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  • Revengeance isn’t a word. It’s a portmanteau of revenge and vengeance, which is actually

  • kind of cool. But then again, there are a lot of things Revengeance isn’t, an entire

  • list of things sure to upset the Metal Gear purists. Because of all the things Revengeance

  • isn’t, the most that it isn’t Metal Gear Solid.

  • And it’s not too often this kind of thing happens in gaming. When a franchise as established

  • as Metal Gear has the guts to try something different, to take all the assumptions and

  • demands and expectations...and slice them to pieces.

  • And if Revengeance does anything well, it’s slicing things to pieces.

  • Now, after a quarter century of games in which your primary objective was to move slowly

  • and go unnoticed, Metal Gear Rising can seem a bit jarring. This game is about speed, flashiness

  • and most certainly...being noticed. And that’s reflected by the change in protagonists. Solid

  • Snake, the stoic and deliberative war veteran, is out. And in his place is...well, the exact

  • opposite of stoic and deliberative.

  • So obviously, the first major change in Metal Gear Rising is its hero. You assume the role

  • of Raiden...the whiny pretty boy turned cold-hearted, cyborg killing machine. This substitution

  • is for more than just narrative purposes. Raiden, as a character, is the embodiment

  • of the design changes that drive Metal Gear Rising.

  • He defines Revengeance, both functionally and symbolically.

  • So what are the design changes? Well, the gameplay, most obviously. Rising is an action

  • game, in the purest sense. Call it what you will. A brawler, a beatem up...the terms

  • apply. Raiden is like this industrial strength slicer, or a razor-sharp propellor spinning

  • out of control. And just like Master Splinter, he strikes hard.

  • Doesn’t worry so much about thefade away without a tracepart.

  • And to its credit, this is a smart action game, as it addresses all the things that often drag

  • these games down...repetition, most importantly. Enemies come fast, varied and often massive.

  • And the pacing is just right. One battle leads seamlessly into the next, and the storytelling

  • keeps up. So you get a Metal Gear experience in a much more concise and succinct form.

  • And, you know, without the half-hour cutscenes.

  • Another defining element of Rising is its focus on cutting. Specifically, this idea

  • of free cutting. Raiden can essentially slow time...and when this happens, you can freely

  • slice in any direction using the right analog stick. Cut any thing in any directionthe

  • game reacts. In fact, you can almost dissect your enemies...which Raiden can use to harvest

  • fuel cells. It’s a really cool technical feat and it works well, but to me, it feels

  • more like a gimmick than a vital gameplay element. And constantly slowing time in a

  • game that’s otherwise fast eventually starts to feel counterintuitive.

  • And as enjoyable as the combat is, another minor flaw is that it does try to add some

  • stealth. But it just feels out of place. Although Raiden controls great at high speeds, he’s

  • hardly optimized for quietly sneaking up on enemies.

  • Of course, nitpicking about a game this good feels a bit...nitpicky. Honestly, there’s

  • a genius to this game that other franchises could really learn from. I’ve never been

  • a huge Metal Gear fan personally, but with was love at first slice.

  • It’s far from perfect, and stealth lovers may scoff, but the new Metal Gear is a great

  • Metal Gear.

  • After all, once in a while, every blade needs sharpening.

Revengeance isn’t a word. It’s a portmanteau of revenge and vengeance, which is actually

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CGR Undertow - METAL GEAR RISING: REVENGEANCE review for Xbox 360

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    阿多賓 posted on 2013/04/11
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