
"Even the most devoted fans of the Mercenaries mode from the modern Resident Evil games will be ill-served by this insubstantial and expensive cash-in."

Resident Evil: The Mercenaries 3D is a standalone version of the popular "The Mercenaries" minigame that has appeared in Resident Evil (Franchise) games since Resident Evil 3: Nemesis. It takes a select few characters and stages from both the Resident Evil 4 (Game) version of The Mercenaries as well as the Resident Evil 5 (Game) version and combines them into one game.
A "pilot" demo of Resident Evil: Revelations is also included with the game. However it is incredibly basic, with no sort of inventory system and is about 10-15 minutes long on average.
Mercenaries 3D's gameplay functions much like it did in Resident Evil 5, however instead of being presented with a series of stages to choose from there are now Missions. Tiered across 5 sets, with an 'EX' set at the very bottom, they are each set on a pre-determined stage with certain variables in place.
However they more often than not follow the classic design of dropping the player into the environment, with the goal to score as many points as possible by killing enemies within the time-limit. Time bonuses are typically scattered throughout for the player to destroy with a melee attack, which will provide additional time, though how much time varies between 30, 60, 90, and 120 seconds depending on which time bonus it is--however they all look the same--and what mission.
Melee attacks are still in play, and once again function as contextual button prompts once an enemy has been staggered. However there are different melee attacks depending on where the enemy was shot, and from what direction the player performs the attack. Killing an enemy with a melee attack will also provide a 5 second bonus to the timer.
Killing enemies in quick succession will initiate a combo meter, which will rise up by 1 per kill. The bigger the combo the player can attain before it dissipates the bigger the points bonus. There are also chests located in the environment that'll provide a 30 second combo boost whence opened, that will then reward players with 1000 additional points per combo kill during those 30 seconds.
Once the mission objective has been met--or the timer has ran out--players will then be graded between D-SS. However if players die then they receive no rank, but are at least given the option to retry the mission.
On the surface the game largely resembles how Resident Evil 4 & 5's Mercenaries game played, as a third-person shooter with an over-the-shoulder perspective. However the most notary difference is players can now, to a degree, move and shoot/reload. While holding the L button down, the character will lock their laser-sight aim into position, but will then be able to move while shooting. This does, however, greatly limit the player's ability to aim their weapon. Though players can still move while reloading without the need to hold down L.
Character inventory works differently as well. Thanks to the 3DS' double-screen, the character's inventory will now show up on the bottom screen indefinitely, along with the stage map. Each character has access to at most three weapons, each of which can be selected with the d-pad, or can alternatively be selected by pressing on the weapon's icon on the screen itself. The touchscreen method can also be used to reload the weapon prematurely, though pressing the B button while aiming will also do as such.
Useable explosives such as grenades and landmines are now determined by the mission itself rather than the character. Combat knifes are also similarly restricted, in that only Jill Valentine and Jack Krauser have access to one (each with their own knife fighting style) and it functions as its own selectable weapon from the inventory as opposed to being able to be pulled out with its own dedicated button.
While each character starts off with their own pre-determined inventory loadout, additional healing & ammo supplies can be located in destructible barrels or most commonly dropped from defeated enemies.
The game by default will force the player into a first-person view while aiming their weapon, however players can choose to switch to the classic third-person view in the options. They can also choose the color--red, blue, green, and white--of their laser-sight as well. Each character has a taunt animation that can be initiated by pressing X, however it provides no mechanical benefit.
A character's health bar is designed exactly like how it was in Resident Evil 5. It is represented by 3/4's of a circle, and should it drop into the final 4th will then send the player into the Dying state. During this state the player cannot attack and can only very slowly limp, making the player extremely vulnerable. To get out of it a player must rapidly tap the Y button until it has been filled in.
