Considerable effort has been made to keep the Vita’s varied input options from overlapping and confusing the game, the only noticeable conflict being when crouching - an action that required Circle to be tapped when stationary, which one often forgets in the heat of the moment. Interacting with objects is performed either with the Triangle button or by touching an icon onscreen - and I really appreciate not being forced to stretch a digit to the middle of the screen - while sprinting can be performed either by tapping Circle while moving or double tapping the rear touchpad. You have your twin sticks for moving and aiming, your left shoulder button for iron sights and your right for shooting. The fundamental controls are intuitive enough. Not only does it function with little in the way of compromise, it looks fantastic and plays exactly how it ought to. Unlike previous attempts from lesser studios, Mercenary enjoys the distinction of being the inaugural first-person-shooter to actually get it right on PS Vita. ![]() Killzone Mercenary is an impressive attempt to preserve as much familiar Killzone content as possible and house it on a handheld system. If only Mercenary had released first, it would have shown its two-bit predecessors exactly how it’s done. While I still held out hope for Mercenary, the path leading towards its release was paved in feces. Unfortunately, that promise looked less and less savory as Killzone: Mercenary took its time and two criminal abortions - Resistance: Burning Skies and Call of Duty: Black Ops Declassified - stepped in to make FPS experiences on the Vita look like an utter joke. I have a long documented fondness for the Killzone series, and while Killzone: Liberation on the PlayStation Portable was enjoyable enough, I truly longed for a genuine first-person shooter production in the handheld space. ![]() This is the game I wanted a PlayStation Vita for.
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