Being independent is important to me since major game sites depend on advertising dollars from publishers to stay afloat. It's basically a conflict of interest since they serve both publishers and readers. My only goals are producing content I'm proud of, entertaining my viewers and maybe, if I'm lucky, giving some useful feedback to developers. I like it this way. If you want to see me rewarded for my work then the best thing to do is share my videos with other people you think will enjoy them.
Does raiden have metal teeth on both the top and the bottom? Does his top row of teeth (if it is natural) hurt when he eats food with his metal teeth too??? Wait, DOES raiden even need to eat food?? Is the metal teeth actually the lips??
Metal Gear Excelsus isn't actually a metal gear. In one of the codecs, you learn that the company manufacturing them just called it a "metal gear: for marketing purposes, which is why it looks so odd.
Technically Ray isn't a metal gear either. It lacks a nuclear payload, which is the entire purpose of a metal gear. Ray only gets the name as a technicallity because it was designed to defeat proper metal gears, and counts as a form of defense strategy against nuclear weapons. Anti Metal Gear is the most accurate description for it. Like in Peace Walker there are 3 other mech bosses but only Zeke and Peace Walker itself are actual metal gears due to their nuclear payload. Despite fighting two mechs called "Metal Gear" in it, Rising does not feature any true metal gears.
It's supposed to be a tongue-in-cheek fourth wall break about how Revengeance isn't actually a Metal Gear game (in the sense of its total style shift) and the Metal Gear title was added for association credit.
I can't see myself sticking to either classic or modern games. There's a lot of games I want to talk about new and old and I like mixing things up like that.
How the bosses work in MGR:R: Metal Gear Ray: Learn the basics Wolf: Learn how to parry Mistral: Learn blade mode Monsoon: Get good at parrying Sundowner: Get good at blade mode Jetstream Sam: Have fun with what you've learned Metal Gear Excelsus: Get good at basic skills Armstrong: Put everything to the test
Monsoon broke my limiter, and I raged so hard I just speed-parried everything he threw at me. Sundowner wasn't that hard though, especially if you invest on less Blade Mode consumption for your HF Blade. And you're definitely right about Sam, I had the most fun fighting him.
Purvdragon-sensei I hear its amazing when the famous purple stuffed worm in flap-jaw space with the tuning fork does a raw blink on Hari Kiri Rock. I need scissors! 61!
I didnt even know I could cut the shields OFF sundowner, I only used blade mode to break his guard a few times failing off and on, there was a completely different phase to his boss fight I missed for nearly three years I didnt even know his theme had any lyrics.
It wouldn't be hard for Konami to make it themselves. After Survive, I expect Rising 2 to be 2nd on their list. You don't need Kojima to direct a spin-off.
????? THE FUCK??? He didn't direct a spin-off. The only reason for why MGR exist is because Kojima ASKED the guys at Platinum games to direct the game for him since his team couldn't do it on their own. Platinum games and Konami's relationship were partially nonexistence since then before he bridged the gap of the two companies but since Konami went nuts and started shutting fan mgs games that previously got the thumbs up, its hard to believe that they would actually support non-money grab products
Probably been mentioned before but Mistral had the extra Gecko arms as armor because her torso was natural, not cybernetic, you learn this by calling someone up during the fight.
As for the new Jack persona. In Metal Gear Solid 2, it is hinted at that Raiden is far more cruel than he seems. After his past is exposed he admits to Snake that he enjoyed killing people. As for his over the top personality. Between the events of 2 and 4 and beyond Raiden has been training with his sword, the way he has done this is by watching Samurai films. This has also helped him to cope with the reality he faces. 'Raiden' has taken on the persona of a noble Samurai, his sword is a tool of justice that he uses to protect the weak. 'Jack' has logically taken on the persona of a Samurai movie villain. This results in the over the top dialogue from the both of them. In my opinion, Revengeance's portrayal of Raiden is a return to form for his character rather than a torpedoing (that would be MGS4).
And the whole point of his arc in MGS2 and 4 was that Snake was trying to teach Raiden that he doesn't have to be bound to his past. "You can find your own name, and your own future." MGR ruins that.
Solid Kenny That was only his arc in 2, in 4 it was about Raiden feeling abandoned by Rose due to all the Patriot shenanigans leading him into a suicidally reckless rampage against them because he had nothing else left. At the end he has to learn to trust Rose again and open up to his son. While MGS2 focused on his ability to choose the life he wanted rather than the one he was forced into, MGS4 and MGR tell us how the life he chose(fulfilling Olga's request to rescue Sunny) resulting in choice being taken away from him(PTSD and the safety of his child threatened by the patriots destroy his home life and helping Big Mama results in the loss of his body). You can argue that Raiden should have been left out after 2 and lived happily ever after but the fact is he was kept in and in order to make him interesting drama has to be added. While MGS games have explored the military potential of cybernetic enhancements MGR chose to cover the societal side of them. Much like Deus Ex, MGR talks about how cyborgs face discrimination for being robots with human brains. Cybernetics have grown through military development and are given to soldiers/PMCs who find it difficult to get a job outside the military that can pay for the medical bills so they remain military and find the easiest way to advance is by getting more and more enhancements. Raiden is apparently okay with PSC/PMC work as, until Desperado show up, things seem relatively peaceful. While he isn't bound to his past, Jetstream Sam purposefully goads his inner demons out of him.
Witch Sniffer Actually, it was his arc in MGS4, too. "It was never going to work out for me. It even rained on the day I was born." Snake re-iterated his message to Raiden from MGS2. Before the Microwave Hall, he tells Raiden "You still have your youth. Don't waste it. You can start over." MGR pisses over Raiden's efforts to start over, undermining Snake/Kojima's message to Raiden/the player. If you call Doktor in Chapter 3, he explains to Raiden that there's all sorts of non-military jobs for cyborgs. He even references watching a German TV report about a cyborg plumber. Raiden doesn't say anything to counter Doktor's statements. He treats all of this as new information that he was unaware of. So Raiden in MGR is actually just an idiot who doesn't know how to read the want-ads.
not sure if anyone else got the whole sam v raiden thing, but think about the name and how they fight. they fight like samurai. SAM and RAIden fight like SAMuRAI. I can't be the only one that saw that..
One thing missing from this review was how obscure the 'dodge' system is in this game which you need for those YELLOW grab attacks. Especially against Senator Armstrong. You must BUY a skill called 'Defensive Offence' that allows you to dodge the grabs and yellow attacks. I find this absurd and annoying. If you don't buy this skill or miss it, the only option is to run around, which breaks the flow of the combat completely and even looks comical in an otherwise excellent action game. Also, Senator Armstrong's AOE fire attacks significantly reduce the fighting space available, and the camera going crazy makes this fight very frustrating for no reason. Raiden also gets stuck between Armstrong and the arena wall many times. Other criticisms you already mentioned in this review perfectly.
Yeah, i remember watching reviews where people complained about the lack of a dodge mechanic. Defensive offence should have been available from the start and the game should at least tell the player how to do it. Oh and they also chose the most awkward input for a dodge i've ever seen in any game
That's true but guns work on a second button and the R1 button + direction modifies the attacks a lot more than the R1 button does in Revengeance probably because the fixed camera in DMC makes this more reliable. Then there's dynamic weapon switching as well as a style meter which push it further than Revengeance. I admire the combat in DMC (esp. 3) and would love for Revengeance to take a bit more complexity from that series. They still could have used the circle button for something though.
I've been playing the game since launch and didn't notice this.... THUD THUD THUD (Proceeds to suffer brain trauma form slamming face firmly into desk.)
