Sony Social Media Manager Sid Shuman has detailed Metal Gear Rising: Revengeance for PlayStation 3 today stating that it cuts to the chase!
Below are the details, to quote: Let's not mince words. Metal Gear Rising: Revengeance is in most ways the polar opposite of the Metal Gear Solid series, abandoning restraint and resourcefulness in favor of unapologetic brutality.
If Metal Gear Solid was an elegant switchblade, Revengeance is a rip-roaring chainsaw.
The opening tutorial mission wastes no time in showing off the game's much-touted Blade Mode, a surprisingly intuitive mechanic that boasts palpable precision. You press and hold L1 to slow time, then hold the right analog stick to wind up your slice.
Hold the stick to the right and Raiden will draw his sword to the right; release the stick and he'll slash from right to left, cleaving obstacles and baddies in two. It's a devastating and deeply satisfying attack, but it's slow and expends fuel cells so it's best reserved for surgical strikes.
Blade Mode has been much discussed, but less has been said regarding Revengeance's impactful combo system. You can tap Square and Triangle (wide attack and strong attack, respectively) to fire off rapid slashes and acrobatic flip kicks ala Dante in Devil May Cry.
Mixing and matching Blade Mode with the faster hack-and-slash strikes should lead to some visually arresting combos, as well as some of the gnarliest onscreen violence this side of God of War.
It's also tactically valuable; landing the Blade Mode combo finisher on an enemy soldier's weak spot and tapping Circle at the right moment makes Raiden plunge his fist into his victim's spine and claim a fuel cell for a mid-battle top-off. What energy crisis?
Other fun details abound. Pop off a Blade Mode slice and you might lop off your enemy's weapon arm, or foot - this came in handy during a battle against a rampaging Gekko biomech.
Taking to the air to avoid the Gekko's lethal kicks, I repeatedly drove my sword into its cyborg head before severing one of its oversized legs with a well-timed mid-air Blade Mode slice, bringing the giant crashing down.
The demo introduced me to Ninja Run, a scrambling Dash that drains energy but can nimbly dodge obstacles, before culminating in a battle against an AI-controlled helicopter.
I pounded it with homing rockets - Raiden can carry one sub-weapon in addition to his sword - until I was prompted to Ninja Dash up a volley of 'copter missiles, skipping from one to the next like stones in a creek. I vaulted over the chopper, calmly looked downward, and used Blade Mode to shred it to smithereens while I drifted by. Yes, this was exactly as cool as it sounds.
Kojima Metal Gear Solid 25th Anniversary
But Revengeance represents just one step in series creator Hideo Kojima's master plan for Metal Gear. During PAX 2012, Kojima held a panel to formally announce Metal Gear Solid: Ground Zeroes for PS3 and show off its revamped technology and open-world mission design to the North American public for the first time.
In the panel hosted by Geoff Keighley, Kojima shared his inspiration for creating one of the first stealth-centric videogames 25 long years ago. "Most games were about attacking enemies," Kojima remembered, "but I wanted to try something different. Honestly, I didn't think it would continue for 25 years!"
Kojima touched on the layered origins of protagonist Solid Snake, whose codename was designed to serve dual purposes: communicating the game's stealthy focus and honoring Escape From New York's gravel-voiced Snake Plissken (Kojima is a devoted John Carpenter fan).
Big Boss was developed as a foil for Snake and served to reinforce what Kojima has long seen as the series' underlying theme: surpassing a predecessor.
That theme and Solid Snake's rising popularity were the key drivers for Raiden's controversial starring role in Metal Gear Solid 2, a departure that fans debate to this day. "Solid Snake was becoming this legendary hero and I wanted to build on that," Kojima said of his infamous MGS2 protagonist switch.
Metal Gear Solid 4 flipped convention yet again, with players finally reuniting with an aged Solid Snake only to find themselves longing for the power of a young, spectacularly reinvented Raiden.
Kojima also briefly touched on his plans for Columbia Pictures' recently announced Metal Gear Solid film, playfully suggesting that actor Hugh Jackson would make a "pretty cool" Snake.
But he cautioned that the project was very early in the planning stages and he had no announcements to make regarding cast and crew. "There have been talks about this for 15 years. I want to make sure it's done right. It's a very important, difficult project."
Finally, below is an interview from PS Blog, as follows:
PlayStation.Blog: Revengeance enables you to slice anything in the environment using Blade Mode. Was it technically challenging to create a game where players could cut anything? How did you fine tune the mechanic to make it work for the game?
Platinum Games: First of all, from a technical standpoint there were difficulties but that wasn't the hardest part. The hardest thing was that once we introduced the mechanic to cut anything, it is very hard to maintain a good game balance. That's what we struggled with the most.
The game’s concept is being able to cut anything at will, so being able to combine that with the gameplay and maintain a good balance, and have the player cut things in a way that felt natural and flow with the gameplay was a challenge both technically and mechanically.
PSB: Let’s talk about gameplay progression. Does Raiden unlock new abilities and skills during missions?
PG: In Revengeance there's a customization system where you can customize your character, which opens a lot of possibilities to gameplay. So the answer is no, you don't have all the moves from the beginning of the game.
PSB: In the new trailer we saw a glimpse at some of the game’s boss encounters. Are they designed based on concepts we’ve seen in the other Metal Gear games? Or did you take a different approach for Revengeance?
PG: One thing that makes a boss unique this time is his or her weapons. We’ll use one boss as an example — Mistral, who has a very unique weapon that can be used as a staff or a whip. So you need to figure out the right strategy to fight against these weapons.
And from a Metal Gear series standpoint, the other bosses usually had a theme: Dead Cell, or Cobra Unit, for example. This time the theme is superhuman cyborg enemies, and is how these enemies clash with Raiden — both on the physical aspect, and ideologically.
PSB: In an old trailer for Revengeance, we see Raiden using a staff similar to the one Mistral is using. Does this mean players will gain special weapons from defeating bosses?
PG: Yes, that’s a very good observation! That means when you destroy the bosses, there are certain weapons you will be able to use.
PSB: What's the role of LQ-84i in the game? Can we use it as another character or as a support item, like the Mark II in MGS4?
PG: The LQ-84i first appears as an enemy, you have to fight it. After that point, if you defeat it, one of your comrades remodels and reprograms it to serve as an ally. You won’t be able to directly control it, but LQ-84i will be a support character through the game.
PSB: We saw in the demo that the Codec seems to be more dynamic in Rising. What prompted that decision?
PG: First of all, what you are playing now is the beginning of the game, so there are a lot of tutorials. We don’t want to give you the impression that you will be overloaded by all these Codec conversations during the rest of the game. They will come in from time to time, but they won’t slow the action and they will flow naturally.
PSB: At what time during the development process did you decide to switch from a story between MGS2 and MGS4 to a story set after MGS4? Why does this timeline work best for the game?
PG: The original story was set between MGS2 and MGS4, but when Kojima Productions decided to partner with Platinum Games, Mr. [Kenji] Saito said that we don’t want to focus on the past. He wanted us to lean forward, to focus on something in the future.
And we took that feedback from Mr. Saito. If we focused on the time between MGS2 and MGS4, we would be limiting the story. If we pushed it to the future, it would open up new possibilities. But to be honest, Mr. Saito didn’t want to change the story — he still would have liked to have it in that era.
PSB: At the end of the trailer, we saw Raiden entering a sewer in what appeared to be a Mexican city. Will Mexico factor into the game?
PG: Within the game, Raiden travels around the world to battle in different areas. And yes, one of them is Mexico.
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