You might think it’s a
little unfair of me to add a game like Mercenary
Kings to this miniseries, by way of it being a shooter in the sole sense
that “it has guns”. But then again, I
could counter that by saying there was never any exact definition as to what
sort of shooter would appear in the ShootStravaganza. Given that there’s a third-person shooter
coming up, is it really so far-fetched to have a game that leans hard toward being an old-school 2D
platformer?
No. No it is not, good sir or madam.
Moving on to more
pertinent matters -- this game has sprites, and that makes me happy. I agree with the sentiment of a lot of
gamers, and think that sprites are cool…and on top of that, something precious
ended up being lost in the transition from 2D to 3D. I’ve got one of the later Breath of Fire games on my PS3, and the
animations there make me lament that that didn’t become the future of
gaming. Same goes for Street Fighter; I like (and still play) IV, but there’s just no beating the
marvel of Alex tearing his shirt, Sean’s two-fisted dragon punch, and pretty
much everything about Makoto and Elena.
A well-made sprite leads to a level of artistic expression that 3D can’t
always match. Or if not that, then it at
least offers something friggin’ cool.
So the same applies to Mercenary Kings, as you’d expect. I just wish there was more to it than that.
Now don’t get me
wrong. I’m not saying that Mercenary Kings is a bad game. It’s not.
It’s pretty good, and I’ve had fun with it; it’s the game I’ve played
the most of, even before I started this ShootStravaganza. And on top of that, it’s likely going to be
the game I play the most in the future.
I don’t have any problems saying that it’s better than Destiny or Killzone: Shadow Fall, because as far as I’m convinced, it is. By a pretty wide margin.
But in light of Wolfenstein: The New Order? I think it loses out to that one, however
slightly. That’s hard to believe, I
know, but I think it’s a fair assessment.
(So if you’re looking for a straight ranking from me, it’s Destiny < Killzone < MK < Wolfenstein.) I’ve been mulling it over for a while now, so
I think I can at least try to explain myself -- blasphemous as my opinion may
be. So bear with me once we get to that point.
Until then? Let’s talk about the good bits.
It’s hard to say for
sure if there’s an actual story to MK,
or if it’s just offering up some context -- but whatever the case, it’s
there. You play as one of two crack
soldiers -- King or Empress, whose genders should be pretty obvious -- who are
the only survivors of a mission gone awry.
Resurrected using biotechnology from the Mandragora Project, they (you)
have to build a base in the jungle and lead the charge against the bad guys of
CLAW.
Much like the game
itself, there’s something distinctly retro about the proceedings. My first instinct was to call it The A-Team: The Game, but it’s probably
better to consider it a take on any number of 80s action movies. Take your pick from the litter; I know I have. Still, what’s worth noting is that it manages
to capture the spirit of those movies without getting too overwrought. It’s got no delusions of grandeur; rather
than trying to be “epic” or try to sell its characters as badass
super-soldiers, it’s content with just letting you go about each mission naturally. There’s some real charm and humor in there,
too; King and Empress may not get much in the way of character, but the
comrades gathered in your home base are as different from one another as their
looks and accents.
God, sprites are so
awesome.
My guess is that the
game will dish out more story beats (to some extent, anyway) the further I get
into the game. Thus far, it’s been done
with mock-codec conversations, to the point where it outright rips the format
from Metal Gear Solid. It’s via those that you’ll get a chance to
see the characters’ sparks, even when you don’t talk to them in your home
base. And of course, you’ll get those
conversations by clearing the actual story missions…well, for a given
definition of “story missions”. But those
are unlocked by playing other missions, and unlock others in their own right,
so I’d think that they count.
Still, I think it’s
safer to lean towards the context side
of things when it comes to MK. Considering the type of game it’s trying to
be, I don’t think it has any intention of making a straight narrative. Plenty of games have gotten by with less, so
it’s hard to hate MK for doing the
same. I mean, how many Treasure games
have gotten away with it? How many
Nintendo games? Even now? Beyond that, maybe it’s for the best --
because given the sorts of stories games CAN have, there are times when having
NO story is preferable.
