âThis is not a stealth game,â Platinum Gamesâ Atsushi Inaba said of Metal Gear Rising: Revengeance. Thatâs certainly true.
Rising is the latest in the traditionally stealth-heavy action game series, and from what I saw and played of the game, itâs almost unrecognizable as a Metal Gear game. Moreover, the references that do exist to past gamesâfrom stealth segments to watermelonsâare mostly played for laughs. Thatâs certainly not a bad thing, but it does mean that Rising will be an interesting and possibly divisive entry in the long-running Metal Gear series.
Letâs start with the stealth, which is typically the beating heart of a Metal Gear game. In the E3 demo of Metal Gear Rising: Revengeance, protagonist Raiden enters a compound full of soldiers. Itâs a setup familiar to Metal Gear fans, who would logically expect to sneak up on these soldiers and dispatch them one by one.
Raiden does this, to an extentâhe enters the compound and proceeds to dispatch enemies one by one. But he does so in manner so simplistic as to seem humorous. Enemies are just oblivious to himâhe runs forward, sword in handâplayers canât adjust his stance or move slowlyâcomes up behind them and with a button-press, rams his sword through their back. Thereâs nothing more to stealth than this, and no way to take down an enemy other than to sprint up behind them and perform a loud, gory kill.
Inevitably, Raiden gets spotted, and the trademark âVrayrp!â sound effect plays, accompanying an exclamation mark over any remaining enemiesâ heads. But itâs just window-dressing, itâs there for show. In past Metal Gear games, the exclamation mark was a dreaded sound; it meant you had failed. Here, it indicates that itâs time to get to the good part: The wicked swordplay.
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Since blade-mode can be triggered with a button-press, it lacks the rewarding feel of Bayonettaâs witch-time, which required a perfectly timed dodge to instigate. All in all, combat has a different feel from Bayonetta, but I didnât have enough time in the demo (and didnât face tough enough bad guys) to really get a feel for it. But like all Platinum games, it feels fast, punchy, and satisfying.
The clear focus on action does serve to make the gameâs âstealthâ sections feel all the more joke-y. In fact, I couldnât help but notice that all of the âMetal Gearâ elements in the game are reference humor; they were played for laughs. Rising seems to be a game that doesnât hold its source material as sacred. (Though for all its enjoyably high-handed crusading, on some levels even core Metal Gear games donât take themselves all that seriously.)
At one point in the training mission, watermelons are set all around for Raiden to slice. At another, players come across a cardboard box, beneath which cowers a soldier, ripe for the sword. The joke here is clear: In this game, you do not hide under boxes; your enemies hide from you.
The story is being handled by Metal Gear creatorsâ Kojima Productions, and as creative producer Yuji Korekado described it, will be tighter, with shorter cutscenes, but will still have just as much of a story emphasis as, say, Metal Gear Solid 4. It will also be more approachable for newcomers.
âOne thing that we want to make clear,â Korekado said, âis that the objective for Rising is to tell a self-contained story that people who had not played Metal Gear up to this point could just jump in and get up to speed really quickly and enjoy the game on its own merits rather than having to rely on knowledge from past Metal Gears.â He did say that there are characters from past games that will make an appearance.
So, Metal Gear Rising: Revengeance feels like more of a riff on Metal Gear than a proper Metal Gear game. But hey, thatâs okay, mostly because itâs a stylish, fun riff. It plays and feels like a Platinum game, and I mean that as a high form of praise. It may not make every Metal Gear die-hard happy, but Iâm actually looking forward to enjoying a different side of the Metal Gear universe.
Plus, you know, it lets you slow-mo-chop a helicopter to bits with a sword.