Once you choose a new body for Zero, he
awakens in The Guild of Mercenaries, a
place where a group of soldiers operates by playing both sides in a
civil war that has consumed the region. The war is between the nations
of Linas and Coen; None of the cities mentioned or
visited here are from the first
Walthros,
the idea being that
Mercenaries
took place far before the events of the first game. In this demo, you
get to lead Zero on two missions, before being bombarded with an abrupt
END OF DEMO screen just as things are about to get interesting.
Here's how things were supposed to happen: Zero is captured by a bandit
convoy during his second mission. He learns more about the horrors
being committed by both sides in the civil war, and becomes
disillusioned with the idea of helping either side. Eventually, the
Guild of Mercenaries is destroyed by outside forces, forcing the player
to choose whether Zero would flee to Linas or Coen. He would work for
that side for a while, making connections along the way, before finally
leaving and forming his own nation of mercenaries, continuing in the
footsteps of the original guild. Lots of political drama, lots of
betrayals, leading to Zero ultimately bringing down both Linas and
Coen. As I said in the interview in Vol. 18, "I still
like this idea, but
Metal Gear did it better."
Zero's past life was also to be a major plot arc in the game. To repeat
what I said in that interview, "Zero was meant to have a good amount of
backstory, in which we find out
that he was a horrible tyrant in his past life before being
reincarnated as a weak, normal man. Redemption was to be the major
theme of the game."
This wasn't going to be a very happy game. It's the darkest game I've
made, aside from
Surlaw Armageddon.
I'd intended it to end pretty badly for everyone involved, a pretty
stark contrast to
Walthros'
happy ending.
There was going to be a good deal of
freedom involved in this game, aside from just the choice of siding
with Linas or Coen and the class system. I didn't implement any
dialogue choices in the demo, but I did use a system in which a partner
character is chosen for the player based on how well he does in battle.
This was meant to balance the classes, some of which are horribly weak
alone. The partner chosen leads to a decent amount of difference in
dialogue during the game's missions.
I'm still a fan of this game's monster
designs. For the most part, they're much more bizarre than what you see
in most of
Walthros,
and I'll likely reuse the better ones in a future project. There aren't
many areas in the demo, but there is a fairly large number of enemies
considering. The graphics are also a decent step up from
Walthros,
even though they're not spectacular and rely too heavily on filter
effects. Everything's also very blocky, which I've tried hard to get
away from in
Surlaw Armageddon.
The battle system was also very
different from Walthros. It
used an Ability Points system similar to what Surlaw Armageddon now uses, though
it's far more refined and balanced in SA, rather than a traditional
Magic Point system.
There's a lot I like about this game. I like the amount of NPCs in each
town, especially in the Guild of Mercenaries. I like the foundations of
the battle system, which I improved upon for SA. I liked the ability to
choose your class, even if it needed a lot of work. I like the game's
flow, and I like the story.
I don't like the amount of grinding required to survive if you choose a
weaker class. I don't like the awful, thick outline around the Guild
houses. I don't like the way it ends, even if the final text box is
pretty funny to me. Most of all, I don't like that it's so incomplete.
This game was a break from working on
Walthros.
If I'd kept working on it in 2001, there's a chance
Walthros itself would have remained
unfinished. As it stands, I'm glad
Mercenaries
was the game to fall by the wayside instead, but I'm disappointed that
I never went back to work on it after completing
Walthros.
It showed a lot of potential, and it also reminds me of how important
feedback is. If I'd gotten more of a response to this game, positive OR
negative, I likely would have kept at it. I wanted to say something
with this game, and it kind of felt like a waste of time when almost no
one even played it. I've got a feeling, though, that some day we'll be
seeing Zero again.