Yeah you can select stages later on, don't worry dude!
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Metal Gear Rising: Revengeance [PS3/Xbox 360] review
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Just finished this. To begin the stylyisation in this I thought was great, and I expected nothing less from Platinum. The Metal Gear Solid nods in this are great fan service, and music I thought was especially impressive and suited the game well. As someone said earlier I think and old Machine Head band member Produced the music so this may explain it.
Weapon differences are interesting. Deep understanding of parry mechanic and blade mode required I felt towards the end. Combat wise while not as deep as Bayonetta I thought it worked well and let me do some nice chains and change to a 2nd weapon too, to carry this on. Also thought the extra weapons like the smoke grenades allowed different tactics to be used depending on , with the weapons types and variation to style and situations with each enemy type having to be tackled in different ways. Boss encounters were brilliantly done, and quite varied one of the best things about MG:RR.
Lots of stuff to unlock, not as much as in Bayonetta though, perhaps Platinum games could have added more. No frustrations really besides not really enough Nano paste for the battle against Sundowner, like some games do it sealed off the battle so would have had to use a previous save. This was also a problem on the final boss lucky you can get more Nano paste within the level before and perfecting blade mode to slash all the blocks in the final fight.
Enjoyed the length as I find some games too long and don't get time to finish them . Some of the jokes were funny, and characters especially Wolfs sense of humour. As mentioned George is really annoying though.
Enemy wise thought they were very varied don't enjoy fighting the Gorilla type though. Story was typical Metal Gear can see Kojima/Konami input here, the action was definitely Platinum inspired though.
Really enjoyed the Japanese Garden set piece level, although the game as a whole does look a bit grey overall this is prob due to Metal Gear universe stuff.
A lot of people have complained about the camera while I agree in some battles it was facing completely the wrong direction overall I found it O.k.
Looking fwd to a harder difficulty collecting L Arms and perfecting combat as well as trying some more trophies.Last edited by JU!; 27-04-2013, 17:19.
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Originally posted by speedlolita View PostUgh, this Armstrong dude is doing my head in.
I'm having no luck when he chucks stuff at me because I'm unable to cut it properly.
Having a break for now because I'm so frustrated at it.
I don't suppose I can aim my blade and hit square or triangle to slash at all? Flicking the thumbstick just isn't working.
After me too becoming frustrated on this I slashed by holding right analogue stick in the direction then let go of it. It should then slash. I think the pattern for stick inputs is top right corner, top left corner, then left. This should slash all 3 blocks giving you nano paste.
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Well, i have to say that i hated the time i spent playing this. I realise that its a side story in a different time to the MGS series but it was just boring to play.
Weak slow boring story, poor voice acting, poor visuals, empty game world, frustrating clunky controls & an emo cyborg wearing high heels.
Traded it fast in to get most of my money back
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Thought the camera ruined the game, and the weak parry system. And the camera made parrying worse. Thought the blade mode was pretty decent when it worked, lining up the box and the blades line was super inconsistant though. I suspect it was the camera messing things up again when it didn't work properly, like when you slide kick then blade mode people above you. Then there are enemies, usually the bigger ones, that run away from you and I swear they go into the area your camera is pointing away from on purpose. Totally average game but I'll give it a point for having cardboard boxes. 6/10
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Started on this thanks to PS+ letting me try it for free. I've only finished up to the second mission, but jeez, what a mess this game is. presumably there will come a point where I am actually able to discern what is going on and which of my inputs are causing the action on screen and what is just QTE showcasing, but I'm not there yet. It manages to simultaneously be ridiculously complex and incredibly dumbed down.
For instance I throw out a parry and the game screen seems to superimpose a giant controller over my vision, with any number of buttons highlighted and sticks waggling - does it want me to hit L2? R1? Left stick? No wait, this time it's circle and x... Just as I think I have deciphered the command prompt the input window ends and nothing happens anyway. Blade mode seemingly requires restraint to make specific cuts but the rest of the combat does not gel with that kind of measured approach, so it just becomes a mad chopping fest.
Then I see some kind of prompt for R1 and I'm jumping from missile to missile or sliding down walls, but at this point it doesn't really feel as if I am in control of the action in any way whatsoever. It also apparently broke when fighting a hammerhead and was asking me to jump onto missiles but I was right underneath it and raiden just stood there spazzing out.
Inconsistent controls too. For some reason the d-pad commands for AR select stopped responding in one scripted fight, and the buttons to pull out and fire the stinger missiles are totally unintuitive and caused me no end of grief in that particular situation.
Apparently there is depth to be found here, but I will have to wrestle with the abysmal controls (and camera) until I feel in control enough to be able to discover what that depth is. The learning curve should be for the gameplay, not the control system.
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I don't doubt that it has merit eventually, but first impressions are terrible. More than anything else the combat just isn't fun, I don't feel like a powerful ninja, I feel like I have my pants round my ankles.
Looking though the thread there was a lot of comparison with DmC which was out around the same time- that game had a far better feel to it, the hidden charge moves were supremely satisfying, the aerial action was clear and easy to manage, you flowed from enemy to enemy kicking arse. Vergil vs. hollow Vergil was also a far better example of classic Japanese action too - when I think back to that fight and how every part if it was a test of your mastery of the characters moves, and then compare it with that Mistral fight in revengeance where most of the time I didn't know if my move set was even still the same as it was two seconds ago, it's clear to me which is the better game. Maybe when you can manage the cool stuff in revengeance you get extra smug points because it is such a bloody faff to get there.
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DmC was mindless.
The action here takes the same approach as the stealth in MGS. You can't simply run into the middle of an arena Rambo style and expect to come out all boss. You will get surrounded and prison-bummed and then blame the camera for being attacked by enemies off screen. You need to work on tackling foes in order if you want to get anywhere.
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How can timing be immaculate on anything locked at 30FPS? I didn't play up to DMD mode because it didn't pass my three-hour test. If I had have done I'm sure it would have been just as easy, I mean, it took me under 20 hours to S-Rank Revengeance Mode on this - so I wonder how long it would have taken to completely clear DmC? Probably not $70 worth, that's for sure.
Anyway, for what it's worth here is a video showcasing huge controllers filling the screen and the abysmal camera. I was willing to guide you through the processes of the game system but if you're going to be a bit of a tit about it I won't bother.
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