Metal Gear Rising: Revengeance Demo: S-Rank Playthrough

Jedah Doma

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I hate watching someone play a great game like ass. It’s like watching a driver’s ed dropout take a Ferrari for a spin.

So I did what any dedicated maniac with a sword does. I played through the entire demo honing my slicing and dicing skills until I beat the entire thing with an “S” rank without so much as getting touched. So enjoy the sweet visual eye candy of polygonal death that is Metal Gear Rising: Revengeance!

BTW: All cutscenes and some dialogue heavy parts have been cut to keep the video short and sweet because really, we’re just here for the sweet killing.
 
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Lagduf

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Wait a second...when did the demo for this come out? I'm so behind.
 

Lagduf

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It came on the Zone of the Enders HD Collection disc. C'mon Dufster get with it!

Only way to get the demo currently? When is this game coming out?

EDIT: NM, saw the release date on your tutorial demo video. The blade mode looks sweet, if not completely absurd.
 
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OrochiEddie

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I hate watching someone play a great game like ass. It’s like watching a driver’s ed dropout take a Ferrari for a spin.

So I did what any dedicated maniac with a sword does. I played through the entire demo honing my slicing and dicing skills until I beat the entire thing with an “S” rank without so much as getting touched. So enjoy the sweet visual eye candy of polygonal death that is Metal Gear Rising: Revengeance!

BTW: All cutscenes and some dialogue heavy parts have been cut to keep the video short and sweet because really, we’re just here for the sweet killing.

What did you think of the game? If it was hard, don't say you disliked it otherwise LWK will cause a 10 page thread of fury.

Oh man 2 sections it and I don't like what I see. I hope it doesn't play the way it looks. Seems super repetitive. Block-> slash->hit o-> 10 seconds of slicing someone to pieces->crush spine
or replace block and slash with sneak up and slash....

nope...that doesn't change at all. I'm a massive MG fan and this made me less likely to buy, more likely to youtube all the cutscenes.
 
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Lagduf

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Oh man 2 sections it and I don't like what I see. I hope it doesn't play the way it looks. Seems super repetitive. Block-> slash->hit o-> 10 seconds of slicing someone to pieces->crush spine
or replace block and slash with sneak up and slash....

nope...that doesn't change at all. I'm a massive MG fan and this made me less likely to buy, more likely to youtube all the cutscenes.

I'm guessing that is what may be needed for the S rank only. He picks up some other weapons (grenade? rocket launcher) that he never uses.
 

OrochiEddie

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I'm guessing that is what may be needed for the S rank only. He picks up some other weapons (grenade? rocket launcher) that he never uses.

I sure hope so. I'll admit I am not the biggest hack'n'slash fan by any means. I got pretty bored about halfway through the first Devil May Cry. I enjoyed No More Heroes, but the game diverged from the norm enough, and was stylized enough to keep me entertained.
 

SNKorSWM

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Just a bunch of quick time events not unlike the old laserdisc arcade games.
 

Ancient Flounder

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I hate watching someone play a great game like ass. It’s like watching a driver’s ed dropout take a Ferrari for a spin.

So I did what any dedicated maniac with a sword does. I played through the entire demo honing my slicing and dicing skills until I beat the entire thing with an “S” rank without so much as getting touched. So enjoy the sweet visual eye candy of polygonal death that is Metal Gear Rising: Revengeance!

BTW: All cutscenes and some dialogue heavy parts have been cut to keep the video short and sweet because really, we’re just here for the sweet killing.

Is it timing-based to be able to attack after a parry? I know, with me, it just pushes them back most of the time and I will have a few instances where they will within range and I can attack them. I was thinking it might be timing-based, kind of like how the Moon of Mahaa-Kahlaa item was in Bayonetta for aversions and counters.
 

Jedah Doma

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What did you think of the game? If it was hard, don't say you disliked it otherwise LWK will cause a 10 page thread of fury.

Oh man 2 sections it and I don't like what I see. I hope it doesn't play the way it looks. Seems super repetitive. Block-> slash->hit o-> 10 seconds of slicing someone to pieces->crush spine
or replace block and slash with sneak up and slash....

nope...that doesn't change at all. I'm a massive MG fan and this made me less likely to buy, more likely to youtube all the cutscenes.

It wasn't super hard once you got the hang of it. The game system in place lends itself to a nice smooth learning curve with a few surprise elements thrown in for good measure. Mind you that no hit play through was the culmination of a few hours of just getting used to the game and how it plays. Here's another video I did of the full demo with uncut with cutscenes.



