By Griff Hoffmann The perennial desire to do the cool stuff that happens in cut-scenes instead of just watching is half fulfilled in Metal Gear Rising: Revengeance. The player takes control of Raiden, the over the top ninja cyborg, and dispenses some zan-datsu, bullet time dynamic cutting, while chasing down a nefarious government backed PMC in the conspiracy riddled future of the Metal Gear Solid world. Platinum Games manages to design a fast paced, high energy action game that sets itself far outside the standard patient sneaking of the Metal Gear franchise. The zany, anime nonsense story is no different from other games coming from Kojima, but it's fragmented and missing the in-your-face obsessive level of attention given to grey future tech that defines his style. The combat is just deep enough to remain engaging through the crazy trek and by the end, after the most grueling last boss in recent memory, it’s easy to walk away satisfied and never pick it up again. He's doing Space Harrier all wrong The games opens with Raiden, the hero (or antihero,) failing to protect the Prime Minister of Africa from a hyper funded and technologically enhanced PMC. This opening sets the tone for the always on action for the rest of the game. A giant Metal Gear Ray pops in for a fight and this time, unlike MGS4, you control Raiden as he goes Hibachi chef on the iconic robot. Jumping around on missiles, gigantic enemies, running down clock towers, Rising has some unmistakable Platinum Games tropes. The pace changes drastically when Raiden gets his arm cut off and you amble around gushing blood not knowing what to do as certain death looms overhead. This is what did it for me; I was hooked. The blending of Platinum Game’s high octane action and Kojima Production’s ability to connect the player physically to the character is what makes Rising’s mood a cut above other action games. Blade Mode is easily the best part It’s this dismemberment at the hands of the ordered evil, Jetstream Sam of Desperado Enforcement LLC PMC, which leads to the introduction of dynamic cutting system dubbed, zan-datsu. Japanese for “cut and take,” and functions like video game bullet time but with a sword. With the press of a button, time nearly stops for the player and Raiden as he enters Blade Mode. During this state Raiden readies his blade and a ghostly planer line appears to indicate the path of the weapon and consequence, the cut. Using the sticks, the plane can be aimed with complete control and accuracy and when the right stick is released, the blade slashes lightening fast bisecting whatever was once one. These precision slashes can be performed as long as there is energy in the gauge. The gauge refills by drawing electrolytes from enemies during combat. Hit more dudes, get more juice; pretty standard. All enemies have a target dead center that when it is cut, Raiden can snatch their electrolyte tank. This is the take part of zan-datsu. By grabbing this mechanical organ, Raiden can squish it in hand and absorb a hearty amount of juice, immediately restoring both life and zan-datsu blade mode, completely. Dogs with swords. How trite Only a short list of combos comprise Raiden’s repertoire and these are of the typical light light *pause* heavy. The list can be expanded by purchasing a few additional abilities and even fewer additional weapons. About half way through, the combat takes on a different pace. Though the enemies get more complex, powerful, and faster, the most effective way of dealing with amped up cyborg baddies is by slowing down. By pressing the light attack and pushing the stick in the direction of an attacker as they attack, Raiden will perform a parry. This will deflect damage, stun the enemy, and allow for a counter attack. There is no normal blocking or dodging besides the parry. It is crucial for success against the second of the Winds of Destruction, the high ranking cyborg bosses of the PMC Desperado. If the parry is too difficult to master at that point, the game won’t let you off the hook there; it’s best to keep practicing or otherwise stop here. The parry will also help boost the score at the end of the level. By not getting hit, using zan-datsu, and building big combos awards ranging from D-S can be acquired. The higher the rank the more BP is awarded which can be used to unlock additional moves, weapons, and outfits and well as stat upgrades. Raiden will also utilize a skill called Ninja Run. This is a sprint that automatically deflects bullets and quickly moves through the environment. Simply by holding down a button, he will vault, duck, and climb over obstacles. It looks pretty cool, but no scenarios require any skill when using it. It’s a short game. It only took about 6 hours to complete and that is even with listening to many Codec calls and having to play boss fights over and over again. The ranking and purchasable abilities are evidence that replay was kept in mind when the game was designed, but simply beating old scores and getting new wigs isn’t enough. Even though it is short, the last boss is so demanding and punishing of the slightest mistake, I felt wholly fulfilled with the achievement of completing the adventure once. For Metal Gear fans (myself included) replaying and listening to all the Codec calls to the (mostly forgettable) characters provides a decent incentive to pick it up again. That is if you’re willing to spend plenty of time sitting idle while faces berate Raiden or explain Ghost in a Shell inspired tech to him. It’s a shame these conversations couldn’t be happening during the heat of battle, but then again, that might mask the totally killer metal soundtrack. Metal Gear Solid Risisng: Revengeance is a high speed sprint through an almost cyberpunk dystopia. It’s different from any game bearing the Metal Gear name and for that has almost no business having those words a part of it. Occasionally, the off the wall action and reflective sympathy for the character blend together making something totally unique; it’s just not enough or often enough. The post Metal Gear Solid 4 world is probably not the best place to start up the franchise for newcomers or maybe it is the perfect place since and direct reference to previous games are nearly nonexistent It’s a game that’s hard not to like but suffers from a shallowness that is generally not found in games from Kojima Productions and Platinum Games.
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