11/9/2022 0 Comments Metal gear rising revengeance![]() Cut your enemies into a hundred pieces in slow motion? Awesome! But for others it's a glorified QTE, especially as battles will rank how many Zandatsus you perform, so often times you're just running around instakilling fodder enemies with the same animation again and again. For some, it's the reason they play the game. ![]() I mentioned Zandatsus earlier, so I'll touch upon Blade Mode as well. This isn't that big of a complaint, just a missed opportunity I hope a potential sequel can rectify. But regardless, I mostly stuck to the sword anyway, and the combat felt fine that way. ughhhh the lost potential from such a minor change just hurts my soul. Instead you have to go into a sluggish menu and change it manually, which. And hey, maybe that's what they were going for, but I don't think that justifies the lack of a quick weapon switch. So they feel more like tools than weapons. They're definitely fun, but the way they work is they replace the heavy attack button, rather than replacing your sword altogether. However, it still could've benefited from some added complexity, especially when it comes to the side-weapons you unlock throughout the game. What the combat system lacks in creative potential, it makes up for by giving you satisfying challenges to overcome with finesse, and feel damn good when getting that S rank after a battle. It honestly reminds me a lot of Sekiro, especially the parry system, as that game was also mostly about efficiency, with some limited potential for being flashy with your prosthetics and Combat Arts. So for the most part, the combos in this game are only as complex as they need to be. Learn to maneuver the battlefield, dispatch certain enemies first, nail your parries, dodges, and Zandatsus (a move that refills your health and Blade meter). But outside of making combo videos, and eeking out slightly more damage during a boss' vulnerable phase, there doesn't seem to be a need for this, far as I'm aware. ![]() Of course, you can still do the latter if you want, as I often did because it was just plain fun. ![]() Honestly in many scenarios, just spamming light attacks seems to be almost as effective as Blade-cancelling combos and special moves into each other. Most of the combat is grounded, the pause combos aren't that different from each other, and even the light attack string isn't a set series of attacks, instead being an infinite string of randomized attacks. Rather I want to discuss the core combat and gameplay of MGR, so let's dive right in:ĭespite giving you this lightning fast ninja protagonist with air combos and pause combos, the "point" of Rising's combat isn't really to style on enemies the same way you might in a Devil May Cry game. Also won't be covering the DLC stories as I've only played through them once, and don't have a feel for the new characters yet. Who'd have thunk? Anyway, I don't wanna talk much too about the story, as it's already been discussed and memed to hell (in a good way) so I don't feel I have much to add there. The first time I only played it for a week during a free trial of PlayStation Now, and I finished my first hasty playthrough beaten, bruised, tired of hearing "Raiden? RAAAAIDEE-" yet determined that one day I was gonna have to come back and try to tame this beast.Īnd boy do games get a HELL of a lot easier and more enjoyable when you're not on a time limit to play 'em. this is technically my second time playing this. ![]()
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