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There are some minor twists and turns through the relatively short campaign and it’s a fun ride while it lasts. The plot is a mostly straight-forward affair with players dropped into the boots of Arran Danner, a soldier who is recruited to take on some contract work for both the ISA and the Helghast during the events following Killzone 1. Killzone: Mercenary is actually a story-driven game, with dramatic set pieces, voice work, cut-scenes and a 9 contract mission campaign. That’s not actually what we got here however. Going into Killzone: Mercenary, since the game essentially revolves around being a for-hire mercenary who’s just in it for the money, I expected more of a Unit 13 set up with a limited storyline and a large grid of missions and challenges.
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But alongside the excellent Killzone: Liberation for the PSP before it, Mercenary is a spin-off that both makes sense within the Killzone universe and works rather nicely as a portable title. Like those other first person shooter attempts on the PS Vita, Killzone: Mercenary is a spin-off, so like it or not, the game is not intended to supersede Killzone: Shadow Fall for the PS4 in any way. So was Guerrilla Cambridge finally able to hit the FPS mark on the PS Vita with Killzone: Mercenary? Thankfully, yes. Resistance wasn’t a bad first attempt on the hardware, though Call of Duty was a missed opportunity and widely regarded as trash. The problem is, to this day, all we have to show for the genre on the Vita is the fairly mediocre combination of Resistance: Burning Skies and Call of Duty: Black Ops Declassified. The PlayStation Vita was supposed to fix that gaping hole thanks to near console levels of processing, a second analog stick and more than enough control options to satisfy most FPS players.
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Let’s be honest, first person shooters and portable systems are usually not, by any stretch of the imagination, a match made in heaven.
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