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PlatinumGames got in depth with Kenji Saito, director behind Metal Gear Solid Vengeance. In the original article over at PlatinumGames.com , Kenji talked about the concepts that went behind the game’s slicing game-play and how responsive they wanted to be. They also spoke of several game modes available in the upcoming game. We will be able to finally get our hands on it when the game releases early February!

Kenji Saito:

When we were put in charge of Rising, our concepts for the game were something like this:
“Slicing that feels so good you could die.”
“A game with full blown, fast-paced action.”

We needed a few things to make this possible.
First of all, it was essential that we had fast response. As soon as you pressed a button, everything needed to respond with flawless timing: picture, sound, vibrations from the controller. Fortunately, this is one of PlatinumGames’s strengths. As you play Rising, you should feel everything in the game responding perfectly to your inputs.

The Features

Blade Mode
This is a mode that allows free reign over Raiden’s blade. Players can enjoy simply slicing the enemy up, or carefully severing some extremities with pinpoint accuracy.  If you aim correctly and strike the enemy’s weak point… You’ll pull off a “Zandatsu”, allowing you to steal the enemy’s energy. 

244333_441977059179376_104723245_o

Parry
Like I wrote above, I wanted Rising to be a game with full-blown action. My stance was that defending shouldn’t be just blocking. I wanted attacks to be blocked with attacks, and I wanted defense that opens up an opportunity to attack. That’s what it means to “parry” in Metal Gear Rising.

Execution
In Rising, if you land a series of normal attacks in a short time, you will temporarily disable your opponent. This allows you to perform Blade Mode in slow motion, so you can quickly take out even the more formidable foes. Keep attacking the enemy and the opportunity to finish them off in style will present itself. This is called an execution.

There are a lot of other techniques that add to the game’s action. “Defensive offense,” for example, is a quick slash at the enemy performed while sidestepping their attack. The list goes on and on… But actually, it is better to play it yourself than to hear me talk about it forever! The downloadable demo will be available early next month, so try out how it feels to slice and dice in Rising yourself.

Information & Credit Goes To PlatinumGames & Kenji Saito: http://platinumgames.com/2012/12/21/the-concepts-behind-rising/

*I previously said *demo* instead of game in the beginning of this article sorry for the confusion.*

PlatinumGames got in depth with Kenji Saito, director behind Metal Gear Solid Vengeance. In the original article over at PlatinumGames.com , Kenji talked about the concepts that went behind the game’s slicing game-play and how responsive they wanted to be. They also spoke of several game modes available in the upcoming game. We will be able to finally get our hands on it when the game releases early February!

Kenji Saito:

When we were put in charge of Rising, our concepts for the game were something like this:
“Slicing that feels so good you could die.”
“A game with full blown, fast-paced action.”

We needed a few things to make this possible.
First of all, it was essential that we had fast response. As soon as you pressed a button, everything needed to respond with flawless timing: picture, sound, vibrations from the controller. Fortunately, this is one of PlatinumGames’s strengths. As you play Rising, you should feel everything in the game responding perfectly to your inputs.

The Features

Blade Mode
This is a mode that allows free reign over Raiden’s blade. Players can enjoy simply slicing the enemy up, or carefully severing some extremities with pinpoint accuracy.  If you aim correctly and strike the enemy’s weak point… You’ll pull off a “Zandatsu”, allowing you to steal the enemy’s energy. 

244333_441977059179376_104723245_o

Parry
Like I wrote above, I wanted Rising to be a game with full-blown action. My stance was that defending shouldn’t be just blocking. I wanted attacks to be blocked with attacks, and I wanted defense that opens up an opportunity to attack. That’s what it means to “parry” in Metal Gear Rising.

Execution
In Rising, if you land a series of normal attacks in a short time, you will temporarily disable your opponent. This allows you to perform Blade Mode in slow motion, so you can quickly take out even the more formidable foes. Keep attacking the enemy and the opportunity to finish them off in style will present itself. This is called an execution.

There are a lot of other techniques that add to the game’s action. “Defensive offense,” for example, is a quick slash at the enemy performed while sidestepping their attack. The list goes on and on… But actually, it is better to play it yourself than to hear me talk about it forever! The downloadable demo will be available early next month, so try out how it feels to slice and dice in Rising yourself.

Information & Credit Goes To PlatinumGames & Kenji Saito: http://platinumgames.com/2012/12/21/the-concepts-behind-rising/

*I previously said *demo* instead of game in the beginning of this article sorry for the confusion.*

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About Anthony Dows

view all posts

Average gamer/disabled worker turned into a freelance extraordinaire. From YouTube, AntDaGamer.Com as well as other channels, ADG Wrestling Games Network & ADG Man Cave. Twitch & Wordpress and of course right here on EGM. I showcase games, gameplay, and bio my history and opinions of video games. Find me on Twitter @AntDaGamer

Kenji Saito details Metal Gear Solid Revengeance Game Modes And Announces Demo Release

By Anthony Dows | 01/7/2013 04:39 PM PT | Updated 08/18/2014 04:17 PM PT

Update

PlatinumGames got in depth with Kenji Saito, director behind Metal Gear Solid Vengeance. In the original article over at PlatinumGames.com , Kenji talked about the concepts that went behind the game’s slicing game-play and how responsive they wanted to be. They also spoke of several game modes available in the upcoming game. We will be able to finally get our hands on it when the game releases early February!