So if MK can’t earn favor from its story (or some semblance of it) alone,
then it has to try that much harder with
its gameplay. And I’m happy to say that
the gameplay is plenty solid. You outfit
yourself at the home base, then choose missions from a hub menu and head out
into a stage to complete certain objectives -- rescue hostages, find materials,
beat a boss, kill a certain number of enemies, etc. The trick, of course, is that you’ve only got
a certain amount of time to complete each mission. Finish with a minimal number of deaths, and you’ll
earn your fair share of money. Fail, and
you lose everything. And believe it or
not, failing is a lot easier than you’d expect.
That timer isn’t screwing around.
As for the actual
gameplay, you can think of it as a freeform Mega
Man game. That is, you’re not just
moving left to right; once the mission starts, you’ll have a sizable stage to
explore -- to the point where you’ll need to make use of your map at
times. There’ll be plenty of enemy
gunmen in your way as well, along with the odd drill machine or snail-bot;
thankfully, you’ll have your gun of choice to see you through to the end. You don’t have to worry about running out of
ammo, but you will have to reload; as it so happens, the active reload mechanic
from the Gears of War games is in
place, allowing you to power up your next shots by hitting a sweet spot on a meter. Screw up, and you’ll effectively quadruple
your reload time.
Thanks, Mercenary Kings! Now you’ve saved me the trouble of ever
having to care about Gears again!
Being strictly 2D, you
don’t exactly have much in the way of movement.
That’s not to say you don’t have any defensive options, of course; for
starters, because the game operates under old-school rules, you can run away
from/duck under enemy bullets and attacks.
You can even deflect or outright reflect certain attacks by using your
knife. Hitting Circle lets you use a
dodge roll to try and get out of danger.
And on top of all that, you’ve got items set to the D-pad; your gun and
transceiver take up a couple of the slots, and depending on the situation the
third will go to C4. But there’s at
least one slot open to you at all times -- meaning you can fill it with first
aid, rations you find in a stage, or even a riot shield. Basically, you have the means to protect
yourself as needed -- in accordance with your skill and strategy, of course.
Offensively speaking,
there’s an RPG-esque wrinkle to the combat.
Numbers pop out whenever you land your shots, and critical hits do
figure in to the equation (and those critical are more likely if you land
headshots, if my guess is right). You
could argue that MK is just putting
the obvious on display, but it’s still a good signal of how much damage you’re
doing. It also led me to this continuous struggle to
leap over enemy heads and shoot down at them to land solid hits…which worked
probably about half the time, but only because I’ve got the execution skills of
a slug. Whatever the case, because MK is part-RPG, there are ways to
compensate for a lack of skill.
And it almost turned me
off from the game at large.
Before I tried it out,
my brother told me that MK was pretty
much a 2D version of Borderlands -- a
facet that made me want to leave the game untouched until the end of days. Unlike pretty much everyone else on the
planet, I don’t give a crap about Borderlands;
despite my best efforts, I just couldn’t get into it…and make no mistake, I
tried my damnedest to get into it. (The
mere presence of Claptrap and the less-than-hilarious badgering of Handsome
Jack didn’t help matters. Like, at all.)
But MK is different enough to make the
relationship not quite so obvious. It
may not have a billion guns for you to search for and obsess over, but in
exchange you can build your own guns. That’s
where the money goes from missions; once you find enough raw materials in the
stages and gather the funds, you can make a gun from any number of individual
parts that suits your fancy.
Custom shotguns,
enhanced assault rifles, your choice of hand cannon -- it’s all there. And unlike other games (*stares daggers at Destiny*),
there’s a legitimate need to get stronger.
Remember, you’re on the clock each time you enter a stage. If you’re in a mission where you have to beat
a boss -- a boss that can and will run to a completely different location on
the map -- you need to be able to do significant damage to it in one go. Good luck managing that with the default
pistol.
