I feel the same way with the grenades. Why would anyone want to use those with all that slashing power?Yeah, I did the stealth stuff once and then realised that I was missing all the awesome fun combat by doing it.
Are you having trouble doing it to the left? I keep getting that strike when I do it to the left. It's based on Raiden's position, too, so you have to adjust your input depending on the direction he's facing. I think the neutral backstep is the only thing that works consistently when I'm fighting.
Maybe trying 1 or 3 (down/left, down/right) instead of 4 or 6 (left, right) adjusted to Raiden's facing direction for it works better.
So is there a way to parry gekko's?
I feel the same way with the grenades. Why would anyone want to use those with all that slashing power?
I'm sure the stealth will come in use every now and again. In the demo if you stealth kill all the enemies you save the hostage. Who knows if there's going to be more of that and if it ties into achievements, stage ranking or for unlocks.
The guy cowering in the street? I saved him by killing everything in sight with reckless abandon. In fact, I didn't even notice him until Codec McCodec told me to go help him up. I'm sure a bit of stealth will be used for secondary routes/goals, but there is no identity crisis here.
Fighting those two gekkos at once with infantry to back them up is a major pain. Died a few times charging in recklessly. Notice slowdown at the same part as in the ZoE HD Collection. When he's walking and talking to Boris and nothing really happens on screen.
The grenades felt really wonky, only thing I didn't really understand from the demo. Felt like I should have been able to throw them while running.
While blade mode does slow down the game a bit I think it gives the game a good balance. I'm wondering if most people who complain about blade mode slowing the game down are using the analog sticks. Using the wide and light attack buttons makes blade mode appear to match the speed of the game. And so much more satisfying. But analog movement is there for left hands and precise cutting which is cool.
The demo code we played on both Xbox 360 and PlayStation 3 shows that both of these elements have been expertly handled to the best extent we might have hoped for. Platinum Games has prior experience in targeting 60FPS, having done pretty well at sustaining it in its Xbox 360 rendition of Bayonetta, and that work pays off here: the team has retained high-poly characters with beautiful designs, with the only obvious drawbacks coming from a slightly flat-looking lighting scheme and some minor LOD-popping issues. Environmental detail is relatively high and some lovely effects work offsets the muted lighting.
Certainly, there are parallels from a tech perspective with the still-brilliant robo-shooter. Principally it comes down to the implementation of v-sync: the long and the short of it is that the PlayStation 3 game has it and the Xbox 360 version doesn't. Metal Gear Rising on the Microsoft console tears whenever the engine slips from its 60FPS target, and as you can see from the performance analysis further down the page, that occurs frequently. Over the years we'd like to think that we've developed quite a lot of sensitivity to this effect, but this is definitely a situation where the cold, hard, mathematical precision of the analysis is not reflected by human perception - only in screen-filling, effects-heavy scenarios is it obvious and even then it manifests more as a kind of vertically descending "wobble". We'd also put fairly good odds on the Xbox 360 game commanding a small frame-rate advantage in like-for-like scenarios, based on what we learned about Platinum's tech from Vanquish - though this is something we lack much in the way of source material for in the demo.
In truth, the biggest point of difference between the two versions comes down to the quality of the cinematics. The PS3 demo sails north of 3GB, while the Xbox 360 game is just 1.8GB.The variance here appears to be almost entirely down to the video sequences - they're of a reasonable enough quality on the Microsoft console, but it's no exaggeration to say that they're almost entirely pristine on the PS3 - that's all down to the presence of the Blu-ray disc for the final build, which offers Platinum so much more raw storage, allowing for higher quality video encodes. In terms of the demo though, that increase in quality means you'll be hanging about a lot longer for it to finish downloading before you can play.
But regardless of platform, the wait is worthwhile. There should be enough Metal Gear DNA in here to satisfy the purists in terms of storytelling and design, but few can argue with the sheer quality of the gameplay - while Rising looks and feels like a state-of-the-art console video game, the 60Hz feedback sets it apart. Combined with the uniquely Japanese approach to the audio-visual mix, the Metal Gear Rising: Revengeance demo is unmissable - the perfect starter before the main course arrives on February 22nd.
To help everyone out who's still going throught the demo, here's some PS3 info on attacks that can help out. Most of the Special move info is from the video FlashBlade has been mentioning (thanks for keeping that up). It's worth watching it just to see how these are supposed to practically work too.
(Posting a lot of this from memory and a little research, call out something if you think it's wrong)
Special Moves
(unofficial names made on the fly; at least they look cool)
Fwd + Square = Parry (also in the air)
Fwd Fwd + Square = Launch
Fwd Fwd + Triangle = Dashing strike
360 Rotation + Triangle = Spinning Slash
X + Square = Evasion (optional direction)
Bk + Fwd + Square = Palm Strike
Bk + Fwd + Triangle = Blade Sweep
Ninja Run + Square = Quick Slash
Ninja Run + Triangle = Slide
Ninja Run + Triangle + Square/Triangle (Slide + Ground slam)
Jump + Triangle = Dive Kick
Some Combos (from GameFAQs)
unconfirmed for right now, will give all a try and update soon.
Square (repeatedly) = unlimited light attacks
Triangle (repeatedly) = unlimited heavy attacks
Triangle (delay) + Square + Triange = Sweep 'n' Strike
Triangle + Triangle + Square + Triangle
Triangle + Triangle + Triangle + Square + Triangle
Square + Triangle (delay) + Square + Triangle
Triangle + Square + Triangle
(there's one or two, or more jump combos off of launcher, I'll post those later when I can confirm them again)
Tips
-Don't forget that with blade mode, you have the option of using square(horizontal)/triangle(vertical) strikes instead of the analog stick. Although, I get the feeling that correct aiming with the analog will really come in handy later in the game.
-Unless you're looking to get S ranking in everything, you might try experimenting with Blade Mode. Sadistic as it is, cutting off limbs and leaving the torso to walk or crawl in agony is pretty cool.
-The most opportune time to use Blade mode is when you've got a stunned opponent. Once the attack slows down and the guy glows orange, start cutting.
-Triangle + Circle gives you a stylish finishing attempt on an enemy once he/it's stunned.
-Stealth-killing is mostly getting above or behind a cyborg or gekko and hitting the button prompt.
There's no way to change the blood color?! I really liked the cyborgs having white blood in MGS4..
Note: the new demo crashed on me. Blade Mode on a soldier. :/
That sad feeling when European and no demo yet.
The area they're going to hit you with will glow orange just before they attack you, parry then.
I can confirm the US demo isn't region locked, have been playing it all morning. Only takes 5 minutes to make an American PSN account, get it done!
Thanks! I wonder why they did not go with a single button for parrying instead of left stick + attack.. If they had locked parrying to a single button and actually take down your health a bit for just blocking and not stunning the enemy in case the player got the timing wrong I think it may have worked better.
ohmygodwhaaaaaat
Thank you, Ein Bear! THANK YOU!
Which version? 360 or PS3?
So do Gold members just not get the demo at all or just a day later how does it work?
played the demo twice, I love it, except using the analog for blade mode sometimes doesn't work, feels abit unreliable. And I don't really get how to make parry work. It only works sometimes, and I don't even know how.
Sometimes I'm still holding the left stick forward and end up screwing up the camera. Once I get used to that, all should be good.I get the impression that some of you are using right analog stick in Blade Mode.
Don't.
I get the impression that some of you are using right analog stick in Blade Mode.
Don't.
Why not?