As you can see I get hit a few times and don't make all the right moves so it's not a GoW "MASH BUTAWNS UNIL THINGIES DIIIEE!"

Concerning the repetitive nature, I go back to games like Contra. Gun + shot enemies = fun. The complaint of repetition only concerns me when a game is simply abusing it or not creative enough to come up with something else. This is not the case with MGRR. I never felt bored or complacent. I would always find new was to approach a situation or see a new kill move or tactic.

Is it timing-based to be able to attack after a parry? I know, with me, it just pushes them back most of the time and I will have a few instances where they will within range and I can attack them. I was thinking it might be timing-based, kind of like how the Moon of Mahaa-Kahlaa item was in Bayonetta for aversions and counters.

My next video will be just that, an in depth explanation of the gameplay system and how it all works (well at least what is shown off in the demo).

But to answer your question, compared to the Mahaa-Kahlaa item in Bayonetta, the parry animation lasts much longer and is overall more slow. In Bayonetta it was pretty quick allowing you to successively block multiple incoming attacks at once. With MGRR it's a bit different. If you press forward plus square too quickly, you'll still block any attack that hits within the frames of animation, but you'll only push the enemy back. Only when you actually parry right as the attack hits will you counter attack. That counter attack causes a good chunk of damage and can sometimes allow you to do the triangle/square button combo that pulls off a special death animation combo.
 

Average Joe

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the slow-mo super-cutting gets really old really fast
 

Spike Spiegel

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I watched this, and just assumed I was getting too old for games. This looks cool... but it just isn't. How many times can you do the same thing over and over? Lemme guess, there's 20 hours of doing this? No thank you.
 

Jedah Doma

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We got some bitter curmedgeony folks here don't we? The style of gameplay featured in the video was geared around getting an "S" Rank and dispatching enemies as quickly as possible. The backstab sneak attack is a separate attack from the slicing mechanic. You aren't required to slice every enemy. It's up to the player. You could play the entire game just slicing and dicing enemies to your heart's content and never touch the slow mo slice mechanic. Not to mention I didn't touch the right analog stick which gives you precise control over the slicing mechanic. I was using square and triangle to quickly slice up enemies. You also have access to rocket launchers and grenades in the demo. Again these were not used in my particular playthrough.

Every area can be approached in multiple ways. The first big open area with the hostage is a perfect example. I chose to go to the left and dispatch the top rocket launcher enemy and going around to the bottom. There are also two other ways of entry I have found. My other favorite point of attack in going to the right, fighting the two main baddies below, then taking on the rocket launcher enemies while slicing up the rockets they shoot at me in slow mo. This applies to other areas of the demo as well.

Now to address this whole argument of doing the same thing over and over again. This has got to be one of the more BS arguments I've heard about any video game. Even more ironic on a message board dedicated to a system whose games are as repetitive as it gets: arcade style quarter munchers. Metal Slug? Terribly repetitive. Shoot, kill enemies, get new weapon, grenade, and fight a big bad boss at the end of the level. We've all been playing these same repetitive games for the past 30 years ad nauseam. Does that make them bad? Of course not.

One of the biggest games this year, Borderlands 2, is a repetitive loot hunting game. Kill, get loot, repeat. Yet a huge number of members here love it. Ninja Gaiden, Contra, Tetris, every video game ever created is by nature repetitive. You learn a construct/system and play by those limited rules to beat or succeed in a game. If you don't like repetition, video games just might not be your thing.
 

Average Joe

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Should have been a much quicker action, doesn't need a zoom in every time.

i disagree

i think it should be longer, have alternating camera angles that zoom in and out rapidly, and have its own dubstep track accompanying it every time
 

Spike Spiegel

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Dude, the game's repetitive. Comparing slicing somebody for 5 seconds to shooting someone for .5 seconds is insane.
 

Jedah Doma

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Dude, the game's repetitive. Comparing slicing somebody for 5 seconds to shooting someone for .5 seconds is insane.

Each slice takes just as long as each firing of a bullet. The slow mo mode is completely user controlled and can be turned on/off or last for as long as you have gauge. Now you're simply getting caught up in semantics.

By your definition Viewtiful Joe, Max Payne, or any game which allows you to use slow motion to complete action is repetitive. Again every video game is repetitive by nature.
 
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Taiso

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Emotional context is huge for me in any video game. If I don't care about what's happening in the game, I could care less about how awesome the gameplay is.

