before or while the spiked ceiling lowers. It MUST be shot before the spiked ceiling lowers too much - run and flip the switch without shooting it first and it can't be shot.
Score Star 11
Location: Prison
Points: 500
After the characters drop off the edge of the wooden ledge right after using the crank and moving below the mansion, look to the left and look above the shelves to see this score star hanging on the wall above the shelves.
Score Star 12
Location: Prison
Points: 500
After moving below the stairs to the cell area of the Prison, this will be on the floor of the fifth cell to the right. A dead test subject is inside of the cell and is lying on the floor with its hand over the score star.
Score Star 13
Location: Prison
Points: 500
After rounding the left corner of the cell area, a Guardian of Insanity will walk by on a ledge up above. Walk ahead just a bit then turn and look up to see this hanging on the second floor wall above the cells.
Score Star 14
Location: Prison
Points: 500
Before moving up the first set of stairs in the cell area, look inside of the closed cell below the stairs. This score star will be hanging on the left wall inside of the cell.
Score Star 15
Location: Prison
Points: 500
After moving up the stairs, your characters will likely fight a Guardian of Insanity. This score star is attached to the wall of the first cell to the right after stepping away from the stairs.
Score Star 16
Location: Prison
Points: 500
After moving down the stairs from the second floor cell area with the first Guardian of Insanity, this will be lying on the bottom shelf of a set of shelves near a dead test subject. Basically when you move down the stairs, take the left path and it will be on the lowest shelf.
Score Star 17
Location: Prison
Points: 500
In the area with the water, move along the left path and collect the silver crest from the chest off to the left. Keep moving down that path and look along the barred alcoves along the left wall. This score star is inside the sixth barred alcove in the group of alcove past the chest - second alcove from the back. This alcove is right below a staircase.
Score Star 18
Location: Spencer Estate (Library)
Points: 500
After the maze portion and before the fight with Wesker, once the characters move up both sets of stairs, grab an M92F handgun from a dead body then return to the front of the hall near the staircase to see this score star hanging on the top portion of the back wall. To save some time in retrieving it, a player can aim upward and knife slash it.
Extra Score Stars
These extra score stars are found in breakable objects or by performing the listed task:
Small Score Star
Location: Found in breakable objects.
Points: 300
Medium Score Star
Location: Found in breakable objects.
Points: 500
Large Score Star
Location: Kill a Guardian of Insanity and it will drop this.
Points: 2000
The Guardian's eye on the back side of the growth along its right arm is its weak point. Shoot the eye on its back to make it kneel then hit it with a melee attack for extra damage. All gunfire to any portion of the body will damage the Guardian, but these shots will make it spew acid from its arm that can damage a character from close range.
Extra Large Score Star
Location: Knock out Wesker during the battle with him.
Points: 3000
During the fight with Wesker, counter either of his dash attacks by entering the button sequence that appears on the screen then run up to him and hit him with a melee attack as the button prompt appears while near him. He will automatically perform a dash toward one of the characters eventually.
He can also be forced into performing a dash attack by shooting at him so that he dodges your handgun bullets three times - he will dash toward the attacking character afterward and that is when a player can dodge then run up and hit him. The shots have to be from long range!
Dodging a forced dash = normal melee attack prompt afterward
Dodging a normal dash (that Wesker does himself) = tag team melee attack prompt afteward.
On co-op play, both players can run up to Wesker after one player dodges then both players can activate the melee attack simultaneously.
On single play, DO NOT allow the AI partner to pick up an M92F handgun before the fight with Wesker. The partner will constantly shoot at Wesker and screw up your chances for forcing Wesker into a dash attack.
You'll get the Kung Fu Fighting trophy/achievement for gaining this score star.
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Monday, February 15, 2010
Resident Evil: The Darkside Chronicles Guide
Well, I said I would get this guide done before the DLC for Resident Evil 5 got here... Two days left! Haha.
