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Konami is a sinner! Obviously such a good work, just yellow?

Looking at the entire game world, the "Metal Gear Solid" series by Hideo Kojima is a very unique existence, and "Rise of Revenge" (hereinafter referred to as MGRR) is unique in the unique. At first, Hideo Kojima intended to let the young people below develop new works, but the new work chose the shiny Thunderbolt in MGS4 as the protagonist, and the era of this game was between MGS2 and MGS4. But perhaps because the ACT design that encourages combat is itself in conflict with MGS's stealth avoidance, kojima Studio was unable to make progress in developing gameplay at that time, and finally had to find Platinum Studio to take over, and had no choice but to change the time and many settings.

Konami is a sinner! Obviously such a good work, just yellow?

In the end, MGRR's sales were only a flat 2 million, even if Platinum Studio took over, whether it was the excitement and feel of the battle, or generally let the stealth system not be too contrary to the game, but also because Kojima Studio temporarily threw the ball in the middle, resulting in Platinum taking over time, so that mgRR's final finished product and weight are very embarrassing, this time we will talk about this pure ACT work that has a place in my mind but is slightly regrettable in many aspects.

Chop + Platinum Style ACT

After Platinum Studio took over, the core concept of the original MGR and the elements of MGS were made in their own form, "Hunting Angel Witch" style combination button moves + QTE execution + large-scale performance, with MGS's familiar enemy detection exclamation point and switching menu for changing items. Although the use of stealth and props is reduced to form because the core concept encourages combat conflict, it can be felt through these elements that there is still a bit of MGS flavor. Players who have played Angel Hunter Witch probably imagine what the platinum ACT will look like, and the finished product is indeed as we expected, with a distinct boss with a bloody electronic metal rock music, various big-scene performances and QTE occasions, and it is exactly the familiar platinum.

Although in this game, you can try to endure killing or play with the familiar iron barrel and other hidden, put things to lure the enemy and other feelings, but do not change the essence of this work to encourage players to fight, pass the evaluation can see such as the number of slashes, combos, number of breaks and other indicators, the entire system gameplay can also be seen as a typical linear slash ACT. The protagonist Raiden has several weapons mods + command moves, players can use the earned BP points to buy moves to increase combat variability, the overall picture and feel are handed over to Platinum after using their own familiar technology and engine, the hard to say is that Platinum has been fine in the fineness of the screen module.

Konami is a sinner! Obviously such a good work, just yellow?

If you pay attention to the early trailer, you will find that the calculation and effect displayed by the FOX engine are obviously better than the Platinum version, although the atmosphere and feel and the difference in graphics are indeed different from the works developed by Kojima Studios, but they do not reduce the charm of the finished product, and Platinum has successfully listed this project in a limited time and budget, so that players who love to slash and kill ACT have a unique game to experience.

Very not MGS alloy gear

What comes to mind when you think of MGS? I think for most people is absolutely to avoid battle and sneak, Hideo Kojima in the series of works do not encourage killing and anti-war central idea is very clear, phantom pain even has good and evil values and long horn settings, the series of works will also be the number of non-killing as an evaluation indicator, encourage players to use patience and creativity to pass through the enemy's various levels, from this point of view, it is no wonder that people at the bottom of the island will encounter obstacles when they first develop. Slashing is essentially about slashing enemies and cutting them into pieces, how does such a core gameplay that encourages combat merge with the series' normal low-key stealth and discouragement of killing?

Konami is a sinner! Obviously such a good work, just yellow?

So it led to difficulties in development and found Platinum to take over, platinum took over naturally with their style to do, so we saw the combination of skills and QTE finals and big scene performances, as well as a variety of innovative bosses, familiar battle point evaluations. But I also saw that Platinum tried to retain the taste of MGS a little, such as the prop switching interface, radio, for example, you can still try to play stealth with some series of familiar methods, but like the American version of the enemy is a blood spray setting (originally explained as white electronic liquid), plus in order to play better and built at the time point after the end of MGS4, make this MGRR not so MGS.

