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"Aaaaaaarrrrrrrrrrgggggggghhhhh"!
Did
you hear that?
That
was the sound of a Mercenary. It's a cry filled with joy and frustration
in almost equal parts. The outburst of someone drunk on their virtual
superhuman powers of destruction and indestructibility but at the
same time enraged by the limits that the world they inhabit has
placed upon them. Because what Mercenaries 2: World in Flames gives
with one hand, it takes away with the other, and ends up being an
undeniably fun game in short measures but also a confused and glitchy
one whose entertainment value is severely watered down as a consequence.
Following
the critical praise the original Mercenaries:
Playground of Destruction, received upon its release on Xbox
and PS2, it's easy to see why developers Pandemic Studios have decided
to mix many of the same ingredients together for the third person
shooter's sequel - a storyline whose zest comes from its sharply
exaggerated take on a potential international flashpoint, the salty
relations between competing factions and, most importantly, the
unrelenting, explosive kick of destruction. Because, when it comes
to blowing things up, it's always happy hour in Mercenaries 2 -
although the only cocktails here are of the Molotov variety.
In
the game's opening few missions you drive a speedboat and a jeep,
crash a tank through a shanty town, introduce assorted enemies to
the rocket component of your rocket launcher and call in a couple
of air strikes before smashing through the front gates of a waterside
mansion, jumping on an enemy tank and wrestling the controls away
from its driver then using its guns to finish off the remaining
resistance and establishing the property as your new base of operations.
It's all an intoxicating haze of violence and fun during which the
game's particular brand of triple distilled chaos is comprehensively
introduced.
The
plot is a contrived tale of greed and revenge set in the game's
geographically and politically blurred vision of Venezuela, a country
that's become a bubbling still of tensions thanks to two men, Ramon
Solano and General Carmona, who are busy fermenting a revolution.
In the resulting power vacuum, different organisations including
the army, local militia, peacekeepers, big oil, pirates and the
Chinese, are all struggling for precious breathing space, fuelled
by their crude lust for the nation's oil reserves. Not that your
character is any better; the opposite of non-profit organisation,
the only reason you've decided to hang around - besides the wealth
of business opportunities - is because you were on the sore end
of a Solano/Carmona double cross that you're finding hard to take
sitting down.
While
the story may be as stupid as it is superfluous, in the context
of Mercenaries 2 these are its strongest traits. Along with Saints
Row 2, World in Flames bucks the trends of realism and relative
sobriety seen in many open world games of this generation. It's
a long way from the thespian yearnings of GTA
IV and a far cry too from, well, Far
Cry 2. It's a game that's meant to appear shallow and it's at
its most enjoyable when it best harnesses the cartoon levels of
freedom and excess that it allows.
The
version of Venezuela that Mercs 2 presents is one that's been distorted
into almost the ultimate cliché of an unstable South American state;
a wild, sun-worn, collage of a place where ugly manmade features
sit uncomfortably in the lap of the natural beauty of forests, mountains,
lakes and rivers. Around almost every corner you'll run into skirmishes
between rival forces and, in crumbling cities like Merida, the air
is choked with smoke and flaming debris. It's a world in which you'd
expect nothing less, or more, than a cast of blatantly stereotypical
characters - and that's exactly what you get. Your support team
include your chirpy Antipodean logistics expert, the alcoholic Russian
jet pilot who provides your air strike capabilities, and the guy
that ferries you and your gear around in his helicopter, who's so
Irish that he could be the Leprechaun love child of Michael Flatley
and Daniel O'Donnell. They're all creations of the game's inherent
sense of humour, an ever present characteristic that also gives
you the button-pressing mini-games you undertake to capture enemy
vehicles, the grappling hook you use to grab on to helicopters,
the wagers you can take on from your team and the way huge piles
of cash and tanks of fuel (the game's two most valuable commodities)
are just left lying around for you to steal.
In
order for you to join World in Flames in its indulgence in destruction,
the developers have omitted any type of cover system - those are
for sissies - and made your character into the game's ultimate incendiary
device. In this race for Venezuelan power you're a human starting
pistol and the main story missions, which see you playing the various
factions off against one another, are riots of recklessness that
play like the rampage or kill frenzy sections of other, more restrained,
sandbox games. They allow you to take the one-man-army idea to the
kind of place that Rambo would go on his dream holiday. Luxuriating
in an environment whose willingness to be burnt, broken, blown up
and collapsed is like few places before - and the game certainly
gives you enough targets of a suitable size and importance. Churches,
tower blocks, military bases, island fortresses and underground
bunkers all require protection or, more usually, obliteration. Often
at the end of a contract you're left standing at the epicentre of
a disaster zone, the charred carcases of vehicles strewn around
and buildings reduced to piles of rubble, or missing completely,
with foundations being the only evidence that they ever existed
prior to your spontaneous attempts at town planning.
To
make all of the action as accessible and fulfilling as possible,
the game lavishes equipment upon you. Weapons ranging from pistols
to RPGs and dozens of land, sea and air vehicles can be purchased
from the different factions or picked up as you move around the
map. While the game may be simple in its objectives, it's clever
in the way that it provides you with as many tools as it can and
then leaves you to create your own personal carnival of carnage.