I’d think that the
appeal of MK (and pretty much any
game that gives you a choice of weapon, Borderlands
included) ties in with the Rifleman’s Creed, even
if it’s in a fantasy setting. Your gun
in shooters is something that you can call your own; in the absence of a
definable character -- *stares daggers at Lucas Kellan* -- the gun has to be
you in a way the game won’t allow. That
ownership, and that sense of “I made this, so marvel at it!” is important to
people. And I can understand why.
But even so, I can’t
look past the other problems just because of some virtual ownership.
I’m concerned about the
lasting appeal of MK. I like the game, but as of this post I
haven’t played it in what has to be weeks, at a bare minimum. I’ll probably get back into it at some point,
but right now I don’t feel the need. In
a lot of ways, I feel like I’ve gotten more than enough out of it; sure, I’ll
need to upgrade my gun at some point, but I’m concerned that the game won’t
evolve enough to demand it besides throwing enemies with more HP at me. To be frank, I’ve already been to the same
couple of areas multiple times for different missions, themselves having long
since begun to feel like grinding for
supplies. Sure, the gameplay might
be fun, and the customization adds a nice wrinkle, but what’s the point if it
leads to one slog after another?
Huh. Maybe MK
needs a beefier story after all.
Just look at its contemporaries.
I’m not as far into Shovel Knight as I could be, but I’ve
had fun with it. Plenty of fun. It’s not exactly bursting at the seams with a
narrative, but based on what I’ve seen and what I’ve heard, there’s something there. There’s a reason why people are going gaga
over it, and why there are likely spoiler warnings out there for a game about
some goof with a shovel -- and a game that’s probably been so well-received because it scratched the Mega Man itch that Capcom refuses
to. It feels like there’s something
there for me to discover beyond just “more loot for better guns”. And while I will probably play MK another day, I’m MORE eager to play Shovel Knight again -- independent of
its lack of guns.
Well, in Shovel Knight’s case, that probably has
something to do with the fact that the stages are just as much of an enemy --
maybe more so -- than the baddies along the way. MK may
be good looking, but its stages are comparatively static. But setting that tangent aside, MK leaves a bad aftertaste in my mouth
shortly after the good taste of a clean dodge roll. It ties into a problem I’ve had for a while,
even beyond the shooter-inspired trappings.
While it’s true that you’d never expect Borderlands to become a franchise big enough to spawn even one
sequel effectively get pared down to a 2D platformer, it still doesn’t feel
like quite the revolutionary spin you’d expect from an eighth-gen game --
whether it’s playing to classic tastes and styles or not.
So here’s the question
that’s been on the back of my mind: have video games peaked?
The obvious answer to
that is “no, of course not”. As long as
new technology keeps coming -- and it will -- and devs master the possibilities
that tech affords -- and they will -- then we can expect new games to better
than those of generations past. But
damned if no one these days seems like moving forward. Some of the bigger devs had us believing that
innovation would come from a new console cycle, but we’re almost a year into
the eighth generation, and it seems more like everyone’s floundering.
As of this post,
there’s been a MASSIVE drought in releases.
We can only reliably count on entries in established franchises, and
already those have started buckling under the strain. We may get a new IP here and a reboot there,
but those have been as pleasant as swallowing a full-grown rhino. Meanwhile, the boldest step forward we seem
to have gotten is to remaster games that in some cases have barely been out for
a year. Tomb Raider, The Last of Us, GTA5, Halo -- hell, even Dead or Alive 5 is coming. And you KNOW something’s fucked when there
are rumors of Beyond: Two Souls making
the console leap.
There’s this scary
implication that the only way to be good these days is to be what’s already
been done -- and likewise, to go back to the past. And okay, sometimes it’s all right to go to
the past via games and such every now and then.
