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Metal Gear Rising: Revengeance demo is up on Xbox Live and PSN US. PSN EU whenever.

R

Retro_

Unconfirmed Member
I'm not sure if it's because I parried, but I was able to trigger one counter against a gekko where it slings a cable at you, but Raiden catches it and hammer throws the shit out of the gekko.

That's just a regular attack from the gekko
 
I tried Easy to see what changed, but it only seems like the damage enemies do to you is less. Kind of disappointing. I was expecting to see a difference in enemy encounters or aggression or something.

Normal is easy enough already. I don't see how the AI could get any dumber tbh
 

Astral

Member
I have a hard time knowing what the fuck is going on when I'm pressing square a lot. Raiden just goes crazy. It's kinda hard doing the launcher in the middle of all his wide attacks.
 

DSix

Banned
The other thing I don't like is having to waggle the stick at several occasions (when stunned or when grappled by a gecko), wanking the controller is never good design.
 

Kyzon

Member
Amazing demo! I will go pre-order tomorrow.
I thought i was having fun on Ninja Gaiden 3: RE, but this game is blowing it out of the water in combat satisfaction!
 
I wanted to pick this game up on the PS3 since all my Metal Gear games are on the Playstation systems. After playing the demos for both systems it seems like the Xbox version is tops as far as frame rate is concerned. I immediately noticed the issue on the PS3 version at the beginning of the demo. I stood in the water and panned across the buildings. It stutters. I was always hearing that the PS3 version was going to be the best since it was the lead platform for development. I don't notice any screen tearing on the Xbox demo as well. I guess we'll see when final code is shipped as to which is the best version to get.
 

branny

Member
Normal is easy enough already. I don't see how the AI could get any dumber tbh
Lol, yeah. I was just trying to see if I could extrapolate what they had planned for the harder modes. There still might be some interesting things in store for us in the full version.

Because S ranks practically require the No Damage bonus, it'd be disappointing if slightly augmented damage were all that separated each difficulty. They'd essentially be the same if you never got hit. =\
 

big_z

Member
Playing the dmc demo sold me on the game.

Playing this makes think wait for it to hit $20.

Kinda ugly looking, framerate hitches, camera issues and controls feel clunky and a bit off mainly with the slowmo thing. I hate the sub menu, it works but you shouldn't have to use a menu in the first place. And I dunno mang, Raiden wearing heals... Wtf why?

Btw can you dodge roll/hop/dash?
 
Is there any clear logic with light/heavy attacks? Is it more or less dependent on how you space out button press ( apart from launching and multiple stabs)? Are attacks context sensitive?
 
-Dodge may be unlocked as a special move
-the parry when timed perfectly is a counter
-when using it at the right time, blade mode is as effective as the AR mode in Vanquish.
Use it at the end of the attacks when the prompt appears. Or during a ninja run slide. Also flick the right stick to get used to the way it cuts, just make sure your not pressing the left analog stick when you go into blade mode. Left stick becomes camera in blade mode so pressing forward will tilt the camera down.

Just take a few minutes to get used to everything. Learning can be fun. It's alright if you dont pick up stuff the first 10 seconds from picking it up. But it's also alright if the game isnt your style


1. That's stupid. That's like having to unlocking that ability to run in Mario.
2. I know. The window is still too big for the block, and I would still rather have a dodge as a standard thing.
3. I know, but that doesn't solve the cumbersome pulling back on the right stick issue. And I'm not having trouble aiming the blade, so I don't know why you added that part.

I beat the demo twice, including the chainsaw dog that so many people are having trouble with, so I think I've spent sufficient time with the game to determine what's an actual thing I don't like and what's me being unable to grasp basic mechanics. Also, I like this sort of game, just not this one so much.
 
The other thing I don't like is having to waggle the stick at several occasions (when stunned or when grappled by a gecko), wanking the controller is never good design.

I always hate this in games. The best thing I can say about it is that at least you don't have to waggle too fast in Revengeance. A lot of games force you to do it so fast that you have to take your hand off the controller and do it with your palm, but in this I've been able to get away with just using my thumb. Still, it's the worst thing a game can make you do with a controller. Mashing buttons is infinitely preferable.
 

Akainu

Member
Those walking codec calls are horrible. They must be the first time in a "metal gear" game where you couldn't speed through them. And those "stealth" bits are pointless when the enemies are deaf.

Cutting things up is fun.

Another thing about the ninja run when stopping it Raiden shouldn't slow down. It doesn't seem like much but it would be a lot smoother.
 
Playing the dmc demo sold me on the game.

Playing this makes think wait for it to hit $20.

Kinda ugly looking, framerate hitches, camera issues and controls feel clunky and a bit off mainly with the slowmo thing. I hate the sub menu, it works but you shouldn't have to use a menu in the first place. And I dunno mang, Raiden wearing heals... Wtf why?

Funny, the DmC demo made me hold off on that game because the controls just don't cut it IMO, on consoles anyway. MGR feels way more responsive the second you're able to move Raiden. The environmental art of DmC is way better, to be sure, but that doesn't really mean anything in the end.

