![]() Sometimes that approach worked- Spec Ops: The Line is haunting, for instance-and sometimes things were designed in such a way where all you could do from your couch was shrug and wonder why the developer was picking on you for the behavior they encouraged. PlatinumGames pulled a nifty trick in Revengeance at a time when a number of developers were set on making people feel bad for enjoying the games that they designed. The option to avoid killing that marked games like Metal Gear Solid 3 wasn’t as present in Revengeance, and that fact was somewhat embraced, both in the gameplay and narrative, in a way that kept this spin-off from betraying the franchise and its ethos surrounding war and death. He cut down robots with countless slices in slow-motion, and managed to take on an attack helicopter with a katana and won. ![]() The action of Metal Gear Rising: Revengeance set it apart from every other Metal Gear game out there, with Raiden slicing the limbs off of enemy mercenaries who were just as cybernetic as he was. It was no longer a Metal Gear Solid game, but was being given a chance to be its own thing.Īnd it certainly was. Rather than being a game slotted in before the final events of Metal Gear Solid 4, now Metal Gear Rising: Revengeance would be happening after that game: after the game-worthy events of the lives of Solid Snake and Big Boss were complete. Given Platinum’s reputation with action games-the studio was just a few years old at the time, but had already developed some killer (and frantic) action games like Bayonetta and Vanquish-it was the right call to go with them, but the change in developer also brought a significant change in story. Platinum’s then vice-president and co-founder Atsushi Inaba told Edge back in 2012 that he saw Kojima at a party and asked him how Rising was going-“there was no response”-and then at a second party, Kojima asked Inaba if Platinum would like to make the then-canceled game instead. Revengeance was first announced in 2009-then known as Metal Gear Solid: Rising-and was supposed to be the story of how a cyborg Raiden appeared in Metal Gear Solid 4: Guns of the Patriots, but Kojima Productions hit pause on development because they couldn’t nail the action portions of the action game. that formed when Konami and Kojima split in 2015). PlatinumGames was the perfect development partner for Kojima Productions, Konami’s internal studio headed up by Metal Gear creator Hideo Kojima (and the precursor to the current, independent Kojima Productions Co. Revengeance isn’t what anyone expected from a game carrying the moniker Metal Gear, but it’s truly excellent in every way. The action makes it feel like something other than a Metal Gear game, but it’s everything else within that proves that there was always another way to get the messages of that particular universe and franchise across. The first-and as of now, only-title to bear that name. ![]() That’s because it isn’t Metal Gear Solid: it’s Metal Gear Rising. It rules-it also doesn’t feel very much like Metal Gear Solid at that moment. Also you’ll control Raiden running down the side of a church’s clock tower dodging missiles being shot at him from a Metal Gear, and then slice that bipedal nuke launcher in half with a very sharp katana within the first five minutes of gameplay. It stars Raiden, who at this point in time is a cyborg ninja, and discards much of the stealth gameplay that anchored the franchise as a whole for decades before it. It’s a spin-off in the much larger Metal Gear universe that’s composed primarily of Metal Gear Solid titles. ![]() Certainly sounds familiar, but is Evil Inside a "PT clone?" Well, not technically - the spirit likes to scurry backwards on its hands and feet whereas Lisa usually just stands there, and at the end of one hallway there's a distorted image of a well like the one Samara crawls out of in The Ring.Metal Gear Rising: Revengeance is a weird game, and that is not meant to be derogatory. Cluttered end tables and crooked picture frames accent the corridors, stuff flashes in and out of vision, and the lights turn red randomly. The Evil Inside announcement trailer walks us through the claustrophobic hallways of a two-story house, where we see glimpses of the supernatural peering down at us from the indoor balcony and looming in the distance. Evil Inside, an upcoming PS4 and PS5 "psychological horror" game launching on March 25, seems like it would fit more into the former camp, but it still looks like it could be a lot of fun. If done right, PT-inspired games can be enjoyable homages to one of the best horror games ever, or potentially stand on their own as distinct and innovative experiences with some familiar undertones. Not that that's necessarily a bad thing, mind.
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