Wednesday, November 25, 2015

Metal Gear Rising: Revengeance Review


The subtitle of this game is Revengeance. Take that into consideration when you think about playing this game. First off, Revengeance isn't a real word. The amalgamation of Revenge and Vengeance is ridiculous, almost to the point of parody. Metal Gear Rising doesn't go so far as parody, but the title is far from the only thing that is just completely silly about the package. But let's face it, Metal Gear has always teetered on the edge of comedy, giving you just enough nonsense to take the edge off of the fact that you're sometimes killing the mentally damaged husks of teenage girls. It's never subtle. It's never apologetic. And this is exactly why I started having fun with Raiden's slashy blood fest as soon as the first level loaded.

Almost devoid of stealth, or at least far more forgiving of mass murder, Metal Gear Rising pits players as Jack, the goofy looking wad of flesh, hair, and robotics we know better as Raiden, who leads a PMC called Maverick Securities. He works with a mad scientist called Doktor, and a few other stereotypes in an effort to take down a rival PMC called Desperado, lead by Jetstream Sam. Along the way, the Metal Gear franchise shows its sociopolitical discussion with a narrative about child soldiers and battlefield technology, and it's a competent story. What you should be asking is if Platinum adapted the legendary Metal Gear series into a successful spectacle fighter?

Given Platinum's pedigree, this is a no-brainer.

I'll admit that there is a nice steady learning curve for Metal Gear Rising, given that it controls like very few action games do. In addition to the standard light attack/heavy attack/block setup, the game also features Blade Mode, which allows players to stop time for a second to attack weak points on the numerous enemies in the game. Allow me to recommend that anyone giving this game a try get used to this mode early, because it's a little difficult to get used to, and success in later boss fights is hinged the player executing these events. QTEs also pop up, but they're fair enough in timing that they aren't a grand offense. Stringing together attacks is a breeze, and moving between foes isn't too difficult either. Pull off the right combinations of quick attacks and blade mode movements, and you might get the glorious opportunity to REMOVE YOUR OPPONENT'S SPINE.

It never stops being rewarding.


The cast of enemies on display is part of what makes the combat as satisfying as it is. PMC soldiers with guns and swords are the norm, but various mechanical foes will fill the battlefield. Massive hammer carrying Mastiffs, house sized Geckos, and even an appearance from Metal Gear Ray, there's always something new to cut your teeth on. Every encounter builds on the challenge of those that preceded it, and it's a great way to prepare for each of the bosses that come at the end of each of the game's seven chapters. Subweapons, such as grenades and two different rocket launchers, are spread throughout the stages, but they're rarely useful given Raiden's verticality. The rocket launchers are useful for helicopters and then best forgotten, along with the grenades.

And then there are the bosses...ye gods...the bosses.

I don't want to spoil any of them. Just know that they get massive, and they will put your skills to the test in every way.



Various collectibles are spread throughout the stage, including health and battery restorations, and unlockable VR mission that can be played from the main menu. Collecting these and executing quick kills earns points that can be spent to upgrade Raiden's armor and weapons. Aside from some new combos, I don't recall the upgrades feeling that powerful. I fully upgraded Raiden's sword, and I still had some issue whittling down the health on the last boss. I'm afraid of what it would have been like otherwise though. The collecting aspect drives the replayability, but not so much as earning top rankings on each mission. This is made challenging by the fact that each stage of combat is blocked within the chapter, and rankings are given for something as simple as clearing a room of foes. Time is of the essence, and so is careful use of blade mode.

The visuals on display are sharp enough, but the environments aren't spectacular. Almost every room is a steely gray wall with an equally dull floor, or dirt, concrete. It's a collection of industrial settings from the outset, but there is a single city stage, and that could have endured a splash of color. This game comes from the studio that made Bayonetta, so I'm confident that they know how to deliver a more visually satisfying game. I won't hold it against the game too much, given the spotty development history, but it's disappointing nonetheless. The score is a bit average. Screaming guitar riffs and lightning fast solos make for a nearly wall-to-wall metal soundscape, with some traditional orchestra scoring and electro making appearances as well. None of the songs really stuck out from moment to moment, so it's a little disappointing.



Given that this game released over two years ago, it's rolling around in bargain bins almost everywhere. I paid eight bucks for my copy, and honestly, I couldn't be happier. I will admit that I don't think I could have paid sixty dollars for it when it first came out, given that I'm not sure I would have tried to tackle Revengeance difficulty when normal difficulty put me through my paces. Add the fact that the story can be cleared in an afternoon, and you should probably consider what you're paying before you take the ride. However, it's a stylish, pitch perfect spectacle fighter, with plenty of laugh out loud moments of absurd visual direction and oceans of gory violence to bring the player to the other end of the run.

http://www.amazon.com/gp/product/B002I0J8FI/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B002I0J8FI&linkCode=as2&tag=ztrig-20&linkId=RERJTCSTBPJSVKB3