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Resident Evil: The Mercenaries 3D review

resident evil 3 reviewTo call the Nintendo 3DS’ lineup of games “suspect” is being generous. The 3D console offers a handful of decent games, but there has yet to be a single great original title designed solely for the system that really makes playing it fun. So when a new Resident Evil game was announced, people took notice. Unfortunately, Resident Evil: The Mercenaries 3D is basically just a mini-game that costs $40.

If you played “The Mercenaries” mini-game on previous Resident Evil titles, then you know what to expect. You are put in a scenario where you must survive waves of enemies. It is a fun mini-game, but that is all it was, and that is all it remains. Within 20 minutes of playing, you will have seen almost everything RE:TM3D has to offer. The gameplay is fun and the 3DS does a solid job with the graphics, but the missions get old fast. You play through six sections, each with a handful of missions types, and as you progress you unlock eight characters in total, each with one variant costume that you can also unlock. But that’s it. There is no real story, and besides the addition of skill slotting — a new addition that allows you to select three out of thirty perks — there really isn’t much progression to the game either.

But if you were obsessed with the previous Mercenaries games — and there were plenty of people that were – -the gameplay is actually fairly solid, and it is easy and satisfying to pull off headshots or long range snipes while maneuvering through levels based on Resident Evil 4 and 5. The touchscreen makes inventory and navigation a simple task, and taking on waves of enemies as the clock winds down is tense and exciting.

The addition of a co-op both online and locally is nice, but there are some loading screens you will come across during matches that make it seem like a grudging addition, and not something Capcom really cared about. When it works, it is fun though.

“The Mercenaries” is one of the best mini-games available, but on its own it lacks anything resembling depth and becomes a superficial experience. The technical side — the graphics, sound and gameplay — are all very good, but there just isn’t enough here to justify the full price tag.

Score: 7 out of 10

 (This game was reviewed on the Nintendo 3DS on a copy provided by Capcom)

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Ryan Fleming
Former Digital Trends Contributor
Ryan Fleming is the Gaming and Cinema Editor for Digital Trends. He joined the DT staff in 2009 after spending time covering…
The best weapons in Resident Evil 4
Leon holding a gun in Resident Evil 4.

Leon clearly wasn't prepared for what he would encounter in the Resident Evil 4 remake or he would have come with more than a middling handgun and a knife. While those basic tools can get you through the opening stages of the game, it won't be long before you will need to call upon some much stronger firepower in order to survive the tougher -- and more grotesque -- monsters that stand in your way. The Resident Evil 4 remake offers a ton of weapons you can collect, such as pistols, SMGs, rifles, and more. However, most will cost a lot of cash -- and even more if you want to invest in their upgrades. You will have to make some tough choices about what weapons you want to stick with, and picking a dud can make your playthrough much more difficult. Instead of investing all your cash in a pea-shooter, check out the best weapons you can get in the Resident Evil 4 remake to blast your way through Ganados and Las Plagas alike.
The best weapons in Resident Evil 4