And Raiden wore "heels" in MGS4.
 

ezekial45

Banned
I'm still there day 1, but I still can't help but feel disappointed. I actually liked the game back in September, but now having spent more time with it, I feel different about it.

What a shame. :(
 
I'm still there day 1, but I still can't help but feel disappointed. I actually liked the game back in September, but now having spent more time with it, I feel different about it.

What a shame. :(

well we just have different tastes in games...DmC gives you a massive boner...this game does it for me. it's all good bro
 

Data West

coaches in the WNBA
I'm probably not allowed to post on gaf anymore because I found the Dead Space 3 demo pretty fun and this kind of dull.

And boy I do not like the parry system.
 

ezekial45

Banned
well we just have different tastes in games...DmC gives you a massive boner...this game does it for me. it's all good bro

For the record, Bayonetta was my GOTY for 2010. Since this game is essentially Bayonetta-lite/Ninja Gaiden, it seemed right up my alley. My biggest complaint with it is how the core combat feels automated. The game actually steers you towards enemies and does a lot of things for you (dash, rolls, and other gap closing moves for instance), which is a huge no-no for me. At least DmC gave me complete control over everything I wanted to do.
 
had no problem with the stealth.


I run straight up to them without hesitating and press o then run away.


You have to remember that there are multiple guards at different locations, so while you try to sneak up on one another might spot you


You can go into Ar/detective/see everything mode to see where everyone is at


In the second half of the bridge area, I actually stealth killed the three soldiers and one gekko. In the case of the soldiers, I was able to stab one in the back, even though his partner was only a little ways away. Maybe his FoV will increase with higher difficulties?

Hmm, must have been on my end then. While the overly speedy movement I think is an issue when attempting it, any time I killed a guard everyone went on alert even when I thought I was being relatively stealthy about it. A guard might have seen me as you mentioned Flash. Does anyone know if using Blade Mode might cancel out stealth? I remember specifically one time I went into it before killing one of the guards and everyone went crazy even though the other guards were turned away.
 

Astral

Member
For the record, Bayonetta was my GOTY for 2010. Since this game is essentially Bayonetta-lite/Ninja Gaiden, it seemed right up my alley. My biggest complaint with it is how the core combat feels automated. The game actually steers you towards enemies and does a lot of things for you (dash, rolls, and other gap closing moves for instance), which is a huge no-no for me. At least DmC gave me complete control over everything I wanted to do.

I agree with this. The wide attacks feel mashy and Raiden just zooms over to enemies. I can deal with it but it's still something I don't like.
 

B.O.O.M

Member
It's starting to grow on me. I even sliced up the bridge at the very start...then had no way to go to the upper levels lol

Speaking of dumb AI, I literally ninja ran around a dude twice before he noticed 0_o

and on a random note: the last boss in the demo reminds me of some of the bosses in Ragnarok Odyssey! (the ice wolf Hati for example)
 
For the record, Bayonetta was my GOTY for 2010. Since this game is essentially Bayonetta-lite/Ninja Gaiden, it seemed right up my alley. My biggest complaint with it is how the core combat feels automated. The game actually steers you towards enemies and does a lot of things for you (dash, rolls, and other gap closing moves for instance), which is a huge no-no for me. At least DmC gave me complete control over everything I wanted to do.

It's funny how everything you say here I disagree and think it applies to DmC

The combat is not automated here, it requires different timing and reactions, and plus there are so many different moves that you can experiment. It's really an interesting take of free form combat (ground and air) while retaining some characteristics of a hard lock-on without necessarily being bound by it. If you experiment there are some cool stuff you can do, especially without the zandetus (however you spell it). If you time you parry right you can actually play at a very high pace. It's really like Bayonetta in this sense. In Bayo you can mash and mash and have everything going crazy on your screen, but if you count your every input in terms of attack/parry/movement/dodge, the game opens up

DmC, on the other hand, makes the combat more accessible by making the moves very powerful (stunning enemies and the duration of the stun) and by having a lot of moves at the disposal of the player without necessary the timing and the precision to switch on the fly like the old games. The player not only has large hit boxes but also the movement (dodge and enemy step) as well. Anyway, that's not to say DmC doesn't have depth. It does, it has a shit load of weapons and different mappings on the controllers. You can parry in that game as well, although it's not the emphasis. I have seen walkthroughs and I do know that the game constantly mixes things up

but in terms of actual gameplay (of interacting with environment and AI, I see depth in MGR, and I can see how challenges go up with your health is not constantly regenerate to full and you have enemies swarming at you.
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
I agree with this. The wide attacks feel mashy and Raiden just zooms over to enemies. I can deal with it but it's still something I don't like.
Seems to me that a Metal Gear series action game is destined to be a bit more automated (easy?) than something like Bayonetta.
 

B.O.O.M

Member
You can stealth kill Gekkos? I kept dive-kicking it and alerting the world.

