Compare Mercenary Kings: Reloaded Edition prices across 50+ stores and find the best deal. Developed by Tribute Games Inc.. Published by Tribute Games Inc.. Released on 3/25/2014. Available on PC, Mac, Linux. Genres: Action, Adventure, Indie, RPG. Metacritic score: 76/100.

Gorgeous Kickstarted run-and-gun with a crafting habit, bring three friends or brace for a grind that tests patience more than reflexes.

I want to love Mercenary Kings: Reloaded Edition more than it lets me. The pixel artistry alone, courtesy of Paul Robertson, the same animator behind Scott Pilgrim vs. the World: The Game, is some of the most expressive sprite work in the genre. Every soldier chunky and bouncy, every enemy type selling its own absurd personality. You feel Tribute Games' craftsmanship before you fire a single shot, and that warmth carries the whole experience further than the underlying structure probably deserves. So what is it structurally? Think Monster Hunter crossed with Metal Slug, set on a cartoon cold-war island run by a saturday morning villain called Commander Baron and his CLAW organization. You pick from four playable characters, King, Empress, Frigg (new in Reloaded), and the robot C-Zar (also new), then fly sorties from a central base camp across 100-plus missions. Between runs you craft and assemble guns from component parts that affect firing rate, magazine size, and weight. Ammo types can be swapped to add elemental damage or change bullet behavior. Armor gets upgraded for perks like faster health recharge or better loot luck. The loop is genuinely satisfying for a while: missions are bite-sized, the active-reload mechanic (hit the prompt at the right moment to reload faster, miss it and suffer) adds a rhythmic little tension to every firefight, and watching a weapon config come together feels good. Loot can be farmed from enemy drops, opened chests, or bought at base with collected funds. Here is the honest rub. The crafting loop and the mission structure are working at cross purposes. Over 100 missions sounds lavish until you notice that only a handful of maps actually exist underneath them, and the objectives recycle with near-mechanical predictability. Kill X enemies. Rescue a hostage. Boss encounter. Repeat. Enemy AI runs simple, patterned routines that experienced players will read and exploit inside the first hour. The bosses, while visually large and fun to gawk at, take an exhausting amount of punishment and will retreat to different parts of the map mid-fight, turning what should be a climactic moment into a backtracking chore. There is no in-mission navigation map either, which stings when missions are timed and branching corridors send you the wrong way with two minutes left on the clock. The good news: loot gathered on a failed mission is not forfeited. You farm forward even when you lose. Alone, this game drags. The pacing feels genuinely sluggish when you are the only one keeping momentum up, and several missions feel tuned for a second or third body in the room. With two to four players online or in local co-op, the calculus flips almost entirely. The noise and chaos masks the repetition, the resource grind feels shared rather than punishing, and the Saturday-morning-cartoon energy of the whole thing finally lands the way the developers intended. The chip-tune soundtrack holds up as legitimate earworm material when the action is moving, and the over-the-top enemy deaths maintain a grim, goofy comedy throughout. Tribute Games made something sincere here. The craft shows. The rough edges just show up right alongside it. Kai, Scout Team

Mercenary Kings: Reloaded Edition
ActionAdventureIndieRPG

Mercenary Kings: Reloaded Edition

Mar 25, 2014Tribute Games Inc.
GamerScout Says

Gorgeous Kickstarted run-and-gun with a crafting habit, bring three friends or brace for a grind that tests patience more than reflexes.

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Screenshots & Media

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About Mercenary Kings: Reloaded Edition

I want to love Mercenary Kings: Reloaded Edition more than it lets me. The pixel artistry alone, courtesy of Paul Robertson, the same animator behind Scott Pilgrim vs. the World: The Game, is some of the most expressive sprite work in the genre. Every soldier chunky and bouncy, every enemy type selling its own absurd personality. You feel Tribute Games' craftsmanship before you fire a single shot, and that warmth carries the whole experience further than the underlying structure probably deserves. So what is it structurally? Think Monster Hunter crossed with Metal Slug, set on a cartoon cold-war island run by a saturday morning villain called Commander Baron and his CLAW organization. You pick from four playable characters, King, Empress, Frigg (new in Reloaded), and the robot C-Zar (also new), then fly sorties from a central base camp across 100-plus missions. Between runs you craft and assemble guns from component parts that affect firing rate, magazine size, and weight. Ammo types can be swapped to add elemental damage or change bullet behavior. Armor gets upgraded for perks like faster health recharge or better loot luck. The loop is genuinely satisfying for a while: missions are bite-sized, the active-reload mechanic (hit the prompt at the right moment to reload faster, miss it and suffer) adds a rhythmic little tension to every firefight, and watching a weapon config come together feels good. Loot can be farmed from enemy drops, opened chests, or bought at base with collected funds. Here is the honest rub. The crafting loop and the mission structure are working at cross purposes. Over 100 missions sounds lavish until you notice that only a handful of maps actually exist underneath them, and the objectives recycle with near-mechanical predictability. Kill X enemies. Rescue a hostage. Boss encounter. Repeat. Enemy AI runs simple, patterned routines that experienced players will read and exploit inside the first hour. The bosses, while visually large and fun to gawk at, take an exhausting amount of punishment and will retreat to different parts of the map mid-fight, turning what should be a climactic moment into a backtracking chore. There is no in-mission navigation map either, which stings when missions are timed and branching corridors send you the wrong way with two minutes left on the clock. The good news: loot gathered on a failed mission is not forfeited. You farm forward even when you lose. Alone, this game drags. The pacing feels genuinely sluggish when you are the only one keeping momentum up, and several missions feel tuned for a second or third body in the room. With two to four players online or in local co-op, the calculus flips almost entirely. The noise and chaos masks the repetition, the resource grind feels shared rather than punishing, and the Saturday-morning-cartoon energy of the whole thing finally lands the way the developers intended. The chip-tune soundtrack holds up as legitimate earworm material when the action is moving, and the over-the-top enemy deaths maintain a grim, goofy comedy throughout. Tribute Games made something sincere here. The craft shows. The rough edges just show up right alongside it. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopcross-platformachievementscontroller-supporttrading-cardscloud-savestier:aaaRun-and-GunWeapon CraftingHub-Based MissionsActive Reload4-Player Co-opLoot Farming16-bit AestheticMonster Hunter-Style Loop

System Requirements

Minimum

OS
Vista or later
Memory
2 GB RAM
Processor
Intel Core™ Duo or faster
Hard Drive
300 MB HD space
Video Card
OpenGL 3.0 compliant video card

Reviews & Ratings

Metacritic
76

Game Info

Developer
Tribute Games Inc.
Publisher
Tribute Games Inc.
Release Date
Mar 25, 2014

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