Concept Behind Metal Gear: Rising Revengeance Explained

In a Platinum Games blog post, director for the upcoming action title Metal Gear Rising: Revengeance, Kenji Saito, resumed and explained some of the design thought process and philosophy that shapes up the game.

“Slicing that feels so good you could die.”
“A game with full blown, fast-paced action.”

That’s the kind of game the team is hoping to deliver. Saito emphasizes responsiveness and accurate feel of input as basis for the high-octane slash title. Player will have opportunity to feel one with controller, and if Bayonetta is any indication, Platinum Games know what they are doing.

Saito goes on to give a few examples of mechanics in the game. In Blade Mode, the player can have complete control over his slashes. Hitting a weak point lets Raiden steal energy from the foe. Raiden will also never have to limit himself to full defense and even his parries or “defensive offensive,” a quick dodge combined with a slash, serve to give him opportunities to press on while evading damage.

Look for Metal Gear Rising: Revengeance in stores on February 19th.

the author

A young man hailing from the distant lands of Poland, Europe, Luke started his video game writing career with school publications and is continuing it with GameNTrain. When not putting in hours into Blazblue or other fighting games, he enjoys kittens, helping old ladies, and lifting weights. Follow Luke on Twitter: @LukeShooty