While most attacks will do base damage, there are certain enemies that can perform instant-kill attacks regardless of a player's condition, such as the Super Salvador sub-boss or The Executioner. Though The Executioner will first have to grab the player, which will then initiate a QTE forcing the player to press the face-button prompts in the correct order to escape. This same style of QTE will occur should players be grabbed by a regular Ganado/Majini enemy as well, though failing a regular enemy QTE will simply force the character to withstand more damage as opposed to instantly-killing them.
Healing has been greatly simplified and only offers one item of use, green herbs. They have their item slot in the bottom screen inventory and can stack as many as the player can collect. While they too can be used by pressing their icon on the bottom screen, players can otherwise press A to immediately use a herb, which while healing the character will also make the character invulnerable to attacks for a few short seconds due to the invincibility-frames during the animation.
As in Resident Evil 5, Mercenaries 3D can be played cooperatively for up to two players. Players can either create their own lobby or search for one themselves, including whether or not the lobby will be open for all or exclusively for Friends.
When playing cooperatively players can now heal one another when close by, though this added benefit also comes with a price, in that should a player fall into the dying state they now require the aid of their partner to get out of it, otherwise they will die. Melee attacks can also be chained together as well.
Scores attained in Duo Mode are kept separate from scores when playing single-player.
A new feature for the Mercenaries minigame are Skills, which function as passive buffs the player can equip. There are 30 Skills in all and up to 3 can be equipped at once, however not all are available at the outset and must be unlocked by playing through the game. Skills can also be levelled up through use up to a Level 3; when they reach Level 3 they will provide an additional benefit besides the base one.
A list of Skills is as follows:
A set of 50 medalsexist within the game that provide a series of goals for players to strive for. They are all rated across bronze, silver, and gold tiers.
A list of medals is as such:
While each character is ordinarily restricted to one weapon loadout (as detailed below), with the use of Play Coinsplayers can alternatively 'unlock' alternate character weapon loadouts for use with their preferred character. Each loadout costs 10 coins to unlock, though there is also a unique loadout that includes the Red 9 pistol from Resident Evil 4 and a dual-shot Grenade Launcher that costs 15 coins.
Eight playable characters are available in Mercenaries 3D, each of whom has an unlockable costume. However unlike in Resident Evil 5 the costumes are purely cosmetic and don't function as separate characters with unique inventory loud-outs.
The list of characters is as such:
| Chris Redfield (B.S.A.A.) | Chris Redfield (Pilot) |
|---|---|
| |
| Unlocked by default. | Unlocked by getting an SS rank in Mission 1-3. |
| Inventory |
|---|
* M92F Handgun
|
| Jill Valentine (B.S.A.A.) | Jill Valentine (Casual) |
|---|---|
| |
| Unlocked by default | Unlocked by getting an S rank in Mission 3-5. |
| Inventory |
|---|
* SG 55G Machine Gun
|
Notes:
| H.U.N.K. (U.S.S.) | H.U.N.K. (Mr. Death) |
|---|---|
| |
| Unlocked by default. | Unlocked by getting an A rank on all missions besides EX. |
| Inventory |
|---|
* P8 Handgun
|
Notes:
| Claire Redfield (Code: Veronica) | Claire Redfield (Suit) |
|---|---|
| |
| Unlocked by completing Mission 1-3 with a B rank. | Unlocked by getting 25 medals. |
| Inventory |
|---|
* Matilda Handgun
|
Notes:
| Jack Krauser (Mercenary) | Jack Krauser (Exo-Skeleton) |
|---|---|
| |
| Unlocked by completing Mission 3-5 with a B rank | Unlocked by attained an S rank in Mission 5-5 |
| Inventory |
|---|
* Bow & Arrow (Infinite Ammo)
|
Notes:
| Rebecca Chambers (S.T.A.R.S.) | Rebecca Chambers (Nurse) |
|---|---|
| |
| Unlocked by completing Mission 2-3 with a B rank | Unlocked by achieving an S rank in all missions besides EX |
| Inventory |
|---|
* MP5 Machine Gun
|
Notes:
| Barry Burton (S.T.A.R.S.) | Barry Burton (Patriotic) |
|---|---|
| |
| Unlocked by completing Mission 4-5 with a B rank | Unlocked by getting 20 medals |
| Inventory |
|---|
* Samurai Edge Handgun
|
Notes:
| Albert Wesker (Midnight) | Albert Wesker (Uroborus) |
|---|---|
| |
| Unlocked by completing Mission 5-5 with a B rank | Unlocked by completing all Missions with a B rank |
| Inventory |
|---|
* Samurai Edge Handgun
|
Notes:
Leon S. Kennedy, one of the most recurring male protagonists next to Chris Redfield, is notably absent from the game. This is especially strange as Jack Krauser, Resident Evil 4 antagonist and rival to Leon, is one of the available characters as are stages from Resident Evil 4. In an interview with Eurogamer, Resident Evil producer Masachika Kawata (Person) has said regarding the omission of Leon, "He's all tied up for Resident Evil: Operation Raccoon City. He couldn't make his appearance in Mercenaries."
