Preview: Metal Gear Rising: Revengeance

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Cyborgs and swords are two words which can make almost any nerd’s ears prick up in anticipation as Metal Gear Rising: Revengeance aims to deliver super fast violent action. rawDLC checks in with Mindscape to see how the game is shaping. More after the jump. 

Spin-offs can be a dangerous idea. Fans tend to want the same things over and over again with a new color scheme, and people that might really enjoy a spin-off can miss it entirely because of what the title brings to mind. Metal Gear Solid is a franchise that means stealth, story and Solid Snake. If you take these components out and aim for kickass action, some fans immediately begin to look the other way.

However, Metal Gear Rising: Revengeance deserves more than that. Fans should be intrigued and excited about this new direction, not wary. Who wouldn’t want to take a ride in the shoes of the new cyborg protagonist Raiden?

Ok, we’ll just make a little incision. Everywhere

Metal Gear Rising: Revengeance looks amazing, but then again we’ve come to expect any title under the Metal Gear franchise to push the console visually. The environments are nicely derilict and character models are well designed and remain faithful to the franchise. Raiden handles much more fluidly than any of the previous Metal Gear games have offered. The stealth aspect may be gone, but the game counters this by giving the player a Devil May Cry style speed of movement, as well as adding its own unique slice-and-dice system to the mix. This fluid combat style is the real highlight of the game.

Gamers who have seen the trailers might worry about the precision of the hack and slash focus. Don’t. The team at Platinum Games has nailed the idea of quick and visceral combat. Raiden is not limited to cutting enemies, almost anything can be sliced and the player can improvise by using parts of the environment as unique weapons.

For example you could destroy the supports of a bridge and drop it onto your foes, or cut the base off a ferris wheel and use it to dispatch an group of bad guys. The speed at which this technique can be used is the key to surviving the game, and learning the ins and outs of the combat is where the awesomeness begins! Once the sword mode is active, players can use the left stick to move the camera and the right to strike with. During the preview event we were shown this aspect of game-play in relation to EA: Skate, where the players flick the right stick to one side then the other to preform a fluid flip trick. In Metal Gear Rising: Revengeance this technique is utilised by the player to perform unique combat moves. After a few minutes the controls sink home and from there it becomes about perfecting its use; which is easy with the steady rise in difficulty. Platinum Games have a history of making really hard games, so it’s nice to see some level of accessibility to this one. Though far from easy, the game tones itself down from its usual “Japan Mode” difficulty and offers players a tough but fair challenge.

The humor is also alive and well. During the play through we got to slice fruit, drop heavy objects on enemies and find foes cowering in cardboard boxes, which is a nice little head nod to the previous games. Though there is less of the humorous dialog compared to the older Metal Gear titles, Raiden does have a Russian companion who chimes in from time to time to lighten the mood.

Overall the game is shaping up nicely, check out this great new Gamescom video. If this doesn’t get you excited then nothing will.

For those that can’t wait till launch to try out this game the Zone of Enders HD re-release will have the E3 demo included.

Also, those wanting more on Metal Gear Rising: Revengeance, don’t forget to check out our preview podcast here.

Raiden always hated being called a girl… most learnt this the hard way

 

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Joshua Philpott

Tech MacGyver
Games writer, podcaster and tech wizard. Obsessed with obscure horror films, crazy gadgets and caffeine. Passionate, argumentative and open minded. Freelance writer and co-founder rawDLC.

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