Starting the Game: "Huh... this game looks interesting. I think I'll like it." First Instances of Combat: "Pretty smooth combat so far, I can get into this..." Introduction of Boss: "I GOTTA FIGHT THAT!?" Getting Into the Boss: "Fuck yeah! This is awesome!" QTE Sequence: "OHMYFUCKINGGODYESTHISISTHEBESTTHINGEVERMYBRAINISMEALTING FROMTHEAWESOMENESSRULESOFNATUREYESSSSSSSS!!!!!!!!!!!!!
Revengeance had a lot of problems (many which I blame on the short development, just over a year I believe), but I ended up enjoying it a lot more than I thought I would. The bosses, combat, characters and music were great and I was surprised with how I enjoyed the story.
WRT the weapon-switching, Platinum has done games where you could switch weapons, but MGR uses far too many system resources to allow 2 weapons loaded into memory at once, hence the classic menu
I agree, if they ever make a sequel that actually builds and improves on this... oh boy that will be something else. This was already everything cranked up to 11, so idk where they can go from this. I also feel they should have made a DLC that focussed just on the events between MGS2 and 4 or maybe the sequel can cover that.
I'm some years late on this, but the DLC you wished for was essentially what you were going to get with MGR, but changed their minds later down the line. Guess we'll never get a sequel now that Phonami is busy with their mobile games.
I'd like to point out that the game also has a very good story, although it is hidden on the Codec messages. Almost everything is explained and it has a fuckload of philosophy involved if you're into listening people rambling for hours, MGS4 style. (I know I loved it)
The best action game from recent years, only Bayonetta 2 in this same bracket, EVEN with how flawed this game is. It stands as a testament to Platinum and their capacity to churn out good action games fast...they had less than a year to take over and change whatever Konami had to make this and deliver it on time. They still released a monster of a game under a pretty tight schedule. I always believed this game would have one of those sequels that fixes EVERYTHING wrong with it (a lá AssCreed2), but alas, it didn't happen due to Konami. I hope Platinum games does work on a spiritual sequel though... I'm just scared it'll lose its charm. Excellent review Matthew, you cover a lot of points that should be highlighted and are for better or worse a result of rushed development. Though given the circumstances in which this game was developed, I can only give merit to Platinum games and wish for a sequel down the road. MGR:R2 would have been a better way to use the IP than MGS:Zombies edition in my opinion and Platinum finally has enough cashflow to actually develop something for themselves. In a perfect world, Capcom will pay Platinum to make them DMCxBayonetta 3, Konami will pay for MGR:R2 and SEGA pays for Vanquish 2.
qw3rtypounc3s Shame they'll never make a MGR:R2 as long as Konami lives of their Pachinko business unit. Armstrong is one of the best final bosses in action game sin history, only rivaled by Vergil in DMC3.
Honestly, this may be just me but I find it okay at best. It's a fun action game I admit but it's not the best I have played in the genre but again, that's just me. However, I would like to see a sequel because while I had issues with Rising I do think there is potential as the first game did have it's highlights.(For example, Senator Armstrong. I love how over the top his boss battle is it's pretty damn solid.) I loved that the writers made fun of MGS 4 though for the whole nano machines being the explanation for every little thing for that game. And in general even though this is probably my least favorite Platinum Games game I have played yet it's not bad to me. I just think that it could of been better and I wasn't expecting a Bayonetta 2 in terms of the content but at least a little fun action game for the price I paid.(Being I think around 5-$10.) I can't say at least I was disappointed.
Good stuff as always. I'd only add a few points about the codec conversations. In my opinion, some of the best codec work to come out of the series. Almost all the information, especially the dialogue with Wolf and Doktor serve for terrific world building that, while by no means essential, cast the game in a new light. It drives home the fact that MGR isn't just MGS4 four years later, but a fully realized world. The downside being that it has to grind the action to a halt to take place.
I can't wait until this channel gets huge and I get to say that I was one of the first couple thousand subscribers :D keep up the good work, man. I absolutely love your reviews
i screamed aloud when i saw that you had reviewed MGR. this was my favorite game of this year so far and if not for dark souls my favorite game of this gen. and i love your reviews for how meaty they are, covering everything. i was not disappointed. i love your videos and hope you continue making them.
26:42 Important to note: Codec dialogue for Metal Gear Excelsus says it's called a Metal Gear only for marketability/funding purposes, since it can't even fire a nuke, it's not a true Metal Gear
8:48 That's odd, I assume you've played DMC and Bayonetta before playing Revengeance. The design philosophy from these games has dictated that two primary attack buttons and an additional situational button is the ideal way to do a hack and slash action game. Even the predeccesor to the sub-genre, Onimusha, had two attack buttons. Devil May Cry Close Range button Long Range button With the later introduced Style specific button Bayonetta Punch/Hand Ranged Kick/Foot Ranged Long Range Revengeance Light Attack Strong Attack Side Weapon
I find your comment amusing. What they found, at the time, for the specific game to be ideal is irrelevant. At this point I can only discuss it as a matter of preference, but if I were to argue anything it could only be an expansion of present systems.
It turns out that on-the-fly weapon switching was actually impossible to implement. This game is so intense that Platinum Games was unable to make it work at all.
Really? How hard could it be? Devil May Cry 3 did a great job of on the fly weapon switching even if you could only use up to 4 different weapons at a time (two guns, two melee weapons). They could have easily just followed that mechanic.
A combination of the game running at 60fps and having to account for a huge number of physics objects, iirc. They definitely would've if they could've. I certainly never used subweapons in my playthrough.
hellcopter31 Even still, i may not be a L337 HaX0r, but I know a thing or two about how video games work and simply pressing a button that makes a different weapon appear in Raiden's hand while also immediately switching his offensive moveset doesn't seem like a cpu intensive procedure at all. Luckily those other weapons weren't actually needed.
Nah, you don't know much about how videogames work. Having those weapons available on the fly would mean that the models and animations would need to be loaded into memory. The 360 and PS3 have a pitiful amount of memory, and the extra space in the framebuffer they needed for full 720p 60 fps means that they had even less space than most games. So, either you use weapon selection to let the game load the models and animations, or you cut something else from the game.
I don't think "Jack" was intended as an alter ego, just as Raiden giving up on his attempt to stop killing, and go back to killing anyone in his way, like he did in the past
I'm a big ass MGS fan, and unlike many who say it ruins the franchise, I fucking LOVED Revengeance. Not once have I had more fun playing an MG game. For me it was more like a breath of fresh air.
This is a very limited platform for discussion, but if anything, I really felt your review attempted and successfully accomplished being critical in a thoughtful way. Something many reviewers did not attempt with this game in their comparisons with past titles. Excellent work, man.
Gotta point out that you're mistaken about having to snap the right analog stick to make precision slashes. You CAN do it that way but its much more efficient to line up your slash and hit square. But I do agree on pretty much all other points, especially that the circle button shouldve been mapped to dodge.
CAUTION: This comment contains spoilers, but so does the video, so I guess its alright. I'm personally of the opinion that the Peace Walker allusions were deliberate with the final chapter. Both big boss and Raiden have Jack as their (supposed) real names, both lost an eye, and both started out as competent, if naive soldiers in the shadow of another they looked up to. The stage theme leading up to MGEx and the theme song for Armstrong himself also contain parts that sound strangely close to the Peace Walker main theme, which is far too deliberate for it to be a co-incidence. This could very hint at the start of the saga of a new Big Boss type figure, which the ending where Raiden quits Maverick permanently to go on his own one man war against Desperado seems to hint at, as pulls up his H/F blade with that twisted cyborg grin.
Just wanted to say that you have a great channel and do a fantastic job on all of your videos Matthew. Keep making videos, and I'll keep watching them.
Also, Sundowner does introduce a new element; direction-specific blade mode. You can get by using square or triangle for slapping the shields, but to take them off you have to manually aim. After that you have to take that up another level in Armstrong's final form.
***** Not necessarily, it doesn't count as a kill and they can probably just get a new cyborg limb(s) to replace the missing ones. It takes a lot for cyborgs to bleed out in MGS/ MGR.
Apparently the reason you can't switch weapons on the fly is it wasn't possible given the memory limitations of the last-gen consoles: it needs that little pause to dump the animations from the old weapon out of RAM and load up the new set.
I would say if you have the time you should look at footage of both MGS4 and Metal Gear Rising. I say this because while Metal Gear Rising is far from bad looking Metal Gear Solid 4 is probably the most impressive looking PS3 game I have seen outside of the Naughty Dog titles on the PS3. And plus Rising does have some moments when the environment don't look that great. Case in point, the glass shattering. To me, the fact that it's not moving or even interacting when Raiden is on top of it really doesn't look that good. But though, that's just me. But then again it's not really not Platinum Games' strong point. Their games look great but they're not usually pushing the system to it's limits. And more often than not the priorities with Platinum Games are to make a fun over the top Action game than a jaw dropping gorgeous game.
I found the simple controls, with reliance on the same combos and the parry system hurt the whole game for me, as it came down to the same easy manuevers. But I've got to say, I can see exactly why you said what you did in this review, especially the music. I don't think my mind will change, but this has gave me reason to go back with a fresh mindset. As ever, your reviews really just carry themselves to being legitimate instead of being purely emotional or biased. Brilliant as ever.
I found the parry to be superb and really satisfying once you get it right but I agree it could have been explained better. The music was incredible, Jamie Christopherson did a phenomenal work and the new aproach really suited the MGR formula. Anyway, keep up the good work, Matthew.
When you activate Blade Mode, you have one opportunity to line up a cut and then engage it with the Square or Triangle (X or Y) button. You line up the slice and then press the attack button and it slices in that exact direction.
You forgot one point on the Armstrong fight. He has a little habit of winding up to one attack, then switching to another, giving the player just enough time to react if they were paying attention to how he's moving.
I didn't see your second comment until after I wrote my reply. I think we're very much on the same page on the combat since we both more or less said the same thing about the camera. I would like to see the circle button utilised for something though even if it's an existing skill like the dodge, if you give players an easier way to do stuff you can push the enemy designs further because that new skill is expected of them.
I don't know how Metal Gear can go on after this, the jump in character power is so huge. Its not "power creep" more along the lines of "power supernova", how can Snake with his rifle and rocket launcher compare to a Cyborg that when faced with a barrage of rocket fire from a giant battle mech can simply hop from one rocket to the next like stepping stones before chopping the whole mech up with a sword... Here is Cyborg Raiden thats almost unstoppable as a super hero like one of the Avengers or something that can take on Metal Gears in hand to hand combat and here is Snake hiding in a box, how can Snake be relevant any more?
I understand what you mean but let's be fair, some of it is just poetic licence. That same poetic licence saw Snake jump on and off a rocket WITHOUT any cyborg enhancements vs. the Hind D in The Twin Snakes. Snake's tale is over but hypothetically speaking if he were to exist in this future he'd also be in a cyborg suit and therefore competing just fine.
***** That's what im talking about when I say retcon, that scene was added in AFTER release of the game due to "fan outcry" which means, its a sad stunt to make fans happy, when in canon, Snake shoots himself
It's all the little details like victory/Zandetsu poses along with the music changes all happening at breakneck speeds that makes this and Bayonetta so much fun, IMHO.
"I've played on Normal mode, without healing items" And I did the same, because I didn't know you could heal. To me the only way to heal was with Zandatsu. I only learned how to heal during the Armstrong fight. The comical thing is, once I learned how to heal, I started to depend on it.
What you said about the parry button is completely accurate, I was like 10 years old and my friend lent me the game for two weeks. I never understood the parry mechanic and couldn’t even beat bladewolf. Then he took the game back and I felt like trash
Glad I'm not the only one who had an issue with how the parry system was explained. Even the tutorial simulation... thing doesn't give you nearly enough time to really figure it out and get the hang of things.
If you hold your controller in "The Claw" (it's a way to hold the controller), you can position your slash with the right stick, and then press Square or Triangle with your thumb. It will actually slice in the exact position that you are angled at, and makes accurate cuts much easier.
I like your review, nut you didnt mention alot about the cutscenes. what i mean is when you move from chapter to chapter things change instantly and you have no idea how, until you take the time and codec call everyone, then youd figure out what happend. fro example after the prolouge and raiden comes back enhanced you have no clue what heppend to his eye/body until you ask doktor. Idk why they shortend cutscenes but as a metal gear fan i expect long cut scenes from such a game.
1:35 YES ! The thing that sold me on this game was when, in the trailer, they showed Raiden doing a street fighter throw on Metal Gear Ray ! That was epic !! I wish there were more fights like this one.
Definitely agree on the Blade Mode problem - the Right Analog stick often snaps back at a slightly different angle than where you originally positioned it which is a problem in the Armstrong fight.
i feel that maybe they wouldove put some more cutscenes itll help how the story progresses like how wolf was recruited, what happend to george after raiden sliced him. i wouldove loved to see those scenes play out but sadly you dont get any of it. same goes for bosses, you can find out alot of intel on em by calling kevin, it wouldove been satisfying to see that in a type of mission briefing scene like in MGS4 or in any way possible, btw are you doin a review for the DLC?
I think the circle button SHOULD have been used as a grab button, similar to how Nero's Devil Bringing worked in DMC4. It would have been a great way to get enemies off of you, which by association would mean more enemies could exist on screen at one time, and attack more viciously than they did previously.
Or maybe as a dedicated parry button, instead of the finicky "do a light attack while moving toward your opponent" setup. A perfectly-timed parry would make Raiden execute a counterattack while negating all damage, while just holding it down is a standard block.
Azelliz Remtora Or maybe even a tag enemy action where if you press the button once you tag a certain enemy and a tag icon stays up them , showing their position off-screen , and when double tapping the button Raiden does a dash move and then if the player has the weapon from the 3rd boss ( forgot the name lol ) as a secondary , Raiden could do a vault over him and if they are weak enemies , just do something like that cool move Rachel had in Ninja Gaiden Sigma 1 . It's just an Idea thou . I don't know how well would it work in-game or how useful would it be :P
Hey Matthewmatosis, I was thinking the other day how cool it would be if you did an in depth review on the Devil May Cry series when I remembered in this review that you mentioned the series. It would be a pretty good series for you to do imo since all the games in the series, including the reboot, are similar to one another but with varying degrees of depth and different little design/story changes in each one that makes them all pretty different to each other. It would be pretty neat to see the similarities and differences that build along in the series while also making note of what the reboot does with the series.
I finally got around to watching this just today. I had actually /just/ started playing MGR when the video was posted, and didn't want the boss fights spoiled. Glad I waited. Great analysis, as usual, and glad to see I wasn't the only one annoyed with how finicky the free cut can be. As a suggestion, I'd like to see more videos about games you obviously don't like or feel fail on a conceptual or mechanical level, as there's always more to learn from observing failure than there is success.
The most efficient way of avoiding damage in this game is actually countering and dodging. Because dodge is also an attack that doesn't reset your combo, it will help you keep your combo up. Dodge can also be used to avoid any attacks, thanks to the invincibility frames at the start of the animation. But since in the animation Raiden jumps, he cannot cancel this animation, which will leave you completely open for attacks if you happen to time it wrong or try to dodge a combo. The fastest way to cancel an animation is by using blade-canceling. You use it by simply quickly tapping the blade-mode button and it will cancel all your movement and animations. But there are couple of moves that cannot be canceled, so keep that in mind. There are two types of parry. Light parry and heavy parry. Heavy parry is a successfully blocked heavy attack that cannot be parried. You'll be stuck in this parry animation for a moment, so trying to move right away or use dodge won't do anything. Light parry on the other hand lets you move right away, or even counter the attack if timed right.
the circle button could have been used for parring, remove the need for a direction press but decress the active parry frames to balance it out, the moving camera would be less of a problem and it would make parry feel more skilled
You seem to completely misunderstand the blade mode. The idea is that you pull accross to the other side, allowing you to have the Samurai look of holding a blade after a slash, then simply curve to the next angle.
