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Metal gear rising revengeance story
Metal gear rising revengeance story











metal gear rising revengeance story

Platinum has developed a reputation of having a wide array of creative weapons, so Revengeance having only four uncreative (though still entertaining) weapons could also speak to the title not being fully realized. I'm fine with short games, (just look at Vanquish) but only if the work still feels complete. Some may argue Revengeance's villains shouldn't be judged based on previous Metal Gears, but given the series's status as having some of the best baddies in video game history, it was hard to let them off the hook.ĭigging deeper, it's easiest to see other issues arise past the halfway mark. Later chapters are shockingly short when compared to earlier ones. The fights with the villains are great, but the antagonists don't succeed at evoking emotion, and never make the player question whether or not killing them is the right thing to do. This is an area where Platinum has been weak in all of their projects, and the trend continues in Revengeance. This level of quality was serviceable since they've only been working with their own IPs, but that status quo has to change when dealing with a Metal Gear game.įor instance, the Metal Gear Solid games are known for having iconic and memorable villains. They're never good, but they always suit their respective games well enough. Looking beyond these things, however, is when the rushed development becomes apparent.įor starters, Platinum's stories have always been an odd thing. Hiding in cardboard boxes or oil drums and dropping down from rafters to instantly kill powerful enemies is a satisfying alternative for those who want to give their thumbs a break from the furious swordplay.

metal gear rising revengeance story

The light stealth elements also work well, challenging the player get through rooms without being detected while never forcing them to do so. As more abilities and weapons are unlocked and new enemies are introduced, the combat only gets better. Not letting players get away with brainlessly slashing all the time is a mark of genre mastery, and Revengeance pulls it off beautifully. As a result, players are encouraged to utilize Raiden's speed and strength to go in fast to tear up foes, but still play defensively and evasively when they start hitting back. This system rewards players who play aggressively, but the game still punishes those who play stupidly. Instead, his attacks are constantly working to build up energy for Blade Mode, bringing about another round of cyborg-chopping. As opposed to most games in this genre, each slash of Raiden's sword isn't just working to reduce an enemy's invisible health bar. Platinum delvers by combining fast and challenging hack-and-slashing with the unique "Blade Mode"-a mode that lets players cut enemies to pieces like no other game has before.įluid, difficult, and satisfying combat is what I look for in a hack-and-slash game, so that alone was enough to make me appreciate Revengeance. As it turns out, Platinum's genius was able to shine through these troublesome circumstances, but the effects of Revengeance's hasty assembly becomes more and more obvious as it goes on.Īnyone unfortunate enough to get through Metal Gear Solid 4: Guns of the Patriots will remember the cut-scenes showcasing cyborg ninja Raiden, since apparently all the money that could've gone into hiring editors to un-bloat the story went into rendering instead. Many immediately wondered what a game based on this new Raiden would be like. That said, such an odd development cycle had me nervous, and I feared it would leave the game damaged. Since Platinum is arguably the most acclaimed new Japanese developer of this generation, this choice made perfect sense, and got me even more excited about Revengeance than the fact that it had Metal Gear in the title. This task fell upon Platinum Games, creators of my favorite shooter of all time, Vanquish, and the excellent Bayonetta. After a quiet cancellation, Hideo Kojima began the search for another Japanese developer that could handle the remnants of his company's debacle and salvage a good game out of it. Originally called Metal Gear Solid: Rising when it was revealed in 2009 as a game from Kojima Productions, the title stalled when its signature "cut everything into pieces" mechanic ended up breaking the level design. Much like last year's Sleeping Dogs, Metal Gear Rising: Revengeance is a once-cancelled game that used to go by a different title. WTF I normally don't like heavy metal music, so why do I like this soundtrack so much? HIGH A spectacular boss battle with a sai-wielding man made out of magnets.













Metal gear rising revengeance story