Not only does the reasoning make no sense, but it is also contradictory to the fact that Claire Redfield and Jill Valentine star in both Resident Evil: The Mercenaries 3D and Operation Raccoon City.
Mercenaries 3D compiles some of the enemies and sub-bosses encountered across Resident Evil 4 and Resident Evil 5. One of the boss creatures from Resident Evil 5, called Popokarimu, also makes a couple of appearances as a special enemy the player must kill.
All sub-bosses in the game will explode upon death, which can deal a lot of damage to both the player and any nearby hostiles.
The weakest and least well-equipped of the common enemies in the game, the Villagers of Kijuju reprise all of their rudimentary weapons--shovels, pickaxes, dynamite--from Resident Evil 5.
More durable than the Villager Majini, Soldier Majini are also most distinctive for their more effective array of weapons, including cattle prods, bulletproof shields, and flashbang grenades. However unlike their appearances in Resident Evil 5, they will no longer be encountered with firearms. Similar to sub-boss enemies, there's a good chance that upon death a Soldier Majini will begin to expand and eventually explode, which can deal damage to both the player and any nearby hostiles.
The toughest of the common Ganado/Majini enemies, though their weapons aren't quite as damaging as the Soldier Majini. They nonetheless have a wide assortment of weaponry, ranging from scythes, dynamite, wooden shields, to sometimes even RPG-launchers.
Most commonly encountered alongside Villager Majini, the Bui Kichwa is a small insect-like creature. It is exceptionally weak and will typically die from a single shot. Its only form of attack is to launch itself at the player character and wrap around them; this in doing so will force the player to only walk without any means of attack. To escape the player must tap the face-button prompts as they appear.
Like their appearance in Resident Evil 5's Mercenary modes, chickens will be encountered throughout the levels. They will usually avoid the player and flee once combat erupts around them, however they have been known to on occasion attack the player by leaping at them, though the damage they inflict is minimal. Killing a chicken will always reward the player with two herbs to collect, and will also add to a player's combo.
Upon withstanding so much damage, there is a chance that the Ganado and Majini enemies may mutate into something further. However whether they have the capability or not is determined by the Mission. Throwing a flashbang will kill any mutated enemies within the vicinity instantly.
Available to all Ganado and Majini varieties, when this mutation occurs the enemy will no longer make use of any weapons they previously used and will instead use the plagas almost akin to a whip to swipe the player. Because of the many skittering legs that litter the plagas, simply being too close to the mutated Majini can inflict damage without the Majini actually initiating an attack. Damage to the plagas host is now largely ineffective, and the Majini from then on is most vulnerable by shooting the plagas itself.
This mutation is exclusive to the Soldier Majini. The entire upper-half of the enemy is now enclosed within an impenetrable shell, with the vulnerable 'mouth' residing with. The Duvalia will primarily try to whack the player using its shell, but given the chance should the player get close enough will open its shell and chomp the player, instantly placing the player in the dying state. The only way to kill it without a flashbang is to shoot the lower regions of the Majini, forcing the Duvalia to fall onto its knees with the shell open, then shooting the inside.