I never got the idea here Ripper was some sorta alternate personality, rather, it was Jack letting go and letting his darker impulses play out.. letting out all the feelings he'd bottled up and fought against trying to live a normal life. Thankfully Jack holds onto himself enough with, "I don't want this... for anyone else."
Best videogame review/analysis videos on youtube. Since you have covered pretty much all the essential MG games now, what is the next series of reviews going to be?
+ainsley toledo I don't even think you are supposed to let it ''snap back''. I believe you are supposed to actually move it in the opposite direction as if you are swinging an actual sword.
+ainsley toledo but a game shouldnt hide its mechanics in a way, that has you to really search for them, if you don't want to be blamed for not using them by internet comments. I'm not using a helpful mechanic not because I feel like punishing myself, I don't use it because I didn't knew it existed, which makes the developer the one to blame.
Vogeluff Not always. Hidden mechanics actually create depth within games. As long as the hidden mechanics aren't necessary for to complete the game in an enjoyable manner, a game should have hidden mechanics because it creates replay value.
***** yeah thats fine. but if someone under a youtube video feels like blaming the player for not "exploring the gameplay enough", i feel like thats stupid.
The reason why you can't swap weapons without a menu is because Rising's dynamic cutting, even though parts disappear quickly, requires that a ton of RAM be set aside at all times.
Raiden's most damaging combo tends to lead off with Triangle/Y, so you can do Triangle, Triangle, Triangle, Square, Triangle... or any attack/combination that starts with Triangle for big damage. The issue here is that Triangle attacks tend to be slow, heavy hitting moves that you can't dash out of easily, and even though you can always parry out of these attacks, you're often at a disadvantage -- cont.
The music with the final boss battle does change. It only changes when you loose Sam's Blade just like when Sam looses his blade in his fight, the lyrics stop playing and only the instrumental is hearable.
At the end of the the review you said that you'd like to see a sequel fixing some of the flaws of the game. Beyond the dynamic weapon switching, are there any features that you'd like to see expanded up or added in a potential sequel? Also, have you played the DLC with Sam and BladeWolf, and if so, what are your thoughts on it? Do you think it was worth reusing a lot of level assets to focus on creating movesets for Sam and Wolf, or would you have rather have some long VR levels for Raiden?
I know I'm late by a lot of years but a little point that could help is that with a few objects such as glass or the such instantly breaks with the thunder strike move, removing the clunky physics for some things, but it doesn't have an effect on fences or while using ninja run so it's only a minor solution for a small part of the problem
It's actually totally possible to not kill the majority of, and maybe even all, enemies (cyborgs anyway, the robots don't count). You can just cut off their limbs, and the battle sequence will end when the enemies retreat when they can't fight back. You even get a no kill bonus for this. There's also an unlockable sword that lets you beat enemies into submission, rather than slice them up.
As for the circle button, If given the choice I would consider using it as the auxillary weapon button, similar to the firearms in Devil May Cry, with the added bonus of preventing clumsier players(like myself) from confusing the firing and aiming triggers, with the added bonus of freeing up a trigger for activating ripper mode, as opposed to pressing on both analog sticks which is rather clunky.
I just want to comment on his point about combat not giving players an incentive to try out different moves, actually there is, if you want to get an S rank in combat you will have to be creative in stringing combos while at the same time avoiding damage, you can't spam the same moves or easy cut your way through to a higher score.
Not really, though. Unlike in DMC, where you're rewarded for actually mixing up moves, MGR just allows you to mash, and it's more about combo count than variety. I S-ranked that sucker on every difficulty, and it's pretty easy to just mash bullshit away once you know how to perfect parry, and the alternate weapons/items aren't terribly useful.
I loved the way that, during a little time in the final battle, Raiden has his sword taken out and jumps around the way he did on MGS2, contrasting the fact the in MGS2 he was GIVEN a sword at the final boss battle. The little things that Platinum did to appeal the old fans in clever ways were what really sold me on Rising.
Being independent is important to me since major game sites depend on advertising dollars from publishers to stay afloat. It's basically a conflict of interest since they serve both publishers and readers. My only goals are producing content I'm proud of, entertaining my viewers and maybe, if I'm lucky, giving some useful feedback to developers. I like it this way. If you want to see me rewarded for my work then the best thing to do is share my videos with other people you think will enjoy them.
Does raiden have metal teeth on both the top and the bottom? Does his top row of teeth (if it is natural) hurt when he eats food with his metal teeth too??? Wait, DOES raiden even need to eat food?? Is the metal teeth actually the lips??
@@Grgrqr I don’t know
@@Grgrqr don't you EVER ask those kinds of questions
So when are you going to pin your comment?
It starts strong, ends strong and armstrong
Possibly the most underrated comment on this video.
Stigmaphobia777 Underrated, eh? Let's fix that.
Stigmaphobia777 Nanomachines, son!
start off fighting a gigantic mech, end with a senator.
+Ezequiel Ayoroa Pushes the series HEADSTRONG
Metal Gear Excelsus isn't actually a metal gear. In one of the codecs, you learn that the company manufacturing them just called it a "metal gear: for marketing purposes, which is why it looks so odd.
Pretty much like Metal Gear Rising :D
Technically Ray isn't a metal gear either. It lacks a nuclear payload, which is the entire purpose of a metal gear. Ray only gets the name as a technicallity because it was designed to defeat proper metal gears, and counts as a form of defense strategy against nuclear weapons. Anti Metal Gear is the most accurate description for it.
Like in Peace Walker there are 3 other mech bosses but only Zeke and Peace Walker itself are actual metal gears due to their nuclear payload.
Despite fighting two mechs called "Metal Gear" in it, Rising does not feature any true metal gears.
It's supposed to be a tongue-in-cheek fourth wall break about how Revengeance isn't actually a Metal Gear game (in the sense of its total style shift) and the Metal Gear title was added for association credit.
I can't see myself sticking to either classic or modern games. There's a lot of games I want to talk about new and old and I like mixing things up like that.
How the bosses work in MGR:R:
Metal Gear Ray: Learn the basics
Wolf: Learn how to parry
Mistral: Learn blade mode
Monsoon: Get good at parrying
Sundowner: Get good at blade mode
Jetstream Sam: Have fun with what you've learned
Metal Gear Excelsus: Get good at basic skills
Armstrong: Put everything to the test
+John Butch Couldn't have said it better
Monsoon broke my limiter, and I raged so hard I just speed-parried everything he threw at me. Sundowner wasn't that hard though, especially if you invest on less Blade Mode consumption for your HF Blade. And you're definitely right about Sam, I had the most fun fighting him.
Purvdragon-sensei I hear its amazing when the famous purple stuffed worm in flap-jaw space with the tuning fork does a raw blink on Hari Kiri Rock. I need scissors! 61!
Never got good at blade mode on Sundowner coz its not needed =( I just dodged and hit his back. Blade mode on Armstrong was painful to master
I didnt even know I could cut the shields OFF sundowner, I only used blade mode to break his guard a few times failing off and on, there was a completely different phase to his boss fight I missed for nearly three years I didnt even know his theme had any lyrics.
"5 minutes in and your playing the game you payed money for." I love this line. Perfectly sums up why I hate tutorials in other games as well.
It's a pity we'll never see a sequel to MGR unless someone liberates the Metal Gear license from Konami...
