It’s been a good month for Platinum Games and SEGA titles. Just a few weeks ago saw the release of Anarchy Reigns on PS3; later today will mark the digital release of one of the finest action games ever created. Bayonetta is coming to PSN!
If you have yet to try this iconic action game from the mind of director Hideki Kamiya, your time has come as Bayonetta is debuting at $19.99. Of course, Bayonetta truly shines when you see it in action. So here’s a trip back to the year 2010, when a certain Launch Trailer was just arriving…
By now, we’re all familiar with the long, twisted story of Metal Gear Rising: Revengeance. First announced in 2009 as “Metal Gear Solid: Rising,” its production was ultimately handed over to Platinum Games, the studio behind legendary action epics such as Bayonetta and Vanquish.
Recently we attended the Metal Gear Rising: Revengeance Boot Camp, where members of the press were able to go hands-on with a nearly complete version of the final game. I won’t talk much about the story, but it’s worth noting that a several years have passed since MGS4, the Patriots no longer exist, cyborg technology is within reach of all who can pay for it, and Raiden belongs to a corporation protecting a very “important” someone in Africa.
During this year’s Tokyo Game Show, we got hands-on time with the latest Metal Gear Rising: Revengeance playable demo and spoke with three members of Platinum Games (Kenji Saito, Yuji Korekado, and Atsushi Inaba). Our conversation touched on Revengeance’s long, twisted development process, a new philosophy towards boss encounters, gameplay mechanics, and much more. Read on for our full interview and be sure to watch the new Tokyo Game Show trailer below.
PlayStation.Blog: Revengeance enables you to slice anything in the environment using Blade Mode. Was it technically challenging to create a game where players could cut anything? How did you fine tune the mechanic to make it work for the game?
Platinum Games: First of all, from a technical standpoint there were difficulties but that wasn´t the hardest part.
Let’s not mince words. Metal Gear Rising: Revengeance is in most ways the polar opposite of the Metal Gear Solid series, abandoning restraint and resourcefulness in favor of unapologetic brutality. If Metal Gear Solid was an elegant switchblade, Revengeance is a rip-roaring chainsaw.
The opening tutorial mission wastes no time in showing off the game’s much-touted Blade Mode, a surprisingly intuitive mechanic that boasts palpable precision. You press and hold L1 to slow time, then hold the right analog stick to wind up your slice. Hold the stick to the right and Raiden will draw his sword to the right; release the stick and he’ll slash from right to left, cleaving obstacles and baddies in two. It’s a devastating and deeply satisfying attack, but it’s slow and expends fuel cells so it’s best reserved for surgical strikes.
Blade Mode has been much discussed, but less has been said regarding Revengeance’s impactful combo system.
One of the worst ways to realize you’re getting old is when something you hold dear reaches a certain age. That being said, Metal Gear celebrates its 25th anniversary this month.
The Metal Gear series, although not originally created for PlayStation consoles, began to reach its current level of popularity in 1998 when Metal Gear Solid was released on the original PlayStation.
We met with Hideo Kojima to talk about his thoughts on the series’ landmark games, and to discuss what’s in store for the future’s franchise.
Metal Gear — 1987 (MSX2)
Hideo Kojima: This is the year I began working in the video game industry, as a game designer and planner. I was very young — among the first generation in the industry in Japan.
Leading into the release of Metal Gear Solid 4: Guns of the Patriots, Kojima Productions tantalized MGS fans with an iconic trailer that depicted a cybernetically augmented Raiden (a la Gray Fox) slicing and dicing hordes of foes using a razor-sharp sword and acrobatic flips. MGS4’s Raiden was a refreshing departure from his whiny, abrasive turn in MGS2: Sons of Liberty, and before long series fans fantasized about controlling him in a dedicated adventure. Luckily, that fantasy will become reality thanks to Kojima Productions and Platinum Games.
Metal Gear Rising: Revengeance takes place nine years after the fall of the Patriots in MGS4. We played a demo at E3 2012 and tested Blade Mode, which you probably saw in the game’s trailer. Blade Mode is very simple: you activate it using L2, which triggers slow-mo and a zoomed-in camera view while Raiden gets into slashing position. You control the sword with the right analog stick: Everything in the path of the sword will be severed, whether it’s a structure, the body of an unfortunate combatant, a vehicle…even a girl’s dress (ooh-la-la!)
PTOM’s cover may be looking a bit more ragged than usual this month, but we think it perfectly represents the slice ’n’ dice awesomeness of Metal Gear Rising: Revengeance. We’ve got exclusive screenshots and chat with Hideo Kojima, Atsushi Inaba, and other members of the Platinum Games/Kojima Productions dev team to get the inside scoop on this new more action-oriented turn for the Metal Gear franchise. And FYI: The game’s slicing mechanic works suh-weeeeet!
We also take an in-depth look at 2K Games’ new combat shooter Spec Ops: The Line. Yes, another combat shooter. But Spec Ops focus on the dark, mind-twisting psychological effects of war is intriguing and could offer a new twist for the familiar genre. On a lighter note, we take a look at 20 Insane Trophies that we dare you to attempt. ’Cause there’s no way we’re ever gonna manage to earn ’em. Let us know how you do.
PlayStation’s longest running franchise has already graced PTOM’s cover once (our November 2010 issue), but we just can’t get enough of Sweet Tooth and the rest of the demented Twisted Metal gang. As the February 14th release date of PS3’s next big exclusive nears, we visit developer Eat Sleep Play and get the lowdown on the game’s multiplayer modes. We also managed to walk away with breakdowns on vehicle strengths and weaknesses courtesy of David Jaffe himself, as well as maps and strategy tips for four locations.
The February issue also means its time for our 2011 Game of the Year awards! Time to throw out the review scores and reflect on the year’s greatest gaming experiences away from the pressures of impending deadlines. It’s one last opportunity for the PTOM crew to argue, debate, and pummel each other into submission and agreement. Sure, some of the choices might be predictable, but even we were surprised by some of the winners.