Does the theme of the game come through in the play/engine?

This is important to me. If I feel as though a company hits that stride where the theme of the game is intrinsic to the core play, and if the controls are responsive and intuitive, I will never get bored of it.

It's probably the real reason I like Ninja Gaiden and Devil May Cry so much. Part of what makes NG so cool is the idea that Ryu has the right answer for every enemy. Taking that idea of countering an enemy and destroying them is a core value of the character concept: Ryu always has a solution.

With Devil May Cry, it's all about stylishly executing the enemy and making them look bad while doing it. That is why it's so rewarding to me. Keeping the action going, taunting, launching, everything about that game is like an action fighting version of parkour. Never stop moving, keep attacking, keep looking good doing it, keep fighting and making it look effortless. The theme is very well handled in the combat mechanics.

So far what I see from Revengance is a lot of awesome combat that sort of flies in the face of the theme. Slicing an enemy into six thousand pieces seems to be more of a Dante thing: is Raiden really the kind of guy that would overindulge for style's sake?

I am still buying this when it comes out. There is nothing in the demo that looks bad or unworthy of play. But I am not a person that can dissassociate theme from realization.

I don't want this to be the kind of game where the engine is good...if taken out of thematic context. I already went down that road with RE 6.

It's like Plinkett said during his Episode 1 review: You may not have realized something was wrong. But your brain did.

Hope I don't feel that way about this game.
 

Jedah Doma

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While I understand where you're coming from, I think your mentality is applied too broadly. What's the purpose of a video game? What's the purpose of any game for that matter? It's to win. When I played Contra on the NES, I never once thought, "What's my motivation for shooting this gun?" The motivation was to kill all the aliens and win the game. My friends and I never got together to analyze the sociological reasoning behind killing these aliens. It was a fun game we enjoyed playing.

Now I see your point when it comes to series like Metal Gear. Part of my enjoyment of the series comes from the narrative and the rich story. Though that doesn't make it a fun game. It's the seasoning to the meat of the gameplay. It's also a big part of the reason I enjoy Mass Effect. That being said, not every game is going to have an amazing narrative or compelling emotional motivation. I don't play Neo Turf Masters because of the intricate story of a golfer and his club. It's an amazing golf game that's a blast to play with nice music.

It's interesting you see all of these themes and ideas presented in Devil May Cry, which I see story and context wise as a vapid experience, yet can't see them in the demo for Metal Gear Rising: Revengeance. You also have to remember this is just a demo. There is a bit of back story and some dialogue which gives you an idea of the narrative and story, but it's only a preview. Hence why your judgement of a demo as an entire game's narrative is a bit unfair.

Why does slicing enemies fly against the theme? This is after all Raiden, a child super solider whose was created with the purpose to kill. Slicing enemies into a thousand pieces seems like a perfectly logical thing for a character known as "Jack The Ripper". Beyond that, you don't have to play the game slicing enemies into a thousand pieces. You're using my unique gameplay experience as a case for character inconsistencies when in reality you could play the game very differently. If you'll notice, once you go into blade mode, a red box appears over the enemy denoting the kill spot. If you see Raiden as more of quick surgical strike ninja, then you can carefully aim with the right analog stick and slice them once to extract the fluid you need. If, like me, you see him as a lighting fast slice and dice heartless killer, you can let the blades fly. That's the beauty of the game, it can be played in many different ways.

My issue is people over thinking this game and getting meta on it. I know that's ironic talking about not getting to meta on a Metal Gear game, but this is Metal Gear Rising, not Metal Gear Solid (something many fans of the series still don't understand). Enjoy a game for what it is, not for what you want it to be.
 

OrochiEddie

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We got some bitter curmedgeony folks here don't we? The style of gameplay featured in the video was geared around getting an "S" Rank and dispatching enemies as quickly as possible. The backstab sneak attack is a separate attack from the slicing mechanic. You aren't required to slice every enemy. It's up to the player. You could play the entire game just slicing and dicing enemies to your heart's content and never touch the slow mo slice mechanic. Not to mention I didn't touch the right analog stick which gives you precise control over the slicing mechanic. I was using square and triangle to quickly slice up enemies. You also have access to rocket launchers and grenades in the demo. Again these were not used in my particular playthrough.