It wouldn't be hard for Konami to make it themselves. After Survive, I expect Rising 2 to be 2nd on their list. You don't need Kojima to direct a spin-off.
Konami’s more focused on shitty pachinko machines taking a shit on their series than actually continuing them.
????? THE FUCK???
He didn't direct a spin-off. The only reason for why MGR exist is because Kojima ASKED the guys at Platinum games to direct the game for him since his team couldn't do it on their own. Platinum games and Konami's relationship were partially nonexistence since then before he bridged the gap of the two companies but since Konami went nuts and started shutting fan mgs games that previously got the thumbs up, its hard to believe that they would actually support non-money grab products
+Jack Daone a sequel to this game would be too good! konami makes me sad
I think the best we can hope for is a spiritual successor, rather than a full sequel.
The Metal Gear Ray Boss Fight gives me chills every time the music kicks up with the vocals
RULES OF NATURE!
it goes with everything
Probably been mentioned before but Mistral had the extra Gecko arms as armor because her torso was natural, not cybernetic, you learn this by calling someone up during the fight.
@1:30 You're not expected to, but you totally can parry almost all of Ray's attacks, and it's as awesome as you'd expect.
He knows. He's demonstrating how he believes most new players would go about this fight.
As for the new Jack persona.
In Metal Gear Solid 2, it is hinted at that Raiden is far more cruel than he seems. After his past is exposed he admits to Snake that he enjoyed killing people.
As for his over the top personality.
Between the events of 2 and 4 and beyond Raiden has been training with his sword, the way he has done this is by watching Samurai films. This has also helped him to cope with the reality he faces. 'Raiden' has taken on the persona of a noble Samurai, his sword is a tool of justice that he uses to protect the weak. 'Jack' has logically taken on the persona of a Samurai movie villain. This results in the over the top dialogue from the both of them.
In my opinion, Revengeance's portrayal of Raiden is a return to form for his character rather than a torpedoing (that would be MGS4).
A decent point.
And the whole point of his arc in MGS2 and 4 was that Snake was trying to teach Raiden that he doesn't have to be bound to his past. "You can find your own name, and your own future."
MGR ruins that.
Solid Kenny
That was only his arc in 2, in 4 it was about Raiden feeling abandoned by Rose due to all the Patriot shenanigans leading him into a suicidally reckless rampage against them because he had nothing else left. At the end he has to learn to trust Rose again and open up to his son.
While MGS2 focused on his ability to choose the life he wanted rather than the one he was forced into, MGS4 and MGR tell us how the life he chose(fulfilling Olga's request to rescue Sunny) resulting in choice being taken away from him(PTSD and the safety of his child threatened by the patriots destroy his home life and helping Big Mama results in the loss of his body). You can argue that Raiden should have been left out after 2 and lived happily ever after but the fact is he was kept in and in order to make him interesting drama has to be added.
While MGS games have explored the military potential of cybernetic enhancements MGR chose to cover the societal side of them. Much like Deus Ex, MGR talks about how cyborgs face discrimination for being robots with human brains. Cybernetics have grown through military development and are given to soldiers/PMCs who find it difficult to get a job outside the military that can pay for the medical bills so they remain military and find the easiest way to advance is by getting more and more enhancements. Raiden is apparently okay with PSC/PMC work as, until Desperado show up, things seem relatively peaceful.
While he isn't bound to his past, Jetstream Sam purposefully goads his inner demons out of him.
Witch Sniffer Actually, it was his arc in MGS4, too. "It was never going to work out for me. It even rained on the day I was born." Snake re-iterated his message to Raiden from MGS2. Before the Microwave Hall, he tells Raiden "You still have your youth. Don't waste it. You can start over."
MGR pisses over Raiden's efforts to start over, undermining Snake/Kojima's message to Raiden/the player.
If you call Doktor in Chapter 3, he explains to Raiden that there's all sorts of non-military jobs for cyborgs. He even references watching a German TV report about a cyborg plumber. Raiden doesn't say anything to counter Doktor's statements. He treats all of this as new information that he was unaware of. So Raiden in MGR is actually just an idiot who doesn't know how to read the want-ads.
Solid Kenny
If there's one thing consistent about Raiden, it's his idiocy over things that aren't movie trivia.
not sure if anyone else got the whole sam v raiden thing, but think about the name and how they fight. they fight like samurai. SAM and RAIden fight like SAMuRAI.
I can't be the only one that saw that..
Xerazal You must be a genius
Xerazal Holy fuck, this is brilliant. Thanks for pointing this out!
Xerazal ....wooohh D:
Xerazal Illuminati confirmed *mindblown
+Xerazal Half Life 3 confirmed
turkey frames per second
Turty
Turty tree and a turd
How dare you
One thing missing from this review was how obscure the 'dodge' system is in this game which you need for those YELLOW grab attacks. Especially against Senator Armstrong.
You must BUY a skill called 'Defensive Offence' that allows you to dodge the grabs and yellow attacks. I find this absurd and annoying. If you don't buy this skill or miss it, the only option is to run around, which breaks the flow of the combat completely and even looks comical in an otherwise excellent action game.
Also, Senator Armstrong's AOE fire attacks significantly reduce the fighting space available, and the camera going crazy makes this fight very frustrating for no reason. Raiden also gets stuck between Armstrong and the arena wall many times.
Other criticisms you already mentioned in this review perfectly.
Yeah, i remember watching reviews where people complained about the lack of a dodge mechanic. Defensive offence should have been available from the start and the game should at least tell the player how to do it. Oh and they also chose the most awkward input for a dodge i've ever seen in any game
That's true but guns work on a second button and the R1 button + direction modifies the attacks a lot more than the R1 button does in Revengeance probably because the fixed camera in DMC makes this more reliable. Then there's dynamic weapon switching as well as a style meter which push it further than Revengeance. I admire the combat in DMC (esp. 3) and would love for Revengeance to take a bit more complexity from that series. They still could have used the circle button for something though.
Press square when lining up your cut to cut in the exact angle.
And how was anyone supposed to figure that out? Especially when the only time it's really important is during the Armstrong fight?
***** By playing the game and experimenting with the controls.
Gimfigle496 True
I've been playing the game since launch and didn't notice this.... THUD THUD THUD (Proceeds to suffer brain trauma form slamming face firmly into desk.)
Gimfigle496
nah, I just google it
Starting the Game:
"Huh... this game looks interesting. I think I'll like it."
First Instances of Combat:
"Pretty smooth combat so far, I can get into this..."
Introduction of Boss:
"I GOTTA FIGHT THAT!?"
Getting Into the Boss:
"Fuck yeah! This is awesome!"
QTE Sequence:
"OHMYFUCKINGGODYESTHISISTHEBESTTHINGEVERMYBRAINISMEALTING
FROMTHEAWESOMENESSRULESOFNATUREYESSSSSSSS!!!!!!!!!!!!!
Revengeance had a lot of problems (many which I blame on the short development, just over a year I believe), but I ended up enjoying it a lot more than I thought I would. The bosses, combat, characters and music were great and I was surprised with how I enjoyed the story.
Wasn't this game announced in 2009?
Dillon Sheil Probably. It ended up being cancelled and Platinum Games took over and started from scratch.
Avatar Korra Only if Platinum worked this hard on your game huh?Nevermind I said that....
furyberserk Hey, come on, it's fine.
furyberserk Hey, come on, it's fine.
Still waiting on that MGS5 review, Matt. It'll be the RUclips highlight of my year, no doubt.
De Jure Claims Still waiting
WRT the weapon-switching, Platinum has done games where you could switch weapons, but MGR uses far too many system resources to allow 2 weapons loaded into memory at once, hence the classic menu
I didn't necessarily hate George, but I didn't exactly like him either. He had his moments for me, but in the end, I'm indifferent to him.
