Note: A copy of the game was provided by Mindscape Asia Pacific for the purpose of this review.
I think it's fair
to say that Kojima Productions wasn't quite sure what the Metal Gear universe would look like between
the events of Metal Gear Solid
2: Sons of Liberty and Metal Gear Solid 4: Guns of the
Patriots (MGS4); and
to be fair, neither did I. I think it's also pretty apt to say that they didn't
quite know how to successfully merge stealth and swordplay, as Metal Gear Rising had languished in development
hell since 2009. Perhaps realising that they were in over their head,
development duties were handed over to Platinum Games -- of Bayonetta fame --
in late 2011. Further to that, the decision was made to set what was Metal Gear Rising after MGS4 and add a subtitle: Revengeance. With a
powerfully-silly new name and a fresh set of hands at the wheel, Raiden's
passage through Vapourware Limbo was assured, though I must admit some
trepidation upon first catching the reveal trailer. My doubts have finally been
proven unfounded, however, as Revengeance is one of the finest brawlers
that I've ever played.
A word of warning
to start, the game does its best to break you in its first hour, with a
woefully-steep learning curve and some difficult boss encounters that are sure
to slow your progress out of the gate. I must admit that if it weren't for the
fact that I had played the demo, the duel with Blade Wolf may have affected my
overwhelmingly-positive overall impression. Still, it must be said -- and it
has been, well for that matter by Kotaku's
Evan Narcisse, Kirk Hamilton and Chris Person -- that Platinum does a
terrible job of showing you the ropes.
I found the
decision to lock (as in you'll need to "un") the dodge attack to be a
huge oversight as, for games of this ilk, the ability to dance around enemy
attacks is nothing shy of essential. Considering how cheap it is, it's almost
criminal that it's not available from the get go. The odds are stacked against
you, and early, but allow me to drop this hint: equip your repair paste (press
left on the d-pad to bring up the equipment menu) ASAP and unlock the dodge
attack once you earn the requisite BP; your experience with Revengeance will be all the better for
it.
The combat system
is satisfying, and not just because you can rip the spines out of your enemies
and cut them into as many as two hundred and fifty-three pieces (my record, it was a helicopter). Swordplay
works because finesse is rewarded and there are obvious cues to prompt the player to the use the game's key mechanics. That and it looks ridiculous. Via judicious use of Blade Mode -- which allows
Raiden to deal massive damage through precision strikes -- and parries, players are able to cut through most battles with a minimum of both time and fuss. If your sword strikes are sufficiently accurate, you can then pull off the Zandatsu technique, which allows Raiden to rip the repair unit (looks suspiciously like a spinal chord) out of pretty much any enemy combatant to replenish life and blade energy. There's a lot to take in and not every fight will go according to plan, but when it does, the feeling of exhilaration and raw power that you'll feel is unmatched.
If you're having trouble with timing your counters or miss cues to enter Blade Mode against vulnerable enemies, you can still grind your way through most battles by using standard attacks and combos which will have Raiden breakdancing foes to their knees, perhaps even removing them in the process. Your garden variety cyborgs can be filleted without much ceremony, but the larger foes -- and believe me, they're as numerous as they are diverse -- usually require a bit of a warm up before the optimum conditions for surgery are met. There's also unlockable melee weapons and secondary weapons -- including various forms of grenades and launchers -- that require just a little bit too much effort to use, but all things considered, there's plenty of ways to cut through swaths of enemy combatants.
If you're having trouble with timing your counters or miss cues to enter Blade Mode against vulnerable enemies, you can still grind your way through most battles by using standard attacks and combos which will have Raiden breakdancing foes to their knees, perhaps even removing them in the process. Your garden variety cyborgs can be filleted without much ceremony, but the larger foes -- and believe me, they're as numerous as they are diverse -- usually require a bit of a warm up before the optimum conditions for surgery are met. There's also unlockable melee weapons and secondary weapons -- including various forms of grenades and launchers -- that require just a little bit too much effort to use, but all things considered, there's plenty of ways to cut through swaths of enemy combatants.
