The aforementioned Monsoon is only one of many icons of Metal Gear Rising. Not only is it a joke on the internet, it’s an idea that’s been passed down over the years, well past the usual window of popularity. Even the game itself is a meme, in both senses of the word. Monsoon, one of the major villains of the game, bases his entire ideology around them. It sounds like a joke, but the game is all about memes. Memes, ones that that stood the test of time, were responsible for its meteoric rise from what could’ve been irrelevance. This bending of the fourth wall could be part of the key to why Rising is as compelling as it is. By matching the motivations of the player and the main character, the game is able to have its cake and eat it, too.
In a way, the player is on the same page. Jack the Ripper’s character arc is about admitting that, beneath his moral crusade, he really is in it for the violence.
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As an action game it is excellent: but only time, and a full playthrough, will determine if it’s still got Metal Gear and the right intentions at heart.In case this game came off as too serious, here’s a cyborg samurai, robot dog, and a cyborg ninja on a motorbike. It’s clear from watching Rising in motion that whilst Platinum have had an order to fulfil Kojima has, in his executive producer role, given them room to breathe, allowing them to fill the scene with their own visual quirks. Pacing issues aside, the combat is superb, the interface Metal Gear-esque without just stealing old assets and the industrial visual theme comfortable whilst moving the setting to a new, brighter location. Perhaps the expo environment encouraged too much hacky-hacky behaviour in an attempt to just get the fight over and done with, but those of a similarly speedy disposition might find the leaps and bounds in pace uncomfortable, if not irritating. You’re paired off against an enemy which takes its time attacking you, and will unleash a lot of damage just as you decide to make a move yourself. However, when squaring off against the end-level quadruped, the speed at which everything happens slows down and the fight becomes a test of patience. Mechanical enemies require a touch of wearing down before their legs can be run through properly, but by and large the pace is rapid – y’know, characteristically long cut-scenes aside. It’s this boss fight which raises questions about what exactly Rising‘s intended pace is supposed to be. A rock-solid end boss takes infinite pleasure in dispelling your parries and introducing a rapid chainsaw to your chest, which errs towards controller-tossing levels of frustration, even on normal difficulty. It takes a lot of practice to perfect this, and the demo doesn’t quite give you enough situations to make the best of the mechanic. Not sure a chiropractor can fix that.ĭefensively, Raiden lacks a typical block button a la Bayonetta, instead relying exclusively on parrying hits by moving towards an advancing enemy and attacking them right back. It’s a guilty pleasure to flick the stick back and forth, reducing enemies to salami before before reaching in, ripping out their pulsating blue spines and crushing them in an angry fist.
Combat is open-ended, never encouraging particular moves over others – thus far, at least – and so it’s up to you whether to play it as a straight combat title or to indulge in slow-motion, right-stick-controlled precision joy. The 15-minute demo from the Eurogamer show floor takes Raiden through a typical war-torn city, facing off against humans and mechs alike.
Playing as the re-armed, guyliner-equipped Raiden is an absolute joy, whether hacking away at chunky clumps of living meat or precision-cutting through giant robotic legs, watching the owner keel over on the stumps and explode. Rising is beyond functional: it is stellar.