Wielding a massive hammer, they will pull it along the ground and slowly slam it unto the player should the player be close enough. The attack itself will empty a character's entire health bar, leaving them in the dying state. Besides that, the Executioner may also pick up the player forcing them to tap the face-button prompts as they show to escape. If unsuccessful, the Executioner throws the player to the ground and will execute and kill the player instantly - ignoring the dying state completely. Their other main attack is to swing the hammer left to right, with a slam in between each pair of swings.
While the Black Executioner is the one that will be most commonly fought against, there is also a Red Executioner that differs in appearance and is slightly more durable.
Like their name implies, this enemy has available a chainsaw. Though when close enough to strike, they tend to laugh maniacally often giving the player an added second to escape the Majini's attack range.
There are two versions of the Chainsaw Majini distinguished by the color of their trousers. The Chainsaw Majini wearing red, once killed, will stay dead. The ones wearing blue, however, once bested will soon get up and begin to flail madly with their Chainsaw making them much more so dangerous than usual. To compensate, they have very little health left before they'll then die for good.
Sharing a particular resemblance to the 'J.J.' Ganado from Resident Evil 4, Gatling Gun Majini's are stocky Majini equipped with, like their name implies, gatling guns. They primarily attack by way of their gatling gun to rip through any players they manage to catch within their fire, though they will also use the gatling gun to smack the player away should they get close enough.
The weakest of all sub-bosses, they nonetheless carry a lot of strength - enough to withstand many close-range shots from a shotgun. They are especially formidable when close and can knock the player onto the ground with ease should any one of his attacks hit.
One of the imports from Resident Evil 4, the Garrador is a tall creature equipped with a large claw on each hand. While it's also completely blind, it has highly acute hearing. Upon noticing the player it will rush to their vicinity and madly swing around the area. Their other most notable attack is their charging lunge attack, to which will kill a player instantly should they get caught by it. It may alternatively result in the Garrador getting its claw stuck into a wall, allowing the player some easy shots at its weak-point located on its back.
When attacked with explosives such as grenades, it may then fall over onto the ground with its back exposed, again allowing for some easy potshots.
A 'Super' variant of the Dr. Salvador enemy encountered in Resident Evil 4, Super Salvador is the toughest and most antagonizing sub-boss in the game. It has a huge chainsaw made up of two smaller ones tied together, and it will continually swing the chainsaw as it moves throughout the area. It's surprisingly fast and its chainsaw has a fair bit of reach; any attack from Super Salvador will also kill the player instantly, completely ignoring the Dying state regardless of the player-character's condition.
The only boss monster in the game, the creature's attack patterns will switch between chasing the player on the ground, and hounding the player from the air. Popokarimu's front is impenetrable from gunfire, though the rear of its tail is highly vulnerable. When close enough to its front, it will also swipe at the player with its front claws. Most of its attacks can be avoided by way of a QTE.
The most suitable strategy is for the player to lay down mines; after the Popokarimu comes in vicinity, the explosion will knock it over giving the player ample time to fire at its weak point.
There are 30 missions in total across the game, all of which star across eight stages from both Resident Evil 4 and Resident Evil 5. Though there also exist some that feature a different time of day, such as the Resident Evil 5 stage Public Assembly set during nighttime as opposed to day.
The eight stages are:
And a full list of missions is as such:
The save data on Mercenaries 3D's game card cannot be reset or deleted. A certain amount of fan complaint regarding this fact that arose led Capcom to publicly respond, and they stated that the idea of the game being resold or traded did not come to mind during development. Capcom cited the game's structure, designed for replayability and emphasis on scores, as another reason for the lack of a data reset feature:
In Resident Evil: The Mercenaries 3D, all mission progress is saved directly to the Nintendo 3DS cartridge, where it cannot be reset. The nature of the game invites high levels of replay-ability in order to improve mission scores. In addition, this feature does not remove any content available for users.