+Rionada Jackie He's already a demon
+Hayden Onion except he isn't
"I've never been interested in other people's lives."
I bet that's how Big Boss felt about the other George too.
Thankfully, hes only in-game a short while...he isn't in the game long enough to wear out his welcome.
Never stop doing reviews. I'd be glad to see your videos crack the millions.
Welcome to the first in a series of one video on the Metal Gear Rising series
Did you listen to the codec conversations? They put a lot of writing work into this game.
You can actually line up the cut and then press square to cut without needing to flick R3.
I miss the time before this game got bastardised by internet culture
Thank you Matthew for actually taking time to talk about a game in depth. Your videos are great and I really love watching them.
I agree, if they ever make a sequel that actually builds and improves on this... oh boy that will be something else. This was already everything cranked up to 11, so idk where they can go from this. I also feel they should have made a DLC that focussed just on the events between MGS2 and 4 or maybe the sequel can cover that.
I'm some years late on this, but the DLC you wished for was essentially what you were going to get with MGR, but changed their minds later down the line. Guess we'll never get a sequel now that Phonami is busy with their mobile games.
I'd like to point out that the game also has a very good story, although it is hidden on the Codec messages. Almost everything is explained and it has a fuckload of philosophy involved if you're into listening people rambling for hours, MGS4 style. (I know I loved it)
A bitter Irishman yells at menu screens.
10/10
The best action game from recent years, only Bayonetta 2 in this same bracket, EVEN with how flawed this game is. It stands as a testament to Platinum and their capacity to churn out good action games fast...they had less than a year to take over and change whatever Konami had to make this and deliver it on time. They still released a monster of a game under a pretty tight schedule. I always believed this game would have one of those sequels that fixes EVERYTHING wrong with it (a lá AssCreed2), but alas, it didn't happen due to Konami. I hope Platinum games does work on a spiritual sequel though... I'm just scared it'll lose its charm.
Excellent review Matthew, you cover a lot of points that should be highlighted and are for better or worse a result of rushed development. Though given the circumstances in which this game was developed, I can only give merit to Platinum games and wish for a sequel down the road. MGR:R2 would have been a better way to use the IP than MGS:Zombies edition in my opinion and Platinum finally has enough cashflow to actually develop something for themselves. In a perfect world, Capcom will pay Platinum to make them DMCxBayonetta 3, Konami will pay for MGR:R2 and SEGA pays for Vanquish 2.
They'll never make metal gear rising 2, because then they'd have to make a final boss better than Armstrong.
qw3rtypounc3s Shame they'll never make a MGR:R2 as long as Konami lives of their Pachinko business unit. Armstrong is one of the best final bosses in action game sin history, only rivaled by Vergil in DMC3.
niespeludo
Indeed.
Honestly, this may be just me but I find it okay at best. It's a fun action game I admit but it's not the best I have played in the genre but again, that's just me. However, I would like to see a sequel because while I had issues with Rising I do think there is potential as the first game did have it's highlights.(For example, Senator Armstrong. I love how over the top his boss battle is it's pretty damn solid.)
I loved that the writers made fun of MGS 4 though for the whole nano machines being the explanation for every little thing for that game. And in general even though this is probably my least favorite Platinum Games game I have played yet it's not bad to me. I just think that it could of been better and I wasn't expecting a Bayonetta 2 in terms of the content but at least a little fun action game for the price I paid.(Being I think around 5-$10.) I can't say at least I was disappointed.
They have experience ! :)
Good stuff as always. I'd only add a few points about the codec conversations. In my opinion, some of the best codec work to come out of the series. Almost all the information, especially the dialogue with Wolf and Doktor serve for terrific world building that, while by no means essential, cast the game in a new light. It drives home the fact that MGR isn't just MGS4 four years later, but a fully realized world. The downside being that it has to grind the action to a halt to take place.
The most detailed and in-depth review of MGS:R I've seen yet. Keep up the good work, Matt.
I can't wait until this channel gets huge and I get to say that I was one of the first couple thousand subscribers :D keep up the good work, man. I absolutely love your reviews
It starts strong,
Ends strong,
Has Armstrong.
i screamed aloud when i saw that you had reviewed MGR. this was my favorite game of this year so far and if not for dark souls my favorite game of this gen. and i love your reviews for how meaty they are, covering everything. i was not disappointed. i love your videos and hope you continue making them.
"Jumby" is Trinidadian slang for a monster or ghost
For the parrying bit, in the actual VR tutorial it offers before you start the game it gives you a detailed parrying bit
26:42
Important to note: Codec dialogue for Metal Gear Excelsus says it's called a Metal Gear only for marketability/funding purposes, since it can't even fire a nuke, it's not a true Metal Gear
8:48
That's odd, I assume you've played DMC and Bayonetta before playing Revengeance. The design philosophy from these games has dictated that two primary attack buttons and an additional situational button is the ideal way to do a hack and slash action game. Even the predeccesor to the sub-genre, Onimusha, had two attack buttons.
Devil May Cry
Close Range button
Long Range button
With the later introduced Style specific button
Bayonetta
Punch/Hand Ranged
Kick/Foot Ranged
Long Range
Revengeance
Light Attack
Strong Attack
Side Weapon
I find your comment amusing. What they found, at the time, for the specific game to be ideal is irrelevant. At this point I can only discuss it as a matter of preference, but if I were to argue anything it could only be an expansion of present systems.
I legitimately just played this game for the past week. Really happy to see a review from you on it.
It turns out that on-the-fly weapon switching was actually impossible to implement. This game is so intense that Platinum Games was unable to make it work at all.
Really? How hard could it be? Devil May Cry 3 did a great job of on the fly weapon switching even if you could only use up to 4 different weapons at a time (two guns, two melee weapons). They could have easily just followed that mechanic.
A combination of the game running at 60fps and having to account for a huge number of physics objects, iirc. They definitely would've if they could've. I certainly never used subweapons in my playthrough.
hellcopter31
Even still, i may not be a L337 HaX0r, but I know a thing or two about how video games work and simply pressing a button that makes a different weapon appear in Raiden's hand while also immediately switching his offensive moveset doesn't seem like a cpu intensive procedure at all. Luckily those other weapons weren't actually needed.
Nah, you don't know much about how videogames work. Having those weapons available on the fly would mean that the models and animations would need to be loaded into memory. The 360 and PS3 have a pitiful amount of memory, and the extra space in the framebuffer they needed for full 720p 60 fps means that they had even less space than most games. So, either you use weapon selection to let the game load the models and animations, or you cut something else from the game.
I don't think "Jack" was intended as an alter ego, just as Raiden giving up on his attempt to stop killing, and go back to killing anyone in his way, like he did in the past
11:37 a very adult-sounding voice for a child-looking character. That's just off-putting.
GammaWALLE And Sunny definitely should have sounded older. She's how old? 14? She sounds the same as when she did when she was 8 or 9 in MGS4.
+Darqfalls She's actually 11 in Revengeance. Yep, surprised me too.
Rezulia I read somewhere that she was younger. Huh.
I'm a big ass MGS fan, and unlike many who say it ruins the franchise, I fucking LOVED Revengeance. Not once have I had more fun playing an MG game. For me it was more like a breath of fresh air.
"Nanomachines, son!"
This is a very limited platform for discussion, but if anything, I really felt your review attempted and successfully accomplished being critical in a thoughtful way. Something many reviewers did not attempt with this game in their comparisons with past titles. Excellent work, man.
Gotta point out that you're mistaken about having to snap the right analog stick to make precision slashes. You CAN do it that way but its much more efficient to line up your slash and hit square.
But I do agree on pretty much all other points, especially that the circle button shouldve been mapped to dodge.
CAUTION: This comment contains spoilers, but so does the video, so I guess its alright.
