

Raiden fires potshots at it with infinitely spawning air-to-ground rockets, peppering it with explosives until the chopper enters a sort of "stun" state, which predictably amounts to it hovering conveniently within arm's reach of a nearby building for several seconds, basically screaming, "Hey, player! Jump on the building and use Raiden's sword on me!" Which you do. This Hind-D encounter turns out to be a bland, uninteresting fight that could have been plucked from any number of action games over the years. To close out the demo, Raiden abandons the close combat that dominated the bulk of the experience in order to take down a combat helicopter. But for all the quirky iconoclasm of the action, it falls into a disappointingly rote rut with the boss battle that comprises its climax. I'm deeply impressed by the way Platinum has taken the fragments of a troubled game project and turned them into a playable proof-of-concept that makes good on the promise of the swordplay mechanic while feeling intrinsically Metal Gear-ish in its audio-visual design. My biggest concern with the game is that it might not be unconventional enough. After all, Platinum excels at assembling precisely the kinds of unconventional action game Revengeance aspires to be. And while Raiden enjoyed effectively unlimited swordplay in the demo, his powers clearly run off some sort of battery power that will likely render them a finite resource in need of careful management.įor now, Revengeance combines an interesting play mechanic with inconclusive execution - but that's more than you could say about the game before E3, and there's hope yet for all the pieces to fall together. I'm willing to give the concept the benefit of a doubt, since this was after all an early demo maybe the awkward modal change will feel more natural with practice (which means it really is a Metal Gear). Then you're dumped right back into the standard game as soon as you're done.

And then you enter the sword interface and the action screeches to halting slow-motion the camera changes perspective to focus in on your target your control scheme switches completely to allow you to define the stroke of your sword along three different axes. Protagonist Raiden dashes about the world performing the sorts of nimble leaps and evasions as you'd expect from the hero of a Platinum game, moving at such a breakneck pace that your fingers can barely keep up. Based on the E3 demo, those two concepts exist in uncomfortable opposition to one another, with the latter serving as a brilliant (and dare we say it? Cool) mechanic that completely disrupts the flow of the former.

In fact, those seem to be the two pillars on which Revengeance has been constructed: Fast action and cutting.
METAL GEAR RISING REVENGEANCE TV TROPES SERIES
As the series mutated from stealth adventure to card game when it became Metal Gear Ac!d, "Metal Gear Rising" denotes something different, too - in this case, fast-paced action. Revengeance takes a radically different approach to the Metal Gear universe than players are accustomed to, but the change of its title's suffix from "Solid" to "Rising" leaves the door wide open for that alternate world view. After hearing the unhappy rumors that have swirled about the game since it failed to show up in any real manner at last year's trade shows, I didn't expect pinch-hitting developer Platinum to have pulled the project together enough to offer something tangible in such short order. 3 2012 didn't offer many surprises this year, but Konami delivered by not only showing off the long-delayed and deeply troubled Metal Gear Rising: Revengeance but actually doing so in a playable form.
