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Strap-up and roll-out as Mercenaries 2 pushes the next gen systems to breaking point with fully destructible environments and more explosions than an army proving ground...
Due out for release later this year, Mercenaries 2 has all the hallmarks of a Burnout 3-esque burst into the limelight now that it has EA's steadfast financial and marketing backing behind it. The infamous Mercs inventory is cocked, locked and ready to rock as Mattias, Chris and Jen return to profit from the world's warzones.
TVG: As Mercs 2 was originally a PS3 exclusive, I take it that the game has seen more build time on the PS3 than the Xbox 360. As this is quite unique (with most developers using the 360 as their base platform for next gen development), what challenges and advantages has this given you?
We've actually levelled the playing field and have two core graphics teams developing on both consoles. Each console presents its own unique challenges, so we found early on that we need to keep an eye on both the PS3 and the 360, so that we can ship a final product where the quality is in parallel on both of our next gen consoles.
TVG: I noticed you've kept the same three characters from the original. Were there any specific reasons for this or have you just grown fond of them over the years?
Yeah, we really love the fact that each character brings their own unique style and humour to the table. Mattias is the unstoppable human bag of C4, Chris a shotgun smack to the head, and Jen a sniper rifle from 500M. Instead of going for new characters this time around we put a lot of time and energy into the look, feel, and writing behind our core set of Mercs.
TVG: On the next-gen build we played you could swim. It didn't seem like that would be the case with the PS2 code (similarly to Mercs 1). How much will this add to the next-gen games and will there be any specific missions that will take advantage of the new feature?
Actually swimming is all the rage in the PS2 build as well! Remember our mantra is telling the player "what not how". So we'll give you a mission where you have to destroy an oil rig and it is entirely up to the player if they want to fly out in a helicopter, take a jetski, or swim from Merida to achieve this goal. So no, we don't explicitly make the player swim on a contract, but there are plenty of opportunities to do so for our aspiring gold medallists to take a dip.
TVG: The physics on the next-gen platforms seems even more insane than the already schizoid previous-gen formats. Is this just a side-effect of early code or do you intend to take advantage of next-gen hardware to wreak even more havoc?
Oh man, the advanced physics is one of the great joys of the processing power on the next gen consoles. There's no way would we have been able to pull-off this level of asset complexity, coupled with an 'everything is destructible' world, without the power of the Xenon or the Cell processor.
TVG: How similar will maps and missions be on the PS2 compared to the next gen consoles?
While we asked the fine folks at Pi Studios (developing our PS2 SKU) to keep the high level fiction and setting in mind, we did not want the PS2 version of Mercs 2 to feel simply like a watered down port. So we gave them a ton of creative freedom in how to lay out the main game contracts and they had completely free reign to create an entire slate of faction jobs, of which there will be over 100!
I can honestly say that there is enough differentiation on the PS2 that even owners of a next gen version of the game will have a reason to pick up a copy of the PS2.
TVG: Have you kept the 'standing' meters for each faction (which determined whether factions were likely to work with you) from the first game and, if so, in what ways have they been improved and added to in the sequel?
Faction mood is still an integral part of the Mercs experience, and this time around it's even more integrated into the game. In addition to locking off main contracts (missions) in the game, pissing off a faction will deny access to your faction contacts (job starters) who not only provide access to cool and unique side quests, but all types of support ranging from vehicles, to weapons, to our new and improved airstrikes. And this time around, if you get a faction angry enough, they'll send some of their tougher minions on a hunt to kill you!
TVG: Other than the helicopter we saw demonstrated, will there be any other aircraft available to fly (fighter jets, for example) throughout the game?
Hmmmmm....... great question.
TVG: In addition to online multiplayer co-op, do you have any other multiplayer features or modes planned for either on or offline play?
No. We want to focus our energy on the multiplayer features that we think will have the biggest payoff in Mercs 2 co-op. The game is already so big and has so many cool features that we want the multiplayer to feel like it's seamlessly integrated. Spreading ourselves thinly with a variety of tacked on multiplayer modes (death match, capture the flag, etc.) is not nearly as cool as having you and a buddy tackle a huge Spanish fortress with one of you flying an assault chopper and the other in tow dangling beneath by the skin of his... grapple hook.
TVG: In multiplayer co-op, will you have the same opportunity to attack a mission in any way you choose? So, for example, could you be attacking with gunfire from the ground while a partner sprays rockets from a helicopter?
Absolutely. Remember my man it's "what not how". Your choice. Every time.
TVG: Now that the playing card structure of Mercs 1 has been dropped for the sequel, what other gameplay mechanisms do you have in place to retain the 'what, not how,' style of play for Mercs 2?
Let's see....jet ski races, delivery human organs for the Jamaican Pirates, an RPG shooting gallery, the return of the HVT (high value target), seamless co-op integrated into the single-player game, choppers, tanks, sports car, dirt bikes, massive airstrikes, action hijack mini-games. Phew....was that enough :).
TVG would like to thank Jonathan Zamkoff, the Senior Producer on Mercenaries 2, for taking the time out to speak to us about the upcoming sequel due out later this year on the PS3, Xbox 360, PS2 and PC.
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Added:Thu 07th May 2009 04:06, Post No: 21
suck a [#@!?]
Added:Sat 08th Nov 2008 15:54, Post No: 20
Greed will kill you
Added:Sun 21st Sep 2008 19:06, Post No: 19
is it on psp and when you make games on ps2 why dont they have it on psp!
Added:Thu 18th Sep 2008 20:29, Post No: 18
Newsflash it ain't that hot after all, it's not bad, but considering the power of the humble PS3 if the truth be told, it's just upscaled PS2 graphics, and Mercenaries but in Venuzela and not Korea this time round.
Added:Thu 11th Sep 2008 10:03, Post No: 17
Mercenaries 2 what a joke I've played ps1 games that haven't suck this hard. I mean come on this is beyond a worthless piece of crap playing it is like having a nail drilled in your head it is that painfull EA needs tgo get it's love together.
Added:Thu 11th Sep 2008 09:58, Post No: 16
Master Shane what do I think of Mercenaries 2 I think it is the most discrasful piece of crap ever seen and I've seen some serious crap in my time. I would rather be hit in the knee wiht a bat than play this aorry sugar excuse for a game. If you like tairying your money up and throwing it to the wind then this is the perfect piece of love for you.
Added:Wed 10th Sep 2008 22:55, Post No: 15
Meh. Did you guys miss the point of the game? I seem to recall watching a dev video where the devs said they wanted this game to go in a decidedly more coop direction. So, did you even attempt to play the coop mode?
Added:Mon 08th Sep 2008 20:02, Post No: 14
Oh Another thing ITS THE BEST GAME EVER!! (Uncle Biff again) Dr yum Remix on youtube! (number 1 is rubbish)
Added:Mon 08th Sep 2008 19:59, Post No: 13
Rite ARE THERE CHEATS (like infinite ammo and Health) 4 the 360 version im REALLY desperate so cud u please write a decent answer. Thanks (Uncle Biff xbox LIVE )
Added:Fri 05th Sep 2008 12:19, Post No: 12
NO OFFLINE CO-OP SPLIT SCREEN IS DEAD MOVE ON!!!11!!