This allows the player to either make very precise cuts or to make an enemy into confetti by wailing on the right stick.
Generally, the game plays like other character-action games such as God of War and the core combat centres around balancing weaker attacks that can be easily cancelled out of with stronger attacks that you need to commit to, leaving yourself vulnerable.Īdded to this base combat are two new concepts: First is “Blade Mode” where Raiden goes into a sort of bullet-time and can make precise cuts on enemies by aiming his sword with the left stick and slash by moving the right stick. Unlike in previous Metal Gear games, the goal isn’t stealth Raiden can inflict some serious damage with his HF (High-Frequency) Blade, which is able to cut through just about anything. MGR:R takes Raiden - a character introduced in Metal Gear Solid 2, and re-cast as a cyborg ninja in Metal Gear Solid 4 - and centres an entire game around him. On the surface, it looks a lot like previous Metal Gear games and has all of the hallmarks of a Kojima production, but there’s as much, or more DNA from the game’s other developer, Platinum games, and that studio’s history of making precise and difficult third-person character action games such as Bayonetta.
To a certain extent, that’s because the game is a bit of a trick. This advertisement has not loaded yet, but your article continues below.