I'm personally of the opinion that the Peace Walker allusions were deliberate with the final chapter. Both big boss and Raiden have Jack as their (supposed) real names, both lost an eye, and both started out as competent, if naive soldiers in the shadow of another they looked up to. The stage theme leading up to MGEx and the theme song for Armstrong himself also contain parts that sound strangely close to the Peace Walker main theme, which is far too deliberate for it to be a co-incidence.
This could very hint at the start of the saga of a new Big Boss type figure, which the ending where Raiden quits Maverick permanently to go on his own one man war against Desperado seems to hint at, as pulls up his H/F blade with that twisted cyborg grin.
Just wanted to say that you have a great channel and do a fantastic job on all of your videos Matthew. Keep making videos, and I'll keep watching them.
Also, Sundowner does introduce a new element; direction-specific blade mode. You can get by using square or triangle for slapping the shields, but to take them off you have to manually aim. After that you have to take that up another level in Armstrong's final form.
you cash do that at any point before
Did anyone notice the "P.T. Bank" at 18:24? Was this intentional? Cause you know... P.T.?
+TheSergio1021 Considering P.T stood as "Playable Trailer" then I do not think it was intentional.
It's nice to see someone highlight just what a special game revengeance is. Good job matthew!
You bring a new layer of depth to reviews that is unparalleled in the world of game reviews.
15:00 You can cut off their legs and it doesn't count as a kill, they just fade away after a bit(as if they were dragged away and given extra limbs).
Still fatal, though. If you disappear from an area in a video game, you're either dead or an RPG encounter.
*****
Not necessarily, it doesn't count as a kill and they can probably just get a new cyborg limb(s) to replace the missing ones.
It takes a lot for cyborgs to bleed out in MGS/ MGR.
***** Or he's turning on his active camouflage and gets the fuck out.
Oh and make sure no cyborg is LEFT with a LEFT hand, HAHA!
Cifer Null BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
BOOOO YOU STINK
(but srsly LOL)
Apparently the reason you can't switch weapons on the fly is it wasn't possible given the memory limitations of the last-gen consoles: it needs that little pause to dump the animations from the old weapon out of RAM and load up the new set.
Does MGS4 *really* look better? Both games look pretty bloody similar to me.
I would say if you have the time you should look at footage of both MGS4 and Metal Gear Rising. I say this because while Metal Gear Rising is far from bad looking Metal Gear Solid 4 is probably the most impressive looking PS3 game I have seen outside of the Naughty Dog titles on the PS3.
And plus Rising does have some moments when the environment don't look that great. Case in point, the glass shattering. To me, the fact that it's not moving or even interacting when Raiden is on top of it really doesn't look that good. But though, that's just me. But then again it's not really not Platinum Games' strong point. Their games look great but they're not usually pushing the system to it's limits.
And more often than not the priorities with Platinum Games are to make a fun over the top Action game than a jaw dropping gorgeous game.
I have to say that your reviews bring about interesting points and I enjoy them. This one was no exception
I found the simple controls, with reliance on the same combos and the parry system hurt the whole game for me, as it came down to the same easy manuevers. But I've got to say, I can see exactly why you said what you did in this review, especially the music. I don't think my mind will change, but this has gave me reason to go back with a fresh mindset. As ever, your reviews really just carry themselves to being legitimate instead of being purely emotional or biased. Brilliant as ever.
Your reviews are fantastic! Keep them coming!
I found the parry to be superb and really satisfying once you get it right but I agree it could have been explained better. The music was incredible, Jamie Christopherson did a phenomenal work and the new aproach really suited the MGR formula.
Anyway, keep up the good work, Matthew.
When you activate Blade Mode, you have one opportunity to line up a cut and then engage it with the Square or Triangle (X or Y) button. You line up the slice and then press the attack button and it slices in that exact direction.
You forgot one point on the Armstrong fight.
He has a little habit of winding up to one attack, then switching to another, giving the player just enough time to react if they were paying attention to how he's moving.
I didn't see your second comment until after I wrote my reply. I think we're very much on the same page on the combat since we both more or less said the same thing about the camera. I would like to see the circle button utilised for something though even if it's an existing skill like the dodge, if you give players an easier way to do stuff you can push the enemy designs further because that new skill is expected of them.
I don't know how Metal Gear can go on after this, the jump in character power is so huge. Its not "power creep" more along the lines of "power supernova", how can Snake with his rifle and rocket launcher compare to a Cyborg that when faced with a barrage of rocket fire from a giant battle mech can simply hop from one rocket to the next like stepping stones before chopping the whole mech up with a sword...
Here is Cyborg Raiden thats almost unstoppable as a super hero like one of the Avengers or something that can take on Metal Gears in hand to hand combat and here is Snake hiding in a box, how can Snake be relevant any more?
that's why he killed him self
that's the whole premise of MGS4
He isn't.
The whole point of MGS4 was ending Snake's life as a soldier.
I understand what you mean but let's be fair, some of it is just poetic licence. That same poetic licence saw Snake jump on and off a rocket WITHOUT any cyborg enhancements vs. the Hind D in The Twin Snakes.
Snake's tale is over but hypothetically speaking if he were to exist in this future he'd also be in a cyborg suit and therefore competing just fine.
***** yeah he did
the "retcon" is a joke and you wont be seeing solid snake in the future anyway
***** That's what im talking about when I say retcon, that scene was added in AFTER release of the game due to "fan outcry"
which means, its a sad stunt to make fans happy, when in canon, Snake shoots himself
It's all the little details like victory/Zandetsu poses along with the music changes all happening at breakneck speeds that makes this and Bayonetta so much fun, IMHO.
"I've played on Normal mode, without healing items"
And I did the same, because I didn't know you could heal. To me the only way to heal was with Zandatsu. I only learned how to heal during the Armstrong fight. The comical thing is, once I learned how to heal, I started to depend on it.
What you said about the parry button is completely accurate, I was like 10 years old and my friend lent me the game for two weeks. I never understood the parry mechanic and couldn’t even beat bladewolf. Then he took the game back and I felt like trash
Glad I'm not the only one who had an issue with how the parry system was explained. Even the tutorial simulation... thing doesn't give you nearly enough time to really figure it out and get the hang of things.
Wow, I watched the amazing Zelda reviews earlier and subbed. These reviews are really solid - better than what I've seen on any site.
If you hold your controller in "The Claw" (it's a way to hold the controller), you can position your slash with the right stick, and then press Square or Triangle with your thumb. It will actually slice in the exact position that you are angled at, and makes accurate cuts much easier.
It Has To Be This Way is so good.
I like your review, nut you didnt mention alot about the cutscenes. what i mean is when you move from chapter to chapter things change instantly and you have no idea how, until you take the time and codec call everyone, then youd figure out what happend. fro example after the prolouge and raiden comes back enhanced you have no clue what heppend to his eye/body until you ask doktor. Idk why they shortend cutscenes but as a metal gear fan i expect long cut scenes from such a game.
1:35 YES ! The thing that sold me on this game was when, in the trailer, they showed Raiden doing a street fighter throw on Metal Gear Ray ! That was epic !! I wish there were more fights like this one.
Definitely agree on the Blade Mode problem - the Right Analog stick often snaps back at a slightly different angle than where you originally positioned it which is a problem in the Armstrong fight.
I feel you should try reviewing the Deux Ex series if you can, as that seems like a lore people would love to see you analyze
i feel that maybe they wouldove put some more cutscenes itll help how the story progresses like how wolf was recruited, what happend to george after raiden sliced him. i wouldove loved to see those scenes play out but sadly you dont get any of it. same goes for bosses, you can find out alot of intel on em by calling kevin, it wouldove been satisfying to see that in a type of mission briefing scene like in MGS4 or in any way possible, btw are you doin a review for the DLC?
