![]() ![]() As a character and as the concept, we wanted to keep in line with that. So when he moves and parries something, it connects to his next combo. "We never want him blocking or moving sideways in order to defend himself. "This connects to having Raiden moving forward," Inaba replied. By targeting their weak points in Blade Mode, Raiden was able to grab their power cores and recharge his fuel cells and health instantly. This acts as a replacement to a more traditional blocking scheme, leading me to ask what led to the omission of blocking. Zandatsu ( - 'cut and take') was a special technique used by Raiden to extract fuel cell electrolytes from enemy cyborgs and unmanned weapons. When enemies move in, Raiden can parry their blows and go on the offensive. The idea of Raiden constantly moving forward also leads into Revengeance's parry system. "So we needed to have more options and variety and that's when we decided to include a lot more stealth and different routes where players can really flex on their play style." "We think that players would just give up on it," Inaba added, admitting that the cutting gimmick couldn't sustain an entire game. But looking back, it would have been very dull and very centered around just cutting." "In the beginning, we wrapped around the core concept of just having Raiden moving forward," Platinum's Atsushi Inaba answered, speaking through a translator. After the game proved me wrong, I asked if the addition of stealth mechanics was the intention from the beginning or whether it was tossed in later to address fan concerns. Sure, the game offers plenty of Platinum's unique brand of action, but it still retains a good deal of MGS-style sneaking around. ![]() ![]() Something I found surprising in my time with the Metal Gear Rising: Revengeance was the greater emphasis on stealth. ![]()
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