Metal Gear Rising: Revengeance demo is up on Xbox Live and PSN US. PSN EU whenever.

I wasn't too impressed with the demo but maybe that's because I haven't got the hold of the controls and mechanics so far.
Going into free-style cutting mode changes the flow of the game so dramatically.
 
So like

How do I play this game? Just kinda mashed square and triangle the whole time and killed everything but the geckos, everytime I would parry them they would fly back and hit me with a rocket!

Also how do I get that box in the tutorial? You cant wall jump so i cant get it.
 
I could not get parrying down. Half the time I would do an attack instead of parrying. I'm hitting forward and X. Is there a way to lock on to enemies and switch between enemies while staying locked on?

I want to love this game, but I'm really struggling with the controls.
 
YYYYEEEEEEEEAAAAAAHHHHHH!!!!!!!!!!!

Beat that son of a bitch! After 30 minutes and your guys' help on parrying I finally took down the boss. Jesus, took me long enough. But now I understand the combat mechanics and am going at it again.

This game is fun as hell. Definitely on my radar now.
 
Also you sure as hell don't start with all that FC in the full game looking at different trailers and the demo they gave you 2 extra fuel cell bars,The boss trailer had him with 1 extra bar and 120% health.The jack the ripper trailer has him at 140% health and 3 extra FC bars.And i've heard you buy skills so yeah you're godlike in the demo because they choose to make you that way.

It's a purchase for me regardless though.It's rare that i've been hyped for a video game in a long, long time.
 
Also you sure as hell don't start with all that FC in the full game looking at different trailers and the demo they gave you 2 extra fuel cell bars,The boss trailer had him with 1 extra bar and 120% health.The jack the ripper trailer has him at 140% health and 3 extra FC bars.And i've heard you buy skills so yeah you're godlike in the demo because they choose to make you that way.

It's a purchase for me regardless though.It's rare that i've been hyped for a video game in a long, long time.
That's pretty disappointing to hear, honestly.
 
Looks like there's a lot of context sensitive moves. I was a little ways away from an enemy and raiden did a somersault stab. Similarly when a guy got behind m,e he stabbed backwards.


this is probably what trips people up I guess. I think I did the slash slash -pause- slash a million times combo from bayonetta.
 
So like

How do I play this game? Just kinda mashed square and triangle the whole time and killed everything but the geckos, everytime I would parry them they would fly back and hit me with a rocket!

Also how do I get that box in the tutorial? You cant wall jump so i cant get it.

For new page and the ones just now downloading it

How to be a BADASS in Rising Demo
http://youtu.be/xYGIRVeVY24?t=1m7s <---MGSR TUTORIAL on Moveset
(In Japanese, but you can figure out which buttons represent the moves)
http://youtu.be/IabHyQJA9-w <- Konami tutorial
afbr6c.gif
 
I played this at Tokyo Game Show and hated the controls. It's one of those games where I think using a Move controller would be much better than screwing with the analog stick. So many people were fumbling about and the group next to me at the show flat out gave up after about 15 minutes of playing it and someone there trying to explain to her how to do it properly. It just seems to be one of those games some people will kick ass at and a lot of people simply won't get it at all.

Pretty much turned me off from the game, even though I was excited at first.
 
Even though I'm still a little iffy on some things, I like how different this game is, and I'm really excited to see what the final product is like.

I hope I get the hang of the square+X sidesteps eventually. Those are the only things I'm finding a bit unwieldy right now because they're pretty intimately linked to Raiden's facing direction. The backstep isn't annoying since it's neutral.

Gotta believe in Itagaki bringing back that real Ninja shit in Devil's Third!
mehhh :(
 
Looks like there's a lot of context sensitive moves. I was a little ways away from an enemy and raiden did a somersault stab. Similarly when a guy got behind m,e he stabbed backwards.


this is probably what trips people up I guess. I think I did the slash slash -pause- slash a million times combo from bayonetta.

Also if you do triangle (heavy attack) after the back stab Raiden does the palm without having to do the back forward + wide attack input...
 
I can't wait to unlock that new launcher from the Jack the Ripper trailer. The Forward, Forward + Square on in the demo is so assssss /mikeross
 
Even though I'm still a little iffy on some things, I like how different this game is, and I'm really excited to see what the final product is like.

I hope I get the hang of the square+X sidesteps eventually. Those are the only things I'm finding a bit unwieldy right now because they're pretty intimately linked to Raiden's facing direction. The backstep isn't annoying since it's neutral.