I think the circle button SHOULD have been used as a grab button, similar to how Nero's Devil Bringing worked in DMC4. It would have been a great way to get enemies off of you, which by association would mean more enemies could exist on screen at one time, and attack more viciously than they did previously.
Or maybe as a dedicated parry button, instead of the finicky "do a light attack while moving toward your opponent" setup.
A perfectly-timed parry would make Raiden execute a counterattack while negating all damage, while just holding it down is a standard block.
Jack Daone That coupled with the under-used effect of enemy attacks still doing damage through your block would have been really great.
Azelliz Remtora Or maybe even a tag enemy action where if you press the button once you tag a certain enemy and a tag icon stays up them , showing their position off-screen , and when double tapping the button Raiden does a dash move and then if the player has the weapon from the 3rd boss ( forgot the name lol ) as a secondary , Raiden could do a vault over him and if they are weak enemies , just do something like that cool move Rachel had in Ninja Gaiden Sigma 1 . It's just an Idea thou . I don't know how well would it work in-game or how useful would it be :P
Hey Matthewmatosis, I was thinking the other day how cool it would be if you did an in depth review on the Devil May Cry series when I remembered in this review that you mentioned the series. It would be a pretty good series for you to do imo since all the games in the series, including the reboot, are similar to one another but with varying degrees of depth and different little design/story changes in each one that makes them all pretty different to each other. It would be pretty neat to see the similarities and differences that build along in the series while also making note of what the reboot does with the series.
3 and DmC felt the best imo...
>Liking Donte the best
The most reasonable Rising review out there. Good work.
I finally got around to watching this just today. I had actually /just/ started playing MGR when the video was posted, and didn't want the boss fights spoiled. Glad I waited. Great analysis, as usual, and glad to see I wasn't the only one annoyed with how finicky the free cut can be. As a suggestion, I'd like to see more videos about games you obviously don't like or feel fail on a conceptual or mechanical level, as there's always more to learn from observing failure than there is success.
The most efficient way of avoiding damage in this game is actually countering and dodging. Because dodge is also an attack that doesn't reset your combo, it will help you keep your combo up. Dodge can also be used to avoid any attacks, thanks to the invincibility frames at the start of the animation. But since in the animation Raiden jumps, he cannot cancel this animation, which will leave you completely open for attacks if you happen to time it wrong or try to dodge a combo.
The fastest way to cancel an animation is by using blade-canceling. You use it by simply quickly tapping the blade-mode button and it will cancel all your movement and animations. But there are couple of moves that cannot be canceled, so keep that in mind.
There are two types of parry. Light parry and heavy parry. Heavy parry is a successfully blocked heavy attack that cannot be parried. You'll be stuck in this parry animation for a moment, so trying to move right away or use dodge won't do anything. Light parry on the other hand lets you move right away, or even counter the attack if timed right.
the circle button could have been used for parring, remove the need for a direction press but decress the active parry frames to balance it out, the moving camera would be less of a problem and it would make parry feel more skilled
You seem to completely misunderstand the blade mode. The idea is that you pull accross to the other side, allowing you to have the Samurai look of holding a blade after a slash, then simply curve to the next angle.
Another awesome review, Matt. Keep 'em coming.
I never got the idea here Ripper was some sorta alternate personality, rather, it was Jack letting go and letting his darker impulses play out.. letting out all the feelings he'd bottled up and fought against trying to live a normal life. Thankfully Jack holds onto himself enough with, "I don't want this... for anyone else."
Who would've thought Revengeance would be the last good metal gear game
Metal Gear Solid 5 exists you know.
Im okay with pretending metal gear survive never happened, this game would be a good conclusion.
@@4mash unfortunately
If you ignore the price, Ground Zeroes is really good for what it is.
Its not half bad but its really hard to call it a game
Best videogame review/analysis videos on youtube. Since you have covered pretty much all the essential MG games now, what is the next series of reviews going to be?
You don't have to let the stick snap back in Blade Mode to attack. Just press one of the attack buttons.
+ainsley toledo I don't even think you are supposed to let it ''snap back''. I believe you are supposed to actually move it in the opposite direction as if you are swinging an actual sword.
+I'm shenoku people just didn't explore the mechanics enough and complain about it just for the sake of complaining
+ainsley toledo but a game shouldnt hide its mechanics in a way, that has you to really search for them, if you don't want to be blamed for not using them by internet comments. I'm not using a helpful mechanic not because I feel like punishing myself, I don't use it because I didn't knew it existed, which makes the developer the one to blame.
Vogeluff Not always. Hidden mechanics actually create depth within games. As long as the hidden mechanics aren't necessary for to complete the game in an enjoyable manner, a game should have hidden mechanics because it creates replay value.
*****
yeah thats fine. but if someone under a youtube video feels like blaming the player for not "exploring the gameplay enough", i feel like thats stupid.
The reason why you can't swap weapons without a menu is because Rising's dynamic cutting, even though parts disappear quickly, requires that a ton of RAM be set aside at all times.
Raiden's most damaging combo tends to lead off with Triangle/Y, so you can do Triangle, Triangle, Triangle, Square, Triangle... or any attack/combination that starts with Triangle for big damage. The issue here is that Triangle attacks tend to be slow, heavy hitting moves that you can't dash out of easily, and even though you can always parry out of these attacks, you're often at a disadvantage -- cont.
You had problems with the armstrong zandatsu because you think all 4 squares need to be hit, only 3 are needed.
The music with the final boss battle does change. It only changes when you loose Sam's Blade just like when Sam looses his blade in his fight, the lyrics stop playing and only the instrumental is hearable.
At the end of the the review you said that you'd like to see a sequel fixing some of the flaws of the game. Beyond the dynamic weapon switching, are there any features that you'd like to see expanded up or added in a potential sequel?
Also, have you played the DLC with Sam and BladeWolf, and if so, what are your thoughts on it? Do you think it was worth reusing a lot of level assets to focus on creating movesets for Sam and Wolf, or would you have rather have some long VR levels for Raiden?
I know I'm late by a lot of years but a little point that could help is that with a few objects such as glass or the such instantly breaks with the thunder strike move, removing the clunky physics for some things, but it doesn't have an effect on fences or while using ninja run so it's only a minor solution for a small part of the problem
It's actually totally possible to not kill the majority of, and maybe even all, enemies (cyborgs anyway, the robots don't count).
You can just cut off their limbs, and the battle sequence will end when the enemies retreat when they can't fight back. You even get a no kill bonus for this.
There's also an unlockable sword that lets you beat enemies into submission, rather than slice them up.
As for the circle button, If given the choice I would consider using it as the auxillary weapon button, similar to the firearms in Devil May Cry, with the added bonus of preventing clumsier players(like myself) from confusing the firing and aiming triggers, with the added bonus of freeing up a trigger for activating ripper mode, as opposed to pressing on both analog sticks which is rather clunky.
I just want to comment on his point about combat not giving players an incentive to try out different moves, actually there is, if you want to get an S rank in combat you will have to be creative in stringing combos while at the same time avoiding damage, you can't spam the same moves or easy cut your way through to a higher score.
Not really, though. Unlike in DMC, where you're rewarded for actually mixing up moves, MGR just allows you to mash, and it's more about combo count than variety. I S-ranked that sucker on every difficulty, and it's pretty easy to just mash bullshit away once you know how to perfect parry, and the alternate weapons/items aren't terribly useful.
+Emperor Wu Yeah, emperor's right, I S-Ranked easy as long as I kept the combo count high
I loved the way that, during a little time in the final battle, Raiden has his sword taken out and jumps around the way he did on MGS2, contrasting the fact the in MGS2 he was GIVEN a sword at the final boss battle. The little things that Platinum did to appeal the old fans in clever ways were what really sold me on Rising.
you're the best reviewer i' know, keep up the good work!