Every area can be approached in multiple ways. The first big open area with the hostage is a perfect example. I chose to go to the left and dispatch the top rocket launcher enemy and going around to the bottom. There are also two other ways of entry I have found. My other favorite point of attack in going to the right, fighting the two main baddies below, then taking on the rocket launcher enemies while slicing up the rockets they shoot at me in slow mo. This applies to other areas of the demo as well.

Now to address this whole argument of doing the same thing over and over again. This has got to be one of the more BS arguments I've heard about any video game. Even more ironic on a message board dedicated to a system whose games are as repetitive as it gets: arcade style quarter munchers. Metal Slug? Terribly repetitive. Shoot, kill enemies, get new weapon, grenade, and fight a big bad boss at the end of the level. We've all been playing these same repetitive games for the past 30 years ad nauseam. Does that make them bad? Of course not.

One of the biggest games this year, Borderlands 2, is a repetitive loot hunting game. Kill, get loot, repeat. Yet a huge number of members here love it. Ninja Gaiden, Contra, Tetris, every video game ever created is by nature repetitive. You learn a construct/system and play by those limited rules to beat or succeed in a game. If you don't like repetition, video games just might not be your thing.

The majority of the games you mentioned are done in an hour and don't have "finish him" style kills scenes. Imagine if in Metal Slug after every enemy you killed you had the option to shit him for 5 seconds and then eat his heart for bonus points.

I will reserve judgment, but that 'S' video had me checking to see when they video would end.

=Average Joei disagree

i think it should be longer, have alternating camera angles that zoom in and out rapidly, and have its own dubstep track accompanying it every time
So I was snickering at this until I got to the dubstep part....full out loud laughing ensued.
 

Jedah Doma

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The majority of the games you mentioned are done in an hour and don't have "finish him" style kills scenes. Imagine if in Metal Slug after every enemy you killed you had the option to shit him for 5 seconds and then eat his heart for bonus points.

I will reserve judgment, but that 'S' video had me checking to see when they video would end.


So I was snickering at this until I got to the dubstep part....full out loud laughing ensued.

I'll say this once more as maybe it got lost in the monstrosity of my post. You don't have to nor are you required to go into blade mode unless you choose to. The only "forced" shift into blade mode I found in the demo is after finishing the last boss. Even then you can just go out of it if you want to. So your point, while understandable, doesn't really take into account personal play styles.

At this point it's getting so nitpicky over a simple game element meant to make the game more fun. As I will say for hopefully the last time, the game does not force you to go into blade mode.

This convinces me even more that I need to just do a video explaining the gameplay mechanics and how it all works because this "S" Rank video seems to be giving people the wrong impressions.
 
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OrochiEddie

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I'll say this once more as maybe it got lost in the monstrosity of my post. You don't have to nor are you required to go into blade mode unless you choose to. The only "forced" shift into blade mode I found in the demo is after finishing the last boss. Even then you can just go out of it if you want to. So your point, while understandable, doesn't really take into account personal play styles.

At this point it's getting so nitpicky over a simple game element meant to make the game more fun. As I will say for hopefully the last time, the game does not force you to go into blade mode.

This convinces me even more that I need to just do a video explaining the gameplay mechanics and how it all works because this "S" Rank video seems to be giving people the wrong impressions.
It is reassuring, because that mechanic, from observation, is one of the worst ideas I have seen in gaming in a while.
 

Taiso

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QUOTE

While I understand where you're coming from, I think your mentality is applied too broadly. What's the purpose of a video game? What's the purpose of any game for that matter? It's to win.

It is entirely possible, and occurs quite often, when people play games for reasons other than 'to win.'

Many people derive value from a game simply from the experience of it. Others derive value from its themes or aesthetic presentation.

For this reason, I completely disregard the notion that if I'm not playing a game for the same reason that it was invented, then my appreciation for the experience should be ignored or rendered invalid or somehow less worthy than another person's.

Now I see your point when it comes to series like Metal Gear. Part of my enjoyment of the series comes from the narrative and the rich story. Though that doesn't make it a fun game. It's the seasoning to the meat of the gameplay. It's also a big part of the reason I enjoy Mass Effect. That being said, not every game is going to have an amazing narrative or compelling emotional motivation. I don't play Neo Turf Masters because of the intricate story of a golfer and his club. It's an amazing golf game that's a blast to play with nice music.

Neo Turf Masters is an ARCADE game that does not require the mythology of a shared universe to be developed. They wanted to make an arcade golf game, so they did.