Are you playing with Lock-on?

I know alot of Bayo players play exclusively in soft lock(I even use lock on in that game :x) but I don't think it's as optional in this game. Especially with so many directional special attacks

if it ever comes out :(

You gotta BELIEVE

I can't wait to unlock that new launcher from the Jack the Ripper trailer. The Forward, Forward + Square on in the demo is so assssss /mikeross

Yeah I really hate that you have to double tap even in lock on.
 
I had trouble with the Geckos but managed to beat the boss. I couldn't figurecout parrying their kick or the Zandatsu for them.

Anyone else using the B controls? Blade on the left stick, camera on the right.
 
Are you playing with Lock-on?

I know alot of Bayo players play exclusively in soft lock(I even use lock on in that game :x) but I don't think it's as optional in this game. Especially with so many directional special attacks
Ohhh, that's probably it. I stopped testing the lock-on when it was targeting someone on a floor higher than me, lol.

edit: Bleh, nope, I'll have to get used to it some other way. The lock-on is more like a camera target lock than a "dueling"-ish one (which would've locked facing direction making orientation-based inputs a little clearer). I've been playing too much Anarchy Reigns lately, so that could be why I'm kind of messed up, lol. I just keep getting a mini hopping slash instead of the left sidestep slash. aghghHH I'll get it eventually. >:|
 
Slide zandatsus are fucking hilarious.

I can't imagine how ridiculous it looks from the outside. Like this
rKpxP.gif

except a bunch of dudes turn into a shower of body parts
 
Very fun.

So what's most important in getting S+ ranks? Is it hit count, zandatsu count, time, etc, all?
 
The only real problem I'm having with this demo is the camera. Something doesn't feel right about it. I tried switching between normal and inverted, but nothing is doing the trick.
 
Very fun.

So what's most important in getting S+ ranks? Is it hit count, zandatsu count, time, etc, all?

Uh, all of them? You get a maximum of +1000 out of six ratings(No Damage, Highest combo, Time, Zandatsu, BP, and Kills), and you need 5000 for S-Rank
 
I honestly just mashed forward+x to parry the boss and parried everything it threw at me easily. Even I was like.. what?
 
When to go start my son of spares DmC playthrough after playing the metal gear rising demo. That game is fun, but I don't think I can go back after MGR. Even though DmC's presentation is universally better, there's just a level of nuance and minimalism in MGR that hits my Street Fighter lust. Will go pre-order.
 
Demo was alright but I was very put off by the weird controls and parry system, though I eventually got it to work about half of the time. I was more impressed with the graphics as everything I saw on the game until now made it look like shit and it looked decent here. I think the demo overall validated the rental I was going to give it.
 
I guess I am one of the few people who really loved how it originally looked.
http://www.youtube.com/watch?feature=player_detailpage&v=AtM3PGyiQUc#t=96s

Each slash seemed to have a lot of weight. I love those hyper kinetic action games as anyone else but really wished the original vision of that trailer came to fruition.

I'm of the complete opposite opinion. That version of Rising looks totally weightless (except for Raiden's movement) and I can already tell it felt like animation priority combat which I hate. It would've been like the PPK combo Snake does in MGS but for an entire game. Rising is much better off in the hands of Platinum.
 
Slide into blade mode is broken as shit. Really trivialises the basic enemies. Unless it's supposed to be that way

Calling the regular soldiers combo fodder would be too much. You can do the quick slide/blade, but you can also just mash the shit out of square button and that'll be the end of them. The fug?
 
Played the demo a good 5 times now and love it. Really have a lot of fluid control over everything, and parrying feels great--much easier than I expected however. Window is pretty huge considering if you miss it by being too early it's still a normal block.

Also, is everyone aware you can slash in blade mode using the attack buttons? Less precise but some of you seem to dislike the stick.
 
I enjoyed it, but it did a shit job of explaining anything so I had a rougher time with the wolf robot than I would have liked (knowing how to dodge would have been a nice start). Definitely will get the game, especially now that youtube has saved the day and showed how to do more than cutting watermelons.
 
I'm guess the absence of a traditional dodge is part of encouraging the steel-upon-steel melee fighting. Bayonetta was all about agility, emphasising doge. Revengeance is more about clashing, making contact with your enemies through parries, grapples, and blade mode.
 
The demo felt about how was expecting, which is to say great. Yet I was surprisingly bad at it.

The only problem I had with the controls