![]() These decisions are made in split-seconds during Revengeance's full-on battles, and the only way to even approach dealing with them is to be reactive. From that launch you could follow him up into the air or re-focus the next heavy on approaching foes, always leaving room for the parry, or switch to a light offense if there are lots of humanoid (ie superfast) enemies in the mob. This is a system you come to feel your way around, so you always know that from certain angles a heavy attack will bring Raiden's heel down in a slam, from where you can either continue to press with another heavy and into the launch or pull out / parry with light attacks. This is Raiden's potential moveset and you cannot memorise a structure like it, so instead you learn to climb with style.Īsk the name of a single combination or its exact sequence of button presses in Revengeance, and I'd return a blank stare. Then imagine there are shortcuts all over the tree from one fork to another. Think of it more like a tree diagram – an enormous tree, stretching far out and up with countless sub-branches to follow. ![]() Mastery of one strata leads onto another, and this is not a question of memorising combos. This is not about alternative story branches or new areas to discover, but a core system that is so flexible and large that it has to be gradually unfolded to new players. 'Replayability' is thought of as a distinct part of a game's appeal, yet in the case of something like Revengeance it really is everything. Some gain new moves and all have mixed-up attack patterns, meaning that you're always just on the edge of mastering them rather than ever quite being able to do it. In Revengeance it doesn't feel that the baddies necessarily start hitting harder, though they do keep pace with your ever-stronger body, but that they're becoming more capable and smarter about how they engage. ![]() Here the difficulty levels are almost like the game's framework to put it very simply, your own increasing mastery of the combat system is matched by an ever-increasing intelligence and ferocity on the part of enemies. ![]() No fun.įor games like Revengeance it's different. Difficulty has negative connotations, because we've all played games where what it means is the enemy damage and accuracy goes through the roof. Certain elements of the gaming community wear difficulty levels as a badge, a literal achievement, and decry those (like me) who prefer to have a 'normal' time in most FPSs and games in general. This raises the question of what difficulty levels are for, and what they mean for different types of game. I've played it through on Hard and Very Hard, and am now hitting Revengeance difficulty. This genre is also often misunderstood in terms of total running time or the cutscene-based narratives, both of which are irrelevant next to the true purpose. Revengeance is of a genre that's never found a natural home on the PC, and so perhaps deserves a little more attention than it's received – because it's one of the greatest 3D combat systems ever, a precision masterpiece built around an irresistible hook. Which is another way to say I can't stop replaying Metal Gear Rising: Revengeance. To break into that cycle takes a special kind of game. One of the downsides of being a games journalist (violins please) is that you don't play many games that aren't also 'work.' I secretly indulge a Counter Strike habit and the odd round of Hearthstone behind the sheds, sure, but mostly I play stuff I'm writing about or might write about.
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