Boss fights and
the narrative context surrounding them evoke thoughts of Old West showdowns, Might Morphin Power Rangers'
level ceremony and Dragon Ball
Z-esque speed and scale. There's only one real disappointment,
though on the whole, these encounters are a great fit as there are almost no
cheap hits, plenty of forgiving quick-time events and some truly spectacular
visual sequences on offer. Combat rules apply to boss fights as well, so you
can parry the majority of their attacks, but, as with most other encounters,
you can combo your way to a win without need of precise counters. In another
nod to its developer's progeny (Bayonetta and Devil May Cry), some fights
repeat, but the fields in which they take place can vary, meaning that the
tactics required are different. These large scale bouts are a real highlight
and some even stand amongst the best I've seen in brawlers past.
Camera quirks and
unresponsive context-sensitive commands do spoil the party somewhat, but with a
bit of patience safe passage is all but assured. Camera position is key to
successful parries as you need to meet your opponent's strike with a directed
light attack. Whenever there's any distance between Raiden and an opponent, the
player's view of the battlefield will most often be obscured; in that you'll
either lose sight of your intended target or, perhaps more troubling, lose
sight of the healing items or collectibles for which you had decided to put
yourself in harm's way. Ninja Kills (read: stealth kills) are
stomach-churningly brutal, but managing to wrestle the camera and position
required to perform them are often not worth your while. In the grand scheme of
things, these are minor quibbles, but know that frustration is unavoidable when
seeking revenge with a vengeance.
I should also note that movement is a disorienting joy thanks to the magic of the Ninja Run command. By holding the R1 (or presumably, Right Bumper) button, players can traverse obstacles and deflect gunfire. My favourite game mechanic since Dishonored's "Blink" also allows for Raiden to attack on the move and proves invaluable in some of the game's more difficult battles. Camera issues plagued most every run I went for, but an obscured view never caused me to die. Frustrating and fun in equal measure.
In terms of
presentation, Revengeance is an unrelenting force,
assaulting the senses with jarring contradictions in tone, generation-leading
visuals and hilaribad (hilariously-bad) hair metal to score the affair. At its
core, this is supposed to be the harrowing tale of a grown child soldier coming
to grips with the ethical malaise of the war economy; but in terms of
execution, it's an absolute clusterfuck comprised of disturbing imagery and
awkward humour. To give you an example of what's in store: following on from a
reference to Teenage Mutant
Ninja Turtles II: Secret of the Ooze is
a disturbing revelation regarding the nature of Raiden's enemies. Memories of
Vanilla Ice tainted by the thought that I may have been battling with
what are essentially child soldiers... sometimes it's a little too much to
compute.
Metal Gear
Rising: Revengeance is a Metal
Gear game for lovers of 3D
brawlers that are synonymous with Platinum Games and its origins. A playthough
will only last five hours, but multiple difficulty levels and a slew of VR Missions
should serve to keep the disc spinning in your console of choice. Those looking
for tense stealth action and gunplay need not apply, as these elements are a
mere afterthought in this package. The camera and some control quirks provided
frequent frustration, but I found myself enjoying Revegeance more than the
games that it apes. It's a gloriously-violent, brutally-difficult, fast paced
and off-puttingly hilarious spin on the storied franchise that simply demands
your time and money.
A cut above the rest.
Metal Gear Rising: Revengeance is set to be released in Australia and New Zealand on February 26; although, if my shopping trip is anything to go by, you should be able to buy it now from your retailer of choice. If you want to be my best friend in the universe, feel free to buy me the Collector's Edition which comes with a Play Arts Kai Raiden action figure.
A cut above the rest.
Metal Gear Rising: Revengeance is set to be released in Australia and New Zealand on February 26; although, if my shopping trip is anything to go by, you should be able to buy it now from your retailer of choice. If you want to be my best friend in the universe, feel free to buy me the Collector's Edition which comes with a Play Arts Kai Raiden action figure.