PS3/Xbox 360; €54.99; Konami;
18+
Two hours into Metal Gear Rising everything just
clicks. From its opening scene the game refuses to hold players’ hands. But the
sensory overload of early combat gives way to fluid, instinctive action. This
is a game that demands players stay alert and on the offensive.
Rising is a third-person perspective action game.
Raiden, the protagonist, is a sword-wielding, robotically-enhanced soldier who
engages armed and armoured opponents in hand-to-hand combat. This
‘cyborg-ninja’ bats away bullets with the blade of his swords, dashes and jumps
with ease, and single-handedly takes down ‘Gears,’ the towering armoured
enemies that gave the series its name.
It’s an unexpected change of pace for a
twenty-six-year-old series with its origins in the last years of the cold war.
Metal Gear games have always had a strong anti-war message - albeit one buried
under the excesses of Japanese anime. Stories about rogue states and nuclear
proliferation complemented gameplay emphasising stealth over combat.
Violence is your only option here. Using two
buttons, light and heavy blows are strung together into elaborate attacks. Wear
an enemy down and you can trigger ‘blade mode’ with a tap of the L1 button.
This slows time to enable precision attacks that cleave off armour, cut the
weapons from larger mechanical enemies and even remove limbs.
Metal Gear Rising is all about empowering the player. Raiden’s every action is designed to awe. But there’s a balance of risk against reward. ‘Blade mode’ drains power from an on-screen meter, while a perfectly aimed attack can cut an opponent in two. Expose the power-source inside and players can fully replenish their energy.
This gameplay hook doesn’t just create a
gratifyingly fluid combat system by allowing Raiden to move quickly from one enemy
to the next. It also tries to justify the graphic violence. Every opponent can
be sliced at will to expose their electronic innards. Even the ‘human’ enemies
are presented as cyborgs to be dispatched without guilt and without undermining
the series’ pacifist history.
Each incoming attack needs to be parried manually
by pushing the left thumbstick in the direction of the blow in time with the
light-attack button. It takes some getting used to but the moments when a
sequence of carefully timed parries give way to a well-executed counter-attack
are the game’s high points.
This graceful back-and-forth is disrupted by the
camera design. It sits low and close to the action. When dealing with an enemy
ahead, it’s impossible to see other opponents circle around behind. Attacks
from outside the player’s field of view are common, and break up the flow of
battle.
And what about those first two hours? Players are
hampered by the lack of a thorough tutorial to introduce the game’s
complexities. The parry manoeuvre is mentioned early, but no effort is made to ensure
players know how to use it before throwing them into danger. Rising has a few
rough edges.
This is the first major Metal Gear release not
directed by series-creator Hideo Kojima. Development was handed over to
action-game experts, Platinum Games. Kenji Saito, lead programmer on Platinum’s
critically acclaimed 2009 brawler, Bayonetta, takes over as director.
This is still a Kojima-inspired game, but Platinum
have made their mark. Unfortunately they replaced the traditional Harry
Gregson-Williams score with their trademark blend of terrible J-pop and hard
rock. On the plus-side, Kojima’s background in film tended to weigh his games
down with lengthy cut-scenes. Here story punctuates gameplay rather than
dissects it. The writing is sharper and more down to earth, even if the
voice-acting falls flat at times.
Raiden has always been a minor character in the
Metal Gear series. Even though he had a leading role in 2000’s Metal Gear Solid
2: Sons of Liberty, fans never took to him. His reinvention as a powerful
cyborg-ninja at the hands of Platinum Games was a chance at redemption. And
they have delivered.
Rising is a Metal Gear game no less ridiculous than
its predecessors but one that has a focus, a pace and a punch like no other
title in the series.
Game reviewed on PlayStation 3.
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