Whether you want to storm into an enemy base on foot with just a
machine gun, drive in behind the wheel of a tank, muscle car or
pimped out monster truck, or fly in with a petrol tanker attached
to your helicopter, each of these choices is available. Of all the
options though, the air strikes are the best; the impact of unleashing
a fuel-air bomb or tactical nuke that incinerates everything on
the screen leaves you groggy with joy and your mind filled with
only one thought - "LETS DO THAT AGAIN!" And the great thing about
Mercenaries 2, possibly the best thing, is that usually you can,
often straight away.
What
World in Flames appears to be then is a Michael Bay action film
on your console; a place where you get more bang for your buck than
virtually anywhere else. But while this may sustain a ninety-minute
movie, you need a bit more for a game that's going to last upwards
of fifteen hours - and without it, the limitations of Mercenaries
2 eventually begin to show.
Although
its premise appears to be basic, Mercs 2 attempts a central idea
that's very difficult - bringing together the polar opposites of
simple gameplay and a complex sandbox world - but while each of
the different factions in Pandemic's virtual Venezuela are busy
exploiting the country for all it's worth, the only ones who aren't
are the developers themselves and by only taking advantage of its
destructibility, they massively under-use its potential. Many of
the missions are strangely conservative in their overall conception,
requiring you to go to one place, shoot everything and then move
on, with only notionally different objectives. The repetition quickly
leads to monotony, with any strategic planning very much an afterthought,
saved exclusively, if at all, for moments when you're left drowning
your sorrows on a load screen after your initial all-guns-blazing
attempts have failed.
The
chances of you perishing, however, are pretty low for a combination
of reasons, the first of which is the poor AI. While enemy soldiers
are decent shots, their enthusiasm to fulfil their role as action
game cannon fodder means that they take their brainless and brave
obligations way beyond the call of duty. In their excitement they
regularly get themselves stuck and watching a group of them trying
to get their jeep out of a ditch is funny - but not as funny as
the way their over-exuberance often causes them to finish off the
person or thing they're meant to be protecting from you. The rest
of the time they either run straight at you or ignore you, making
them extremely easy to kill, especially as, of all the huge weapons
in the game, your basic melee attack is the most overpowered. You
feel like the angel of death walking around because one touch from
you and the poor soul you've just come into contact with goes down
for the count, permanently. If this wasn't enough then the health
system seems desperate to keep you alive whatever happens; if you're
in a helicopter and suffer a direct hit from an anti-aircraft rock
that blows the chopper apart and throws your limp body hundreds
of feet to the hard, hard ground below, how many of your 100 health
points do you often lose? All of them? Seventy-five? No, you lose
nine... NINE! It's about the same amount as when you fall down a
flight of stairs. The problem isn't that it's a farcical system
it's that it's a farcically unbalanced one.
Other
sobering matters include the fines imposed for killing civilians,
which are particularly annoying considering that pedestrians often
throw themselves in front of your vehicle in Saints Row insurance
claim style, and the way the route planner on your PDA seems to
have been programmed by a disorientated mole with cataracts. More
aggravating than these, however, is the fact that the system which
decides how popular you are with the different factions is far too
erratic and the large bribes you have to pay to any organisations
who you've unintentionally enraged just to get them to reopen their
shop and contracts will leave your wallet with a nasty hangover
and you screaming Bloody Mary.
The
game also includes some nasty bits of visual shrapnel. Dubious physics
mean that objects often don't so much clip as pass straight through
one another, and many items in the environment, like sandbags, wooden
crates and hedges either get completely destroyed or survive totally
intact. Pop up is bad, even at short distances, most noticeably
on vegetation, and everything lacks a level of detail that made
GTA IV stand out. The cut scenes also resemble a poorly dubbed South
American soap opera thanks to lip-syncing that's frequently off
and during play you hear the same lines of dialogue being spouted
over and over again.
The
ability to play the game co-operatively online with another person
accentuates both its sweet and bitter flavours. Having a friend
on board to witness all the awesome moments is great and makes success
easier to come by, but the single player glitches seem to crop up
more frequently than normal - and while the opportunities that the
multiplayer mechanics give you to split up should be cheered, the
distances you can be separated by become an issue when one of you
dies and the other has to try and get to your comrade before an
unsympathetic timer runs out.
When
the dust finally settles and the damage, both good and bad, can
be surveyed, you finally get a taste of the fact that Mercenaries
2: World in Flames is the equivalent of videogame moonshine. To
both its benefit and its detriment it's an unrefined concoction
of so many volatile parts that you're never sure whether it's going
to blow your mind or blow your head clean off. It's definitely a
title with some issues that are hard to overlook when compared to
the more polished games available elsewhere in the genre, but it
can still be great fun and it's most enjoyable when you play it
to best resemble the trailer that runs on the title screen - in
short, explosive bursts that leave you crying out for more.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
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