Kenji Saito:

When we were put in charge of Rising, our concepts for the game were something like this:
“Slicing that feels so good you could die.”
“A game with full blown, fast-paced action.”

We needed a few things to make this possible.
First of all, it was essential that we had fast response. As soon as you pressed a button, everything needed to respond with flawless timing: picture, sound, vibrations from the controller. Fortunately, this is one of PlatinumGames’s strengths. As you play Rising, you should feel everything in the game responding perfectly to your inputs.

The Features

Blade Mode
This is a mode that allows free reign over Raiden’s blade. Players can enjoy simply slicing the enemy up, or carefully severing some extremities with pinpoint accuracy.  If you aim correctly and strike the enemy’s weak point… You’ll pull off a “Zandatsu”, allowing you to steal the enemy’s energy. 

244333_441977059179376_104723245_o

Parry
Like I wrote above, I wanted Rising to be a game with full-blown action. My stance was that defending shouldn’t be just blocking. I wanted attacks to be blocked with attacks, and I wanted defense that opens up an opportunity to attack. That’s what it means to “parry” in Metal Gear Rising.

Execution
In Rising, if you land a series of normal attacks in a short time, you will temporarily disable your opponent. This allows you to perform Blade Mode in slow motion, so you can quickly take out even the more formidable foes. Keep attacking the enemy and the opportunity to finish them off in style will present itself. This is called an execution.

There are a lot of other techniques that add to the game’s action. “Defensive offense,” for example, is a quick slash at the enemy performed while sidestepping their attack. The list goes on and on… But actually, it is better to play it yourself than to hear me talk about it forever! The downloadable demo will be available early next month, so try out how it feels to slice and dice in Rising yourself.

Information & Credit Goes To PlatinumGames & Kenji Saito: http://platinumgames.com/2012/12/21/the-concepts-behind-rising/

*I previously said *demo* instead of game in the beginning of this article sorry for the confusion.*

PlatinumGames got in depth with Kenji Saito, director behind Metal Gear Solid Vengeance. In the original article over at PlatinumGames.com , Kenji talked about the concepts that went behind the game’s slicing game-play and how responsive they wanted to be. They also spoke of several game modes available in the upcoming game. We will be able to finally get our hands on it when the game releases early February!

Kenji Saito:

When we were put in charge of Rising, our concepts for the game were something like this:
“Slicing that feels so good you could die.”
“A game with full blown, fast-paced action.”

We needed a few things to make this possible.
First of all, it was essential that we had fast response. As soon as you pressed a button, everything needed to respond with flawless timing: picture, sound, vibrations from the controller. Fortunately, this is one of PlatinumGames’s strengths. As you play Rising, you should feel everything in the game responding perfectly to your inputs.

The Features

Blade Mode
This is a mode that allows free reign over Raiden’s blade. Players can enjoy simply slicing the enemy up, or carefully severing some extremities with pinpoint accuracy.  If you aim correctly and strike the enemy’s weak point… You’ll pull off a “Zandatsu”, allowing you to steal the enemy’s energy. 

244333_441977059179376_104723245_o

Parry
Like I wrote above, I wanted Rising to be a game with full-blown action. My stance was that defending shouldn’t be just blocking. I wanted attacks to be blocked with attacks, and I wanted defense that opens up an opportunity to attack. That’s what it means to “parry” in Metal Gear Rising.

Execution
In Rising, if you land a series of normal attacks in a short time, you will temporarily disable your opponent. This allows you to perform Blade Mode in slow motion, so you can quickly take out even the more formidable foes. Keep attacking the enemy and the opportunity to finish them off in style will present itself. This is called an execution.

There are a lot of other techniques that add to the game’s action. “Defensive offense,” for example, is a quick slash at the enemy performed while sidestepping their attack. The list goes on and on… But actually, it is better to play it yourself than to hear me talk about it forever! The downloadable demo will be available early next month, so try out how it feels to slice and dice in Rising yourself.

Information & Credit Goes To PlatinumGames & Kenji Saito: http://platinumgames.com/2012/12/21/the-concepts-behind-rising/

*I previously said *demo* instead of game in the beginning of this article sorry for the confusion.*

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Connect

About Anthony Dows

view all posts

Average gamer/disabled worker turned into a freelance extraordinaire. From YouTube, AntDaGamer.Com as well as other channels, ADG Wrestling Games Network & ADG Man Cave. Twitch & Wordpress and of course right here on EGM. I showcase games, gameplay, and bio my history and opinions of video games. Find me on Twitter @AntDaGamer