In a way, this is not the type of guide that I envisioned. This guide is rushed and I'm not really happy with it. I should have started on it in December rather than the beginning of January. There's really so many other things that I'd like to add to this (S-rank tips, youtube videos, etc). I don't know if I'll ever get around to it though.
If you're familiar with my Resident Evil: The Umbrella Chronicles guide on GameFAQs then you'll probably notice that my guide for Darkside Chronicles follows the exact same template. I usually change them up, but I felt having these two similar to each other would be for the best.
Big thanks to the readers that emailed me in December asking about a Darkside Chronicles guide and an extra special thanks to thesilentman226 from IGN. All of you were a great motivation and I probably wouldn't have even started this without your support.
----
Future Projects
Anyway, now that I've finally had a break from Resident Evil 5... it's about time to plummet into it once again! I'm going to take a lighter approach to Mercs this time though. I got WAY too involved in the competitive side last year. I'll be more constructive this time and limit my time between playing and writing.
Like I mention in the RE:DSC guide above, there are a few future projects that I am planning for Resident Evil 5:
1) Lost in Nightmares guide
2) Desperate Escape guide
3) Mercenaries Reunion guide
4) Full Revision of the existing RE5 Mercs guide of mine (possible rewrite)
I'm not going to rush through all of this either, so it's probably not going to be posted up very quickly.
---
REmotivated
Aside from all the above, it really felt good to actually write again. I spent the latter half of last year simply playing RE5 in my free time. It felt good to actually write for a game again. Feels like it's been so long.
After all, this DSC guide is just a warm-up to what else will come later this year. I've found my motivation to write and be constructive in my free time again and that motivation is really strong!
Tuesday, January 12, 2010
Not yet.
Forget that last post where I said, I would probably stop writing with RE5. Not yet.
One more, at least...

I received a few emails about writing a guide for Darkside Chronicles throughout December. I didn't really care too much for the game back then. With Umbrella Chronicles, I took a break from the game and came back and then wrote a very enjoyable guide for it. The same effect seems to be happening with Darkside Chronicles.
I'm up to chapter 4 in Memories of a Lost City right now and I'm getting it done rather quickly for just having started on it a few days ago. It's going to be in the same style as Umbrella Chronicles was.
I received some motivation from a friend. Thanks silentman! :)
It pleases me greatly that I now actually want to write for Darkside Chronicles since I planned to from when it was announced... just lost the motivation, but I've found it once again and it's really strong now!
Memories of a Lost City (RE2) FINISHED
[X] Chapter 1
[X] Chapter 2
[X] Chapter 3
[X] Chapter 4
[X] Chapter 5
[X] Chapter 6
[X] Chapter 7
[X] Chapter 8
Game of Oblivion (RE:CVX) FINISHED
[X] Chapter 1
[X] Chapter 2
[X] Chapter 3
[X] Chapter 4
[X] Chapter 5
[X] Chapter 6
[X] Chapter 7
Operation Javier INCOMPLETE
[X] Chapter 1
[X] Chapter 2
[X] Chapter 3 - FINISHED 1/22
[X] Chapter 4 - FINISHED 1/24
[X] Chapter 5 - FINISHED 1/25
[X] Chapter 6 - FINISHED 1/26
[X] Chapter 7 - FINISHED 1/26
I'll release it when I'm done with all chapters and have all files located in those chapters. There's still some that I'm unsure of...
Extra Tasks
[ ] Good Intro
[X] Write out a Basics section - FINISHED 1/26
[ ] Add Normal mode files to all chapters
[ ] Add Hard mode files to all chapters
[ ] Confirm most of the files
[ ] File Checklist section
[ ] Weapon section?
[ ] Characters section?
