If you’re being comboed, you must perform this block for each and every attack. Essentially, you must flick the direction stick and light attack at the enemy attacking you to block and do that at a specific time to block perfectly and perform a counter. Blocking works… well, it’s weird to me, but to people who play fighting games it might be second nature. If in Bayo you’d dodge to go into witch time, in MGR you block at the correct time to counter and go into Zandatsu. But it’s not about dodging the same way Bayonetta was. You can dodge in the game and you should get it (it’s an optional skill, but grab it as soon as you can), it still has dodge offset for combos. It’s not just the main way to refill health and energy, it’s also usually a more important element in ranking for each fight than combos, unlike the usual DMC logic.Īnother key difference with MGR is that it’s not about dodging – it’s about blocking and countering. This way, Zandatsu becomes one of the key mechanics of the game. And of course, the farther into the game, the more you get enemies that cannot be simply cut and need to be roughened up first. And besides, Raiden can still get hit, at least not when countering (dunno if you are invulnerable or not, but I never got hit out of a counter). Enemies can still move in Blade Mode, and if you’re entering it not out of a counter they will try to dodge (often successfully). It might sound easy, but in practice is a challenging but rewarding move to pull off. Cutting through that square nets a, well, battery spine, which refills Raiden’s health and energy, which is exactly what “cut and take” is. When the enemy is ready to be cut like that, when they’re weakened or when they’re of a simpler variety, they also show a square when you look at them in Blade Mode. That or any other surface in the level that can be cut. When Raiden has enough energy, or when countering or finishing an enemy, entering the mode slows down time and makes so that each cut either cuts the enemy or cuts off their armor. Cuts can be done with face buttons randomly (light attack is horizontal, heavy attack is vertical), or via the use of the right stick which is somewhat reminiscent of how the blade was used in MGS2. When you switch to it you go in the behind the shoulder view and can precisely aim your cuts. Raiden has a special mode in gameplay called “Blade Mode”. This invented Japanese word means “cut and take” and a lot of the game is designed around it. And one of the biggest elements of the game plays into all of that – Zandatsu. No, instead MGR is about precision, agility, speed and defense. And because of this, it’s less about variety of your combos, like it was in Bayo, even if that is still covered by stats. For one, in MGR you mainly use one main weapon (which can be changed to a different one), which can have several additional ones to serve as “heavy hits”. MGR changes a lot of rules and adds a lot of new concepts. Bayo was more or less DMC, but faster and more agile. But MGR is more different from DMC than DMC was from Bayonetta. So, how does MGR play? It’s an action adventure stealth hack n slash, mostly based on the genre defining elements from Devil May Cry. And besides, the games are so wildly different despite their similarities. I mean, a PC port of Bayonetta would be great as well, but until that happens, we have MGR: Revengeance to fill that genre void on PC. And here I was hoping for a sequel called Unvengeance. Metal Gear Rising: Revengeance… And I gotta say that Revengeance is a silly word but is actually real. Finally, one of their titles is on PC and it feels my dark soul with liiiiiight (11!!!11). This is the team that has an understanding of action in their blood and western developers can just scream “FUCK YOU!” with impotence. But that niche will worship this game forever and consider it one of the best of all time. Sometimes I feel like PlatinumGames can’t make a bad game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |