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Metal Gear Rising: Revengeance [PS3/Xbox 360] review

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    Originally posted by teddymeow View Post
    I still think some moves are cut. It just feels like there's some animation missing at the end of the slow-mo "jump over" move that requires you to press Tri/Circle or Y/B to do.

    Also, when you take down a Gekko with the swing through their legs move it just feels unfinished - like it should end up in 2 pieces rather than just falling over.

    It should end up in hundreds of pieces. The slo-mo is the prompt for Blade Mode, so that you can continue slicing like a mad mad to expose weak points and grab the spines/batteries.

    Are you activating blade mode? When the big Japanese symbol appears hold left-trigger (on the 360, anyway) and go crazy with the sword. Pieces that are able to be sliced up should turn a pale blue highlight.

    Last edited by dataDave; 15-03-2013, 17:34.

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      Ah, okay. That makes more sense.

      Cheers Dave!!

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        I thought it was weird that MGS4 had white blood coming form raiden and cyborgs and this one was all red.

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          It's new tech. It's explained in the 'story' somewhere.

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            Originally posted by teddymeow View Post
            Ah, okay. That makes more sense.

            Cheers Dave!!
            Are you purchasing the new moves and stuff? It might be worth finding out where the customise button is.

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              Originally posted by dataDave View Post
              Are you purchasing the new moves and stuff? It might be worth finding out where the customise button is.
              Yeah, got that. End of chapter customisation was pretty straight forward.

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                Originally posted by teddymeow View Post
                Yeah, got that. End of chapter customisation was pretty straight forward.
                You can do it at any point in the level from the Back/Select menu. Took me a while to find that.

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                  If you go to "help" from the pause menu you'll find a moves list.

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                    Played the intro so far.

                    Hahahahaha. I hope it isn't this cheesy throughout. I realise that Metal Gear games are always cheesy but this is silly.

                    So far the Ninja Run seems to negate the need to think and L1 sword stance doesn't seem to require more than alternating between triangle and square. I presume later enemies need to be cut in a certain way?

                    Looks cool but I'm not sure about it yet, though I have only played the intro as said.

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                      Yeah, you need to 'Zandatsu' to cut the weak point so that you can extract power to refill your blade mode bar. Some other moments require you to manually line up the slice using the analogue.

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                        Also Ninja Run doesn't seem to have a limit, does that change later on or is it infinite?

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                          Nah, it's infinite. You'll be glad of it later.

                          I'd play on hard to begin with really, if you're not already. Normal is a cake-walk.

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                            I stuck it on normal to begin with, I'll see how it plays out now I'm out of the obligatory you cannot win level.

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                              What should I spend my BP on? Got 100k at the end of R-02.

                              Not sure about the mechanics yet. Gotta get used to pressing forward and light attack instead of pressing R2 I guess. The parry window is huge though, I think I may be attempting to do it too late instead of too early. Fairly fun though and enjoying it so far.
                              Last edited by speedlolita; 26-03-2013, 19:41.

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                                Even though it's not described as this in the game its best thinking of 'Block' (Towards an incoming attack + Square) and 'Parry' (The same thing but between five frames of the attack making contact) as two separate things.

                                Anyone can spam block like a loony, you've really got to time those parries consistently to get the counter effects and rid yourself of any block-stun that occurs. When you true parry with a full bar of juice you will trigger an instant execution prompt. It also stuns any surrounding foes meaning you can queue up a line of executions one after the other.

                                You can cancel block-stun with a forward evade (Forward + cross + square), then cancel the evade animation with another parry attempt.
                                Last edited by dataDave; 27-03-2013, 06:32.

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