These are mostly gimmicks offering some brief respite from the frentic action and to attach some semblance of Revengeance’s roots to its mother series. Kojima’s contribution to gameplay comes in the form of a secondary stealth elements where you can perform “silent kills” by approaching behind an enemy’s back and plan your movement by viewing the area in the Batman-esque “Augmented Mode”. This is a key mechanic central to prospering in the game’s numerous challenging fights and while the initial learning curve might seem steep to some, once you grasp the basic idea behind parrying, you learn to appreciate this satisfying albeit slightly unconventional element and the combat grows on you. So instead of constantly dodging and rolling away from your attacks, parrying has you staying at one spot anticipating enemy attacks and finding an opening for your attack. Instead, Revengeance stays true to its “ninja” swordplay combat by making parrying the prime defensive mechanic which requires precision timing and reflexes. What’s different is unlike most action games like Bayonetta and Devil May Cry, there is no dodging mechanic. In combat, the action is highly reminiscent of Platinum’s past games with a light and heavy attack variant. Revengeance has all the trademark signs of both of its creators in every department. Slice-n-dice: Raiden’s day-time job as a cyborg butcher This gives Revengeance a much needed focus as players can continue from one battle to another without much distraction. Instead, majority of healing happens via Zandatsu which demands skill and precision to excel, not just plain exploration. What Zandatsu does besides acting as a satisfying finishing move is it removes the concept of scouring and backtracking in search of health. It also leads into another important mechanic of the game called “Zandatsu” that sees Raiden grab the nanopaste from the sliced abdomen of the enemy and use it to heal himself. Using both the analog sticks as its adjustment and slashers, it can be freely entered anytime, inside or outside combat only using up Raiden’s fuel cells. Resulting in some of the most magnificent slow-motion finishing moves and damage physics you’ll see, the “Blade Mode” is rightfully the central mechanic around which the entire action of Revengeance pivots around. This mechanic was marketed to the point that it essentially became a make-or-break element. The chief selling point around which Revengeance was built was its “cut through anything” tagline. Together, both Platinum and Kojima make an excellent argument for symbiotic team-work giving rise to something far greater than anything they could have achieved individually on this game. Likewise, Kojima understands he needs Platinum to make the intense and fast-paced action game he always envisioned Revengeance to be. Platinum respects Kojima and the Metal Gear lore and doesn’t question his direction when it comes to story, the cutscenes or their treatment. Few meetings later, a new partnership was forged between Kojima and PlatinumGames.ĭeveloper:Platinum Games (under supervision of Kojima Productions)Īt once a glorious showcase of the wonders of collaboration wherein either team respects the other’s abilities and understands their importance in fulfilling their common vision for the game Revengeance is also the sign of a developer at the height of their powers. Around that time, a bunch of insane people from his own country had created a game that had quite simply equated action games with orgasms. Not very confident that his team could carry out such a vision, he looked elsewhere. Something that Kojima wanted as a relief to break free from the shackles of stealth and clever boss fights the series had become renowned for by dabbling with crazy fast-paced action. Back in 2009, when it went by the name of Metal Gear Solid: Rising, it was seen more as a break for the series mastermind Hideo Kojima from the politically-heavy and emotional roller-coaster that had culminated with Metal Gear Solid 4.
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