Destruction is Our Function: We Review Mercenaries 2: World in Flames


When Mercenaries 2 was announced over two years, we were ecstatic. The original game was one of our favorite titles of the last generation; it deftly combined the sandbox gameplay of the GTA series, with a robust love of military hardware. Players could take out targets with everything from firearms to devastating artillery strikes, or risk capturing these fugitives alive. Missions could be carried out in a myriad of different ways. With the power and capacity of next-generation hardware, the thought of a sequel had us giddy at the imagined possibilities. Now, Mercenaries 2 is here, and while we still love the title, we are a bit disappointed by some of the game’s shortcomings.
 
Although the setting has moved from Korea to the Venezuela, the central gameplay has been untouched. Players assume the role of one of three available operatives who must skillfully balance alliances with a number of warring factions. Players who are ‘in’ with a faction’s good graces will receive contracts- everything from search and destroy duty to the obligatory escort mission. The one large change in the game is online co-operative gameplay. Working together to complete mission goals is a rewarding and entertaining experience. The only caveat is that players must remain one half kilometer from each other at all times.


Clearly the star of Mercenaries 2 is the explosions; which are calculated using the Havok 5.5 engine. Watching a stack of pipes or an intricate communication tower explode and crumple is worth the price of admission. The developers knew that making things blow up nicely was a requisite of the sequel. Mercenaries aims for hyperbole over reality in its demolitions, and is a better game for that decision. In working on these destructible environments, however, some areas were neglected.

While a certain amount of glitches can be overlooked due to the open-world nature of the game, Mercenaries 2 has some fundamental flaws as well. Using the left trigger to zoom while using a rifle causes the player to be less precise than the default view. For a game that centers on ballistic combat; this error is unacceptable. Occasionally, the game will not register a mission as complete until thirty seconds after all the objectives are met. This caused some needless head-scratching as we wondered if he had met all of the goals of the contract.


While deaths can occur unexpectedly, as when we were sandwiched between a tank and a wall, they are infrequent enough to not frustrate the player. Typically, the player’s demise is brought on by imprudently trying to overtake a heavily guarded area. Artificial intelligence has improved very little in the three years since the first game was released; friendly characters often have difficulty getting in the player’s vehicle when asked. Once the player jumps out of a vehicle and into combat; allies do little more than stand around and shoot toward enemies.

Graphically, the game is varied, from metropolitan cities filled with high-rises, to lush jungles, and smoky warzones.  While the game’s framerate is normally fluid; pop-in will pull the gamer out of the immersive environments. Rocks, grass, and occasionally cars will suddenly appear on the player’s screen, in the immediate distance. Although the game’s title might indicate an inferno of combustion; World of Flames offers little in the way of fire- when artillery strikes tress, they burn, crumble, and disappear in a few seconds. Music ranges from subtle guitar ballads reminiscent of the Desperado score, to up-tempo rock numbers when the action heats up. Players will soon tire of A.I. sound bites; little effort was made to try vary the number of phrases used by allied and enemy characters. The highlight of the first game was Peter Stormare’s restrained voice-over for the Swedish killing machine Mattias Nilsson. Here Stormare shows more range, but loses the subtleties that made his first delivery so iconic.


During production of the title, Venezuelan President Hugo Chavez’s supporters claimed the game was propaganda by the U.S. Government to legitimate the overthrow of his country. If Mercenaries 2 is any measure of that revolution, expect both shock and awe, and a comedy of errors.

Final Grade: B

About Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

23 comments

  1. I heard it was glitchy.

  2. I cant believe the zoom is broken!

  3. I heard they took the flames out; you used to be able to set fires and stuff.

  4. It is. I was playing the 360 version tonight, and all kinds of weirdness happened.

  5. Must you always rhyme you titles?

  6. Viva Chavez, Castro, and Guevara- this game is imperialistic propaganda- It’s made by Pandemic who previously worked for the US Army. They even have a disclaimer on their site.

  7. Did you guys get the beenie?

  8. Great review

  9. Move there.

  10. Shut up, please!

  11. IGn review mentions a lot of the same bugs.

  12. Great review. I really liked the first game too and am said to hear the game turned out this way.

  13. played this; you guys aren’t kidding. This game glitchy as hell.

    I really hate getting stuck in trees and haven’t the enemy rocket you to death. Or falling a few feet after already taking damage.

    I might try to return this game.

  14. Just picked mine up. The beenie is pretty nice.

  15. Who do you use so many big words..legitimate for example.

    Otherwise a good review!

  16. at least the explosions look nice!

  17. review is spot on!

  18. I for one like their titles; it beats “Mercs 2 review”

  19. The framerate seems a bit under 30 for me.

  20. I don’t find it too bad.

  21. I am debating whether to buy this game.

  22. I can’t wait to blow shit up!

  23. blimey – this is one of the glitchest games ive played on PS3. The bugs are awfull and I’ll hope and prey for some fixes in the future.
    Otherwise I spent 5 hours playing last night (first night of play) and blowing stuff up is soooooooo good!