You probably won’t spend a lot of time cutting up the environment for any reason other than to satisfy curiosity, but enemy designs, especially tougher enemies, integrate sword slicing in such a way that it becomes almost essential in order to dispatch them. The much lauded “cut anything” that spearheaded the Rising project from the beginning is implemented deeply enough into the combat fundamentals that it introduces a unique layer of tactical play. The very final boss in particular is destined to eat away at many-a gamers psyche as it punishes them with one continue after the other, until you realise you may have been “doing it wrong”, and what was once nigh impossible is instead an appreciable challenge.
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Only in a couple of instances, sadly towards the tail of the game, do Rising‘s boss fights feel a bit disconnected from the core design, breaking the expected rhythm for a feel of battle that doesn’t seem quite right. Two master swordsmen enduring the best of each other’s abilities and waiting for an opening, knowing only one is going to walk out still in once piece. However, with Rising, the boss fights are at their best when they’re a gruelling samurai duel. Some of my fondest boss fights from Bayonetta involved towering angelic colossi and ludicrous set pieces. Action brawler fans are probably used to outrageous enemies and boss units towering several stories above the player, but in almost all cases Rising steers towards human sized enemies and rhythmic sword play. This particular style of fighting comes into its own in the more personalised fights. But get it right, and Raiden will follow the block instantly with his own sharp attack, opening up room for tighter, faster flowing combo strings, or in some cases staggering the opponent for a fancy quick time event Zan-Datsu. It’s all in the timing: too early and Raiden will knock the enemy back with a block. Literally, as countering opponents involves engaging in block and parry sword play, easily initiated by tilting the movement stick towards an attacking opponent and hitting a light attack of your own. Button timing of light and heavy attacks to initiate combo chains won’t seem out of place to genre fans, but combining these attacks with directional motions of the movement stick gifts Rising a peculiar flavour from the dodge and movement heavy acrobatics of Bayonetta.Ĭhannelling the way of the samurai, Rising‘s steel-against-steel defensive mechanisms also helps separate it from the current crop of action brawlers, emphasising the philosophy of “the best defence is the best offence”, and encouraging players to get right in harms way. Raiden’s sword is the centrepiece, with every programmed and animated move, from both him and opponents, meticulously constructed around it.
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Neither Bayonetta, Ninja Gaiden, nor Devil May Cry, Rising settles on a completely unique rhythm of methodical slicing. Most admirable in Platinum playing catch-up on a tight schedule to an original design that couldn’t see the light of day, and perhaps most poignant in articulating the studio’s talents in this particular genre, is how Rising keenly avoids the lazy trappings of “clone” (pun intended) gameplay. And yet, in true Metal Gear fashion, Rising carries with it a legacy, memes if you will, as within the fabric of this grand tapestry are frizzled edges, evident of a development process that wasn’t without its own troubles. Passing Raiden’s torch, Rising couldn’t have landed in better hands. Irrespective of which group you fall into, the long wait is finally over, and the arrival of Revengeance brings with it a message of reassurance and confidence that Platinum truly have their finger on the action genre’s pulse arguably more so than anyone else. Meanwhile the second group of people, slightly more bonkers but certainly more patient, have been waiting over thirteen years to live out their Metal Gear cyborg ninja fantasies, a seed sewn in young minds by the iconic Gray Fox. The first group has been eagerly anticipating Raiden’s spin-off adventure since the initial reveal in 2009, closely following the turbulent development process as failed Metal Gear Solid: Rising prototypes at Kojima Productions were eventually passed on to Bayonetta and Vanquish veterans Platinum Games. I like to think fans anticipating Metal Gear Rising: Revengeance can be split into two categories.