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Successfully slow-mo slicing through this box exposes a cyborg spine full of electric blue magical energy goo (or “nanomachines” in the game’s parlance). Stronger enemies must be first weakened by standard attacks before blue-hued limbs signify that they are ready for amputation, while any sufficiently weakened adversary will also have a weak spot highlighted in Blade Mode in the form of a small red box.
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On lesser enemies, limbs can be freely cut off, including left arms that for some weird reason function as an upgrade currency. As long as Raiden’s energy meter is at 100% capacity (upgrades can eventually push total capacity upwards of 100%), holding the left trigger activates Blade Mode, allowing Raiden to line up highly accurate slices in the heat of combat while the meter slowly burns down.
Despite the natural mashiness of general combat, the parry system is finely tuned due to its tight timing window and required aim, and it adds an ebb and flow to the flurry of offensive attacks without ever leaving Raiden feeling impotent or breaking up the hyper-aggressiveness of his style.Īs for Blade Mode, the free-form, right-stick-powered, slow-motion slicing mechanic heavily featured in early incarnations of the title, it too leaves a favorable mark on the flow of combat.
When executed properly, said enemy is staggered, allowing Raiden a window to counter with a renewed onslaught. Most enemies will glow orange a moment before they attack, leaving the player a tiny window to perform a light attack in the appropriate direction. That design philosophy naturally leaves parrying as Raiden’s only line of defense. As such, he has little interest in perfunctory combat tactics such as blocking and dodging Raiden is all offense all the time. Protagonist Raiden–especially after the prologue–is a powerhouse of a killing machine, quite accurately referred to as a cyborg ninja by one of the supporting characters. In regards to the latter, it’s actually the lack of a proper defense system that is so notable, and yet is one of the game’s greatest triumphs. In short, Rising is exactly what you imagined when you first heard the action savants at Platinum were working in Hideo Kojima’s twisted world.Īs I detailed in my preview over a month ago, Rising has two major characteristics that distinguish its mechanics from others in its genre: Blade Mode and the defense system. However, despite checking all the usual boxes, Rising is anything but a typical action game with its undoubtedly Metal Gear political overtones and a bombastic flair reminiscent of Platinum’s own Bayonetta. There is a light attack button and a strong attack button, a progression of enemies with different behaviors and weaknesses, iconic boss battles, upgradeable abilities and equipment, quick time events, collectible bonuses, and combo and high score systems that reward mastery of the mechanics. Lo and behold, having now finished the completed product, I find that initial reaction aptly describes Metal Gear Rising: Revengeance–a game that somehow manages to swing wildly between exhilarating, cringe-worthy, philosophic, and infuriating.Īt its most elementary level, Metal Gear Rising is a third-person hack-and-slash action game. That E3 trailer featured a striking, unique visual art style that was accompanied by fast-paced acrobatic action, yet also featured heavy doses of cheese and other idiosyncratic quirks (but seriously, that subtitle?). When PlatinumGames and Kojima Productions took the wrapping off the game formerly known as Metal Gear Solid: Rising at last year’s E3, I commented on Twitter that it looked liked everything awesome and negligent about modern Japanese game design.