Metal Gear Rising: Revengeance is a game that heavily depends on the theme of the previous series to even exist. It is connected to Metal Gear, and thus carries the weight of that franchise's expectations whether it wants to or not.

Kojima and Platinum both knew this when they got in on it.

They wouldn't be complaining that 'people aren't accepting it for what it is.' They know that the expectations are there.

And you can bet they're crafting a game that they hope will be embraced both for its deviation from MGS as well as its connection to it.

Since all of this is true, it's not unfair to expect something out of MGRR other than 'pointless ninja death simulator.'

It's interesting you see all of these themes and ideas presented in Devil May Cry, which I see story and context wise as a vapid experience, yet can't see them in the demo for Metal Gear Rising: Revengeance.

You missed the point.

And you also are arguing a completely different thing.

Devil May Cry's story is stupid. No one can argue that it's worthy.

But the theme of the combat revolves around the character's flashy style. Dante is IN the DNA of the combat engine. I all but guarantee you Hideki Kamiya would say this very thing, and he directed the game.

And the game rewards you for living up to that theme with a higher ranking at the end of your death combo.

I'm not even talking about the story.

I'm talking about the GAMEPLAY.

You are rewarded for living up to the outlandish style of the character through the actual combat.

The theme of who Dante is becomes evident in how stylish you play.

The same exact argument could be made for Bayonetta, your favorite game of all time. Kamiya was aware of who Bayonetta was, what she was about and what her theme was. And the combat engine in that game is a strong gameplay representation of her themes.

I'd argue it's what makes the game so good-the director's attention to ensuring that this is the most important part of the engine.

That is the 'gameplay context in theme' I am talking about.

Why does slicing enemies fly against the theme? This is after all Raiden, a child super solider whose was created with the purpose to kill. Slicing enemies into a thousand pieces seems like a perfectly logical thing for a character known as "Jack The Ripper".

He WAS known as Jack the Ripper, and he spent a couple of games trying to get away from that.

So if Raiden is the ninja now, I just don't see him as a guy that would overindulge in violent excess.

Having said that, if the theme of the character changes through the course of the game and those gameplay mechanics (slow motion, slicing enemies into briquettes, etc.) reflect some kind of angry evolution in Raiden, then they will not become boring to me because I see them as virtual manifestations of the theme as realized by the dev team.

It's called 'Revengeance' for a reason. It's a violent title. That violence is reflected in the theme. But it is still Konami's, and Platinum's, job to make me feel the soul of the theme.

If that stuff is just in there because gamers will like it but it is not reflective of the actual theme of the game or the dev team's mission statement for experience they want us to have, then it will lose me emotionally and I just won't care. Then it WILL just be boring and monotonous.

Beyond that, you don't have to play the game slicing enemies into a thousand pieces. You're using my unique gameplay experience as a case for character inconsistencies when in reality you could play the game very differently.

You're presuming that your footage is the only basis for my opinion, and you need to stop leaping to this conclusion.

I've watched all the gameplay footage on the internet and watched all the trailers.

It is clear that they are crafting a game around the narrative. This isn't just a robot death simulator. They are advertising it as more than a 'battle mode.'

Therefore, I am going to take ALL those things into account when I play and judge the game.

Not just the gameplay. That is YOUR way of enjoying the game. But you need to stop telling other people how THEY should enjoy the game or telling them what their purpose should be.

Furthermore, THEME is very important to the best of Japanese developed games. Back when Japan was making the best stuff, they never strayed from the theme/soul of the game, and they were very careful in crafting a game that was cohesive based on its theme.

I sincerely hope this game does NOT go down the pandering route, the way RE 6 did.

My issue is people over thinking this game and getting meta on it. I know that's ironic talking about not getting to meta on a Metal Gear game, but this is Metal Gear Rising, not Metal Gear Solid (something many fans of the series still don't understand). Enjoy a game for what it is, not for what you want it to be.

This comment is not directed at MGRR because no one can know, but...

There is nothing wrong with calling a game a disjointed experience that lacks cohesion or direction, losing me emotionally and therefore failing to create a compulsion in me to keep playing.

That may or may not happen with with MGRR. Like you said, it's just a demo.
 

Jedah Doma

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It is reassuring, because that mechanic, from observation, is one of the worst ideas I have seen in gaming in a while.

Fair enough. Though I am curious as to why you think it's a bad idea?

EDIT: Taiso your post came in right after I hit the reply button. ^_^

Will be replying later on tonight as it's gonna take me a second to respond properly to your well thought out points.
 
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