Audio is passable, though you need to use decent headphones rather than the 3DS's speakers to make the sound useful for locating out-of-sight foes.
Down on the touch screen, meanwhile, you can find the minimap and inventory, which holds your two or three weapons, health items, and grenades. Disappointingly, it falls down in animating baddies at long range when you look beyond the majini about to chew your face off, you see distant enemies suffering some stuttery animation. For the most part, the game looks good, too, with detailed character models and scenery. The circle pad is used for movement and the right bumper for popping into a laser-sighted aim view. The controls for combat work well, nicely replicating recent Resident Evil games' stop-and-shoot action and over-the-shoulder aiming on the 3DS. The eight maps, too, will be familiar, likewise lifted from the last two games in the series, including an old castle, mine tunnels, and an African village. The ever-unnerving chainsaw majini and the executioner majini (the giant hooded chap with the colossal axe) also feature. The enemies will be familiar to those who played Resident Evils 4 and 5 they are the monks of the former and the zombified villagers and soldiers of the latter. Precious extra seconds are awarded for smashing time-bonus crystals and up-close finishing moves, such as Chris' stomp and Jill's double knee drop. More points are awarded for slaying enemies in quick succession.
#Resident evil 6 mercenaries series
You play as one of a selection of series veterans (Chris Redfield, Jill Valentine, and the like) set loose on a smallish map to rack up as many kills as possible before the time runs out.
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