Yep...run behind that sucker and you can. Wasn't hard at all. I jumped on the bridge like structure and before anyone noticed I ran right up to one that was walking on the road. Surprisingly it didn't even notice, and bam, you get the QTE for a stealth take down
 

haikira

Member
One thing this game has in common, with last years problematic Resident Evil 6, is a failure to communicate the depth of gameplay. This is of course, based only on the demo. I suspect and hope, the full game will ease you into things better. But i suspect a lot of people are going to be running through this demo, and failing to learn even some of the lesser mechanics, which could make the experience more enjoyable.

As i said. I suspect it's only a problem with the demo and i think it's a shame, as it may put some people off, who'd otherwise enjoy the game.
 
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.
 
R

Retro_

Unconfirmed Member
For the record, Bayonetta was my GOTY for 2010. Since this game is essentially Bayonetta-lite/Ninja Gaiden, it seemed right up my alley.

It's not that at all though

My biggest complaint with it is how the core combat feels automated. The game actually steers you towards enemies and does a lot of things for you (dash, rolls, and other gap closing moves for instance), which is a huge no-no for me. At least DmC gave me complete control over everything I wanted to do.

This I can understand. I prefer that in action games as well. When I do an attack my character does the same predictable action. The same move with the same start up, active and recovery frames every time.

I actually disliked the Arkham games combat in the long run for this very same feeling of automation from the contextualized actions of button presses.(on top of their other fundamental issues. but that was always my core problem with the games)

but I've found myself pretty open to it here. Despite the contextualized light attacks and how Zandatsu snaps to enemies after certain moves I still feel there's a high degree of player agency over the game that will only increase in the full version once more weapons and attacks are unlocked

and I'm really interested in the enemy/encounter design as well. I think Platinum has alot of interesting content packed into this product based on what we've been shown, and I think it'll be a really enjoyable piece of software if you can get passed all your preconceived notions of what an action game should be and just enjoy playing a video game for what it is.

So while I too would rather be playing Bayonetta 2 myself, I'm pretty open to what the game has to offer and think I'll enjoy the game alot playing it for what it is.
 
As i said. I suspect it's only a problem with the demo and i think it's a shame, as it may put some people off, who'd otherwise enjoy the game.

Yeah, I think it is just the demo dropping you into the game without teaching you anything, but I do think the Blade Wolf bossfight is one of those great learn-by-doing tutorials. If you haven't learned how to block by the time you get to him you'll either pick it up quickly or just get destroyed over and over, and he seems designed to encourage you to go for perfectly-timed counters instead of regular parries. If you just parry he'll bounce back a mile and start attacking again before you can chase him down, whereas if you nail the timing and counter him he's left wide open for some slicing.

I always associate that kind of game design with Shinji Mikami games. RE4, God Hand and Vanquish all give you a little while to work out the controls before throwing you into a big arena and letting you learn on the job, and I'll take that over something overly hand-holdy any day of the week. Of course, there's a line between teaching you too slowly and not teaching you enough, so I look forward to seeing how the full game plays out.
 

Anteater

Member
lol at the voice acting

Enemies dies too fast. Demo is fucking short, not enough enemies to play around with overall and the camera stinks.

Not very used to the movement and the blade mode is probably my biggest problem. Combat flow feels weird because it seems rather easy to stun enemies and chop them up, just like the dog boss where a few combos and it was dead :(

Is there a way to unlock hardmode?
 

Akainu

Member
lol at the voice acting

Enemies dies too fast. Demo is fucking short, not enough enemies to play around with overall and the camera stinks.

Not very used to the movement and the blade mode is probably my biggest problem. Combat flow feels weird because it seems rather easy to stun enemies and chop them up, just like the dog boss where a few combos and it was dead :(

Is there a way to unlock hardmode?
With the enemies just restart at the last check point.

Anyway I played enough for now. It's alright. It doesn't make me change my mind able the original concept though.
 

Risette

A Good Citizen
Game looks neat in GIFs but actually playing it feels & looks like manipulating an action figure or something. The way the game reacts to what you input just feels wonky (it is very responsive though, 60fps in full force!) Why can't any game come close to the feeling of character control in NG2? Just test a basic non-combat movement thing like beginning to move Ryu forward then suddenly pulling the stick back -- he'll turn back with a nice, sudden but clean animation fitting the action you just performed. Do the same thing with Raiden in MGR and his model will just snap backwards like it's a TBA feature or something. That's not to say MGR feels bad because it lacks a nice animation for when I turn quickly (it's just part of the problem), I'm just highlighting an example of basic visual feedback differences between the games -- but past the basics it gets much more wrong. (I had to elaborate on this otherwise I know some genius is going to call me a nitpicking weirdo that called the game bad because of a turning animation also yes I know NG2's content is incomplete and such I'm talking about mechanics please save your zinger for another day.) I won't even get into those self-evident things like zandatsu and ninja run lol -- solid jank.

I don't think going from development hell to new director did this game any favours.
 

EatChildren

Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
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.

Good post. I'd add that the slide is more of a spin. Anything you hit with it is kicked up into the air (objects and grunts), allowing you to immediately enter blade mode and dice them.

EDIT: I also want to add that this game is begging for a PC port. As much as I love chopping shit to pieces, it's unfortunate so much disappears so quickly. I can appreciate why, but having the RAM and CPU calculation headroom on PC could make for some truly glorious things.
 
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