It
was not so long ago that people thought there would never be a proper
first-person shooter on consoles; the only way to accurately control a
FPS was with the mouse and keyboard of a PC. Then came Goldeneye 007 for
the Nintendo 64, proving that FPS could be done on a console and done
well. Fast forward to the last decade, and a similar debate has erupted.
Could handheld consoles ever be able to support a good first person
shooter? Many had tried, and all have failed. I’m here to tell you today
it can be done. Killzone: Mercenary is the Goldeneye 007 of portable
FPS.
Killzone: Mercenary
Developer/Publisher: Guerrilla Cambridge/Sony Computer Entertainment
Released: September 10th, 2013
Beginning near the end of the original Killzone, players take
control of Arran Danner, a member of an elite mercenary unit. Happily
fighting for the ISA — so long as they pay the bills — Danner helps
liberate the besieged planet of Vekta, driving the Helghast back to
their home world. Two years later, a routine mission to extract the
Vektan ambassador and his family from Helghan goes awry. Escaping only
with the ambassador’s ten-year-old son, Danner learns the boy may be the
key to winning the bloody conflict between the ISA and the Helghast,
and both sides will stop at nothing to gain control of the child.
Killzone: Mercenary features a campaign filled with questioned loyalty
and betrayal, as for the first time in the series players will find
themselves fighting alongside the hated Helghast. This was a bold choice
that developer Guerrilla Cambridge made that really sets the game apart
from the rest of the series.
The game controls amazingly well. I
was a bit worried about using the small analog nubs, thinking they would
be much too short to accurately function. However, I was pleasantly
surprised how well I was able to acclimate to the control scheme. If I
had not been staring at the relatively small Vita screen, I could have
sworn I was playing a shooter on the PlayStation 3.
One thing I
know many people will wonder about is touch controls: Are they gimmicky
or do they actually fit the game? I actually enjoyed the touch controls
for Killzone: Mercenary. A quick tap to switch weapons, a swipe of the
screen to melee an enemy, using the rear touchpad to zoom a rifle scope;
they all felt very natural and did not impede gameplay at all. Those
truly uncomfortable with touch controls can turn them off in the
settings, so don’t let the fear of touch controls keep you from this
game.
As
tight as the controls feel, the graphics look nearly as good. While I
was surprised at how well the controls worked out, I was genuinely
amazed by Killzone: Mercenary’s visuals; I honestly felt like I was
playing an early to mid-gen PS3 game. That isn’t to say the game was
graphically flawless. There were several cases of pixelation, usually
revolving around fires of explosions. Characters also had a problem with
their mouth movements matching the words coming out of their mouth
outside of cutscenes, but this a problem not many are going to notice.
Speaking
of cutscenes, most of the details are told to the player through
mission briefs that feature static images of the characters speaking and
a few 3D maps or videos, making actual cutscenes rare. Despite my story
synopsis earlier, the campaign of Killzone: Mercenary is in no way
story heavy, but that’s not necessarily a bad thing.
The action is the focus of Killzone: Mercenary, and it is fun.
Missions can be handled however the player sees fit. Enjoy fire fights?
Go in with guns blazing and mow down the enemy. Prefer stealth and
discretion? Equip a weapon with a silencer and sneak up on Danner’s
adversaries. Stealth provides greater rewards than brute force, like
cash bonuses and the chance to procure intel, but won’t be the same as
running in with a shotgun. The need to alternate strategies keeps the
combat from getting stale.
Cash is earned for performing certain
actions. Killing enemies will earn a small amount of cash, while killing
an enemy with a headshot or over a long distance will earn more. The
amount of cash earned is used in the game’s progression system. The more
cash a player earns, the higher their rank. Just like most progression
systems, higher ranks means more perks, such as loadouts for
multiplayer. I won’t get into the multiplayer yet, but I do love that
experience, cash, and kit earned in the single-player campaign or
multiplayer transfers over to the opposite mode. This way, if a player
has gotten used to using one weapon, they don’t have to abandon it once
they finally begin multiplayer or vice-versa.
Speaking of kit,
cash earned is used to purchase new weapons, armor, and other kit from
Blackjack, the in-game weapons merchant. This is important because there
is no on-site procurement in Killzone: Mercenary. Players can pick up
ammo dropped by enemies, but weapons must be purchased and equipped from
Blackjack terminals. Luckily, the terminals are spread liberally
through the world, making it simple to switch to a different weapon when
one is needed…for a price, of course.
There
is a wide selection of weapons, featuring the usual suspects: sniper
rifles, assault rifles, light machine guns, SMGs, shotguns, and even a
tranq pistol. The only complaint I have with the weapon variety is the
lack of customization. If a player wants to go the stealth route by
using a silencer, a weapon either comes pre-equipped with one or it
doesn’t. Players can’t add silencers, scopes, or other upgrades to the
weapons. While there is such a large variety I don’t think it ultimately
matters, it would have been nice to be able to customize weapons just a
little bit.