Red9
Where else could we start but with the Red9? Almost certainly the most popular handgun -- or gun in general -- from the original Resident Evil 4 has returned in the remake and is just as potent as ever. Not only can you grab this gun as early as Chapter 3, making it a great choice for investing your upgrades in, but it can be altered and has essentially no drawbacks. By default, the Red9's recoil is the primary point of criticism you could levy at it, but if you spend a few Spinels to give it the stock, you'll be able to basically snipe with this pistol. By the time you unlock the Exclusive upgrade, which multiplies the gun's power by 1.5x, you'll hardly ever find a situation where this handgun can't do the job.
Bolt Thrower
The Bolt Thrower isn't on this list for its high power, accuracy, or anything that you would traditionally look for in a gun. The reason it has to be here is due to the simple fact that you can recover the bolts it shoots into enemies after they're dead to massively cut down on your ammo expenditure. Ammo for it is also crafted using knives, but it even has a secondary firing method where it launches mines, giving it a lot more utility. The Exclusive upgrade isn't game-changing -- it doubles the ammo capacity -- but the less you have to reload, the less often you'll be caught in a sticky situation.
Stingray
In the rifle category, the Stingray is never going to let you down. This is a semiautomatic rifle, so the firing rate is mostly up to you, plus it has a great clip size by default. If you're hitting those weak points, this baby will also deal 3x damage, and can be outfitted with almost any scope. The Exclusive upgrade boosts your final firing rate by an additional 2x, which shouldn't be too necessary if you're trying to be precise, though can help in a pinch.
LE 5
The LE 5 is a weapon you can easily miss that is kind of like a good version of the Punisher in that it has amazing penetration power. Being an SMG, it also boasts a far greater firing rate and clip size, as well as more power. This is the perfect weapon to rip through any shield-wielding enemies. Again like the Punisher, the Exclusive upgrade allows the LE 5 to pierce up to five targets at once.
Broken Butterfly
Another returning favorite, the Broken Butterfly magnum is not just the best-looking hand cannon in the game, but also the most deadly. If you don't count a special weapon like the Rocket Launcher, the Broken Butterfly (after upgrades) deals the most damage of any gun in the Resident Evil 4 remake. The Exclusive upgrade plays a major part in this by boosting its final damage by 1.5x, again just like the Red9, but magnum upgrades are among the most expensive in the game, so this power won't come easy.
Striker
What's the worst part of a shotgun? The firing rate. Well, that is if you're not using the Striker. This semiautomatic shotgun spits out damage like nobody's business. It has power on par with any other shotgun, but way better firing speed, plus a massive clip size so you don't have to worry about running dry out an enemy in your face. If you get the Exclusive upgrade, you can even double the already huge clip size.
Rocket Launcher
This is a big investment both in terms of cash and space, but the Rocket Launcher is too iconic to the series not to be amazing. Yes, this has a one-hit kill on just about everything and will cost more or less depending on what difficulty level you're playing on. It has no upgrades because, well, what is there to make better? Unless you're playing with the infinite ammo for it enabled, you do only get one shot, so make it count.
Primal Knife
While technically not a gun, the knife is so good in the Resident Evil 4 remake that it has to be mentioned. This tool will save your skin more often than you think thanks to the new ability to parry and finish downed enemies, but the obvious drawback is durability. The Primal Knife has to be unlocked by finding and destroying all 16 of the Clockwork Castellans in the game. What makes it the clear frontrunner of all knives is the Exclusive upgrade that makes it completely unbreakable, no matter how much you use it.

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All Resident Evil 4 remake Wayshrines and how to open them
An open wayshrine with a bracelet inside.

In the opening chapters of the Resident Evil 4 remake, you will come across strange shrines erected by a cult. These can be interacted with, but prompt you to use an item. Unfortunately, you won't even have the chance to open the first couple you find since the item required to open them can't be picked up until a bit later -- and only if you know where to search for it. But it's ro say that the treasures you get from them make it worth your time to backtrack and grab all the goodies inside. Here's how you can open all the Wayshrines in the Resident Evil 4 remake, and what each one holds inside.
How to get the Wayshrine Key

Surprise surprise, but Wayshrines can only be opened once you grab the Wayshrine Key. It will feel like a long time, but you can't even access the key until you reach Chapter 4 and beat Del Lago. Once you can explore the lake, head south to the Mural Cave. Deep in the caves, you will find an ornate cabinet after solving the puzzle in the cave. You can get there by going down the path from the southern dock and through the section with the two large stone hands. Thankfully, unlike Small Keys, the Wayshrine Key is reusable and can open every Wayshrine in the game.
How to 0pen Wayshrines

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How to solve the Castle Sword puzzle in Resident Evil 4 remake
Leon looking at murals of a knight.

The castle section of the Resident Evil 4 remake is one of the most diabolical. Aside from being visually distinct from the previous village area, this location is full of tougher enemies and deadlier traps. Once you've managed to escape from the dungeons and up into the castle proper, you will be blocked by a gate beside some images of a knight in different situations. Something is off about all of them, and one part missing entirely. This is the sword puzzle, but it isn't as straightforward as you might assume looking at it. Here's how to solve the Sword Puzzle and make your way into the Audience Chamber in Resident Evil 4.
How to solve the Castle Sword puzzle

The first thing you'll notice about this puzzle is that there are four murals of the knight, but only three swords to pick up in this room. The last sword is behind another locked gate, but this one you can open. The gate has three animals on it, an eagle, deer, and snake, which correspond to three different plates. As each one is activated, the symbols on the gate will light up to show you're on the right track. The deer can be activated by pulling the chain beside the gate, while the second two are on the other side of the gate to the right and need to be shot.

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