The action feels unique and the combat is addictive

MGRR's action feel definitely has its place, and platinum studio, although it has been slightly tired in recent years, can be said to be a very attractive manufacturer at that time. In MGRR, we can see a variety of just the right way to play and feel, such as the giant scissors move and charge will make you feel that kind of force, as well as the appropriate pause and vibration when the move is combined with blood, hit special effects and broken limbs, which are extremely satisfying. In particular, the DLC Sam chapter is even more unforgettable, Sam's move is a familiar C technique, and at the same time, the move can also be pressed for a long time before the release, and the pause vibration of the moment after the release hits the enemy plus the picture special effects are definitely ranked in the ACT works of that year.

Although the system gameplay is not as good as the industry, the core gameplay is not only visually exciting enough, but also the chain gameplay of slow motion and arbitrarily chopping the enemy into pieces at will, finding the core and seizing the recovery of physical strength is also full of strategy. At the same time, there are enough changes in the design of the enemy, from the general creeps to the heavy armor soldiers to the moonlight such medium enemies, flying soldiers, plus the appropriate combination of commands, QTE, bounceback, explosion mode, with the protagonist Thunderbolt several weapons, it is really addictive.

The ups and downs of life and doomed to no follow-up fate

Konami is a sinner! Obviously such a good work, just yellow?

When the MGR was first announced in 2009, the concept was novel and the display was curious, but Kojima Studios itself could not find a way to merge the two between stealth and snatching, and finally announced in 2011 that Platinum took over and changed settings such as background time, and the development time and cost were bound to be squeezed and challenged. In the end, although Platinum seemed to have delivered a fairly stable report card as expected, strictly speaking, there were actually two aspects full of regrets:

The environmental damage effect of the FOX engine is reduced to a formality

This point also seems to be one of the reasons why Kojima Studios was stuck in the first place, in the early trailer we can see that Lightning can even cut the pillars of the arcade building to cause collapse, which gives rise to a question: Linear levels often rely on fixed triggers and routes and terrain to guide the player step by step to where the developer wants, in case the player is given this ability to freely destroy all environments, how to ensure that the player can be correctly guided to make the linear smooth progress?

So together with the case of slashing to encourage the conflict between combat and low-key stealth, the final answer given by Platinum is to simply and rudely limit the target that the player can capture, the player can only cut down the objects and areas planned by the production team in advance, and allow the player to sneak or assassinate moderately in the level, I don't know if it is true that these concepts cannot be fused together, nor is it dissatisfied with Platinum's results, but looking back on the original work to this day, it is inevitable to be curious. If the Kojima Studios version of the FOX engine MGR could be released, what would it look like and experience?

Linear progression but extremely short main line components

Konami is a sinner! Obviously such a good work, just yellow?

Linear advance slashing ACT often requires enough weapon action and the number of levels to support it, so that the player has enough interest to dilute the tediousness of repeated slashing and slashing every day, which MGRR is obviously very failing. In addition to the two DLC, the main line is mainly eight levels, leaving aside the teaching level at the beginning, strictly speaking, the length of the weight is the first level, New York and the enemy base camp and the last level, not to mention the seventh level is still a head-to-head with Sam, such a weight length is too ridiculous.

The game's other VR challenge missions allow players not to brush this one to the point of weakness, while the other two DLC Sam and Wolfhound chapters are only one level, but the length is about an hour or more, not to mention that these are all additional money. This kind of weight is like DMC3 you have just been taught by your brother in the seventh level, the next level of the game is about to end this feeling, even if the VR task and two DLC are included, this amount is really unsatisfactory, absolutely the biggest hard injury under the series of development tragedies of MGRR.

epilogue

Konami is a sinner! Obviously such a good work, just yellow?

MGRR is a very unfortunate work, he has a novel slash concept and Platinum is good at the refreshing slash ACT experience, bloody and unforgettable boss battle and BGM, slash, bounce, end of the three big concepts of comfortable combat experience with each other, but with the development of the ups and downs of fate and the weight of the biggest hard damage. Coupled with the fact that Konami and Kojima have parted ways now, the final sales of about two million are difficult for Konami to see, the game not only does not have a next-generation transplant, but also the STEAM in many regions is locked, everything implies that this unique slash act is gradually forgotten by the world. And the artist Shinkawa Yoji has long left with kojima, mgS can no longer see the very attractive lines, as an old player in addition to sigh or can only sigh.

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