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There’s nothing emo about the cutting in Metal Gear Rising

By: Musa Afridi

  |   November 5th, 2012   |  
Uncategorized
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Yuji Korekado, the producer of Metal Gear Rising Revengeance, explains that the sword play in the game is the foundation of the game and can be played using stealth or players can choose to adopt an all-action approach if they please.

Originally intended to be the first game to be developed on Kojima Productions in-house Fox Engine, Metal Gear Rising Revengeance’s development was handed over to Platinum Games. The latter made a name for itself with action titles such as Bayonetta and Vanquish, both of which were received well by gamers and critics alike.

Hideo Kojima, the creator of the series, as constantly reiterated his stance on why Platinum Games were handed over the responsibilities of developing Revengeance instead of any other studio. In summary, the two main points were the fact that he wanted a studio that was familiar with the katana and the ethos that surrounds that weapon as well as a studio that had experience developing action games.

Thus the partnership between Kojima Productions and Platinum Games was formed. The producer of the game, Yuji Korekado, earlier explained how Platinum was focused on the game design and development while the cut scenes and script were the responsibility of Kojima Productions who were ensuring the game fit into the Metal Gear universe.

Platinum has often spoken about the challenges in designing a game where players can slice pretty much everything they see, but at the same time the studio has also left the gameplay open to choice with players able to approach various scenarios in multiple ways.

By multiple we of course mean ‘action’ or ‘stealth’ with the latter crucial if players wish to rescue the various hostages in the game.

Korekado explained, “We’ve left players the option to go in hard and fight with everyone coming at you, but we also leave a few pathways to come in behind and kill an enemy in a stealthy way.”

Korekado also explained the point of the game which sounds a lot like every ‘emo’s dream. He said, “The game’s core is to cut. It is strictly an action game, but we give players options on how they want to initiate the point of cutting, so you can walk up behind an enemy and cut them slowly. But we’ve also included ninja run.”

The ninja run of course being similar to the classic run-with-blade and slice through everything in your path move that seem to be in every action movie with swords.

All in all, Revengeance represents a new direction for the Metal Gear series and it will be interesting to see how fans take to it, especially since it is such as far cry away from what the series has been built on over the course of its life.