Sometimes we need to see how things used to be, or how far we’ve come,
or how we can learn from old relics. So
I can get behind remastering something like Ducktales,
because A) that’s long since been established as a classic, and B) it offers
exposure to guys like me who don’t know a single thing about it. And a game like Double Dragon Neon is OK too, because it’s different enough and
distinct enough to be its own beast, despite the franchise or the genre.
But I’ve said it
before, and I’ll say it again: the past
is not sacrosanct. So why are games
at large acting like it is?
In the case of smaller
indie games, I get it. They don’t always
(if ever) have the big budgets to make sprawling 3D worlds with every mechanic
under the sun, so it’s only natural that they go with old-school 2D
platformers…with a twist! But that’s not
a guarantor of quality or success -- certainly not a surefire way to move the
gaming canon forward. I’m not saying
that indie devs are dumb or lazy for making the games they envision, but maybe
people don’t always want to play a 2D platformer…with a twist! Maybe they need something more -- a more
substantial offering or take on a genre, franchise, or convention. That’s why Zelda gets away with it; each game is sufficiently different to
justify its presence. Skyward Sword is not Majora’s Mask, even if they share common
ancestors.
Again, I don’t want to
heap hate on indie devs, because they’re doing God’s work in the absence of
developers that will, or even can. But
here’s my issue: if I want to play a good Mega
Man game, I don’t necessarily need some divine savior to swoop in and drop
a new title into my lap. I’ve got the Mega Man X Collection -- just like I
have the Street Fighter Alpha Anthology and
the Street Fighter Anniversary Collection. And I’ve got Final Fantasy 9 locked and loaded on my PS3. I don’t need someone to take me back to the
good old days. I can do that whenever I
want. And more often than not, I don’t.
And that leaves Mercenary Kings in this weird negative
space between the past and present, even with its obvious lean towards the
past. What do I mean? Well, I’ll be real here: I played through the
Scott Pilgrim game from a couple of
years back, and I enjoyed it. It wasn’t
easy, but it was fun. It did its duty
and made its exit. I don’t know my exact
play time, but I would bet that I cleared it in the time it’s taken for me to
get as far as I have (for a given definition of “far”) in MK. So while MK is a complete product, its depth, of
sorts, may actually hurt it. The games
of old might have been beatable in an afternoon or so -- skill permitting --
but they made themselves substantial regardless. Conversely, MK threatens to be what would happen if you took a Mega Man game
and made it ten times longer, by any means necessary. Does that sound like fun to you?
So again, I have to
ask: why does it feel like games are
going backwards?
…HOVER.
There’s more that I can
say on this subject -- and I will someday, trust me -- but for now, I think it
would be for the best if I drew the line here.
I’ll still argue that MK is a
good game, but with a weighty asterisk next to its name. That should be pretty obvious by now, but in
case I haven’t made that clear, consider this: I’ve probably spent more words
whining about industry woes than I have talking about the game itself. And the sad thing is that I kind of
anticipated that before I even sat down to write about the game. Even if it is fun, or good, or whatever,
there’s just not that much to say about it.
There just isn’t. No matter its
length, it still feels insubstantial. A
fun diversion, but a diversion all the same.
Then again, what does
it say about the game industry today when I’d still take it over some of its “latest and greatest”?
This is making me sad
and tired. What’s next on the list?
…All right, let’s go
ahead and get the obvious joke out of the way, then.
Said everyone who paid
full price for this.
Yeay! Mercenary Kings rules! Thanks for introducing me to Shovel Knight too, that looks fantastic as well :)
ReplyDeleteI was under the impression that I was WAY late to the party, and by this point everyone else on the planet had cleared Shovel Knight by now. Thanks for making me feel like I'm actually aware of current trends!
ReplyDeleteBut in all seriousness? Yeah, I can't help but recommend Shovel Knight. It's definitely got some juice to it, so I'd be surprised if you wound up disappointed.
Haha, I'm always behind the times with things like this :P
ReplyDeleteYou can do a lot worse, buddy. Take it from someone whose brother used to regularly call him a "time hobo".
ReplyDeleteTruly a term of endearment, without question.