[ ] Proofread Berserker, PROOFREAD! (the most important step in FAQ writing)
Proofing and File Additions checklist (for me)
Memories of a Lost City (RE2) COMPLETE
[X] Chapter 1 - FINISHED 1/29
[X] Chapter 2 - FINISHED 1/30
[X] Chapter 3 - FINISHED 1/30
[X] Chapter 4 - FINISHED 1/31
[X] Chapter 5 - FINISHED 1/31
[X] Chapter 6 - FINISHED 2/1
[X] Chapter 7 - FINISHED 2/1
[X] Chapter 8 - FINISHED 2/2
Game of Oblivion (RE:CVX) INCOMPLETE
[] Chapter 1
[] Chapter 2
[] Chapter 3
[] Chapter 4
[] Chapter 5
[] Chapter 6
[] Chapter 7
Operation Javier INCOMPLETE
[X] Chapter 1 - FINISHED 1/27
[ ] Chapter 2
[ ] Chapter 3
[ ] Chapter 4
[ ] Chapter 5
[ ] Chapter 6
[ ] Chapter 7
(Might release before all of ^these are finished)
One more, at least...
I received a few emails about writing a guide for Darkside Chronicles throughout December. I didn't really care too much for the game back then. With Umbrella Chronicles, I took a break from the game and came back and then wrote a very enjoyable guide for it. The same effect seems to be happening with Darkside Chronicles.
I'm up to chapter 4 in Memories of a Lost City right now and I'm getting it done rather quickly for just having started on it a few days ago. It's going to be in the same style as Umbrella Chronicles was.
I received some motivation from a friend. Thanks silentman! :)
It pleases me greatly that I now actually want to write for Darkside Chronicles since I planned to from when it was announced... just lost the motivation, but I've found it once again and it's really strong now!
Memories of a Lost City (RE2) FINISHED
[X] Chapter 1
[X] Chapter 2
[X] Chapter 3
[X] Chapter 4
[X] Chapter 5
[X] Chapter 6
[X] Chapter 7
[X] Chapter 8
Game of Oblivion (RE:CVX) FINISHED
[X] Chapter 1
[X] Chapter 2
[X] Chapter 3
[X] Chapter 4
[X] Chapter 5
[X] Chapter 6
[X] Chapter 7
Operation Javier INCOMPLETE
[X] Chapter 1
[X] Chapter 2
[X] Chapter 3 - FINISHED 1/22
[X] Chapter 4 - FINISHED 1/24
[X] Chapter 5 - FINISHED 1/25
[X] Chapter 6 - FINISHED 1/26
[X] Chapter 7 - FINISHED 1/26
I'll release it when I'm done with all chapters and have all files located in those chapters. There's still some that I'm unsure of...
Extra Tasks
[ ] Good Intro
[X] Write out a Basics section - FINISHED 1/26
[ ] Add Normal mode files to all chapters
[ ] Add Hard mode files to all chapters
[ ] Confirm most of the files
[ ] File Checklist section
[ ] Weapon section?
[ ] Characters section?
[ ] Proofread Berserker, PROOFREAD! (the most important step in FAQ writing)
Proofing and File Additions checklist (for me)
Memories of a Lost City (RE2) COMPLETE
[X] Chapter 1 - FINISHED 1/29
[X] Chapter 2 - FINISHED 1/30
[X] Chapter 3 - FINISHED 1/30
[X] Chapter 4 - FINISHED 1/31
[X] Chapter 5 - FINISHED 1/31
[X] Chapter 6 - FINISHED 2/1
[X] Chapter 7 - FINISHED 2/1
[X] Chapter 8 - FINISHED 2/2
Game of Oblivion (RE:CVX) INCOMPLETE
[] Chapter 1
[] Chapter 2
[] Chapter 3
[] Chapter 4
[] Chapter 5
[] Chapter 6
[] Chapter 7
Operation Javier INCOMPLETE
[X] Chapter 1 - FINISHED 1/27
[ ] Chapter 2
[ ] Chapter 3
[ ] Chapter 4
[ ] Chapter 5
[ ] Chapter 6
[ ] Chapter 7
(Might release before all of ^these are finished)
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