I briefly mentioned intel as one of the potential
rewards for favoring stealth over action. Instead of just finding a
briefcase lying around in the middle of no where, intel in Killzone:
Mercenary is earned by either (a) finding a terminal and completing a
hacking mini-game, or (b) sneaking behind an officer and “interrogating”
them for intel. Be careful, however: Other enemies will still patrol
looking for Danner during the middle of a hack or interrogation, and
they aren’t nice enough to wait for him to finish before they start
shooting, unlike some games. This intel serves as both background
information and as collectibles to encourage replay of the single-player
campaign. There are fifty-four pieces of intel to be recovered, many of
them challenging to acquire. I felt myself driven to procure as much
intel as possible and I’m actually aching for a chance to jump back into
the campaign to grab what I missed my first time through.
Don’t
think that intel is the only collectible in the game, however. Like many
other shooters, medals can be earned for distinguished service. There
are basic “earn 25 kills with this weapon” medals, to medals for
completing the game on a certain difficulty, and even medals for
completing levels without alerting guards or using demolitions more than
a rifle. These earn bragging rights and extra cash to use on kit. Some
will cross between single-player and multiplayer modes, while others are
specific to one mode or the other.
The biggest collectible in the game are Valor Cards. There are 52
cards in a deck of Valor Cards, and players will have their active Valor
Card updated each day. These cards represent a player’s ability to
collect cash as compared to the other “mercenaries” playing. The suit of
the card earned represents the type of weapon the player is favoring,
(Diamonds for SMGS, Spades for sniper rifles, Clubs for assualt and
light machine gun, and Hearts for secondary weapons) and increasing in
value from two all the way to the ace.
Cards
can be added to the collection by ranking up, collecting intel in the
campaign, or picking them up off a killed soldier in multiplayer. Big
cash rewards are earned for making a hand (like four-of-a-kind) or
eventually a full deck. This is just another great way that Killzone:
Mercenary has a symbiotic relationship between its single-player
campaign and its multiplayer.
I’ve spent so much time talking
about gameplay elements, I almost forgot to talk about the sound.
Effects are clear and crisp with some nice audio/visual touches. For
example, I could hear a sniper fire off a round from across the map,
hear the shot flying through the air, and finally see the impact a
heartbeat later. Minute details like this helped increase the level of
immersion in Killzone: Mercenary.
Voice work was very good. I
particularly liked the amount of chatter that would go on between
troops. Enemies would actively call out the player’s position, shout
insults, and growl threats. Listening to the soldiers just idly chat
back and forth before battle was equally enjoyable. Just like the
previous sniper example, the chatter is one of those little things that
makes Killzone: Mercenary feel more alive.
If there is a “weak”
point to the sound, it is the music. I’m not saying that the music was
bad; it just wasn’t memorable. The score served its purpose: It set a
stressful, tense tone to the action. There just wasn’t anything that
made me thing, “Wow, this is a great piece. I have to download this
soundtrack.”
Lastly, what is a good first person shooter in this
generation without multiplayer? I spent so long talking about the
gameplay elements of the single-player campaign because they transition
almost completely to multiplayer. As I said before, all weapons
available during the campaign are available in multiplayer, and players
will never have to purchase a gun they loved in the campaign for the
multiplayer. It will be waiting.
The six maps currently available
are ripped directly from settings during the campaign and should be
instantly familiar to anyone that has taken the time to clear
single-player before jumping online. Even interrogations make their way
to multiplayer — if the player sneaks up behind another competitor and
interrogate them, the player is rewarded with temporary power ups, such
as the ability to see enemy troop locations on the map.
I’ve
spent a good amount of time in the game’s multiplayer and never
experienced any lag. At no time did I feel like I was killed because
someone had a bad connection. The action was as smooth and consistent as
the single-player, which is saying a lot. Although the Vita can only
handle eight players on a connection, there was always plenty of action,
so I don’t think anyone will mind.
One problem some players will
have with the multiplayer is the lack of variety. There are only three
modes of play, with two of them being free-for-all and team based
deathmatch. The final mode is really eclectic and interesting, however.
Warzone is a mode that features 4v4 action, but instead of cash/points
being earned by simply killing the opposing team, the match goes through
five phases. Each phase allows the team to earn points in only one way.
The modes are Bounty Hunter, where opposing player Valor Cards must be
collected to score; Hacker, where points are earned by securing
VAN-guard capsules earned during battle; Interrogator, as the name
suggests involves earning points by procuring intel from interrogating
enemy players; a second round of Hacker; finally finishing with Body
Count, a straight up fight to the finish. The team with the most points
after all five phases wins. So while there are only three modes, the
final mode adds a lot of variety in a short timespan.
I cannot
recommend Killzone: Mercenary enough. It features a four to five hour
campaign that encourages the player to return to find extra intel and
complete new challenges. The graphics, even with the bit of pixelation,
are gorgeous for a portable system. Sound effects and voice work add
life and authenticity to the sci-fi setting. The eight player
multiplayer may be short on variety, but it is never short on fun and
there are plenty of matches to be had. Killzone: Mercenary isn’t going
to be remembered for its story, but very few shooters are. Instead, it
will be remembered for incredibly tight gameplay that is easy to pick up
and play on the go. It is well worth the price of admission. Buy it
today!
http://www.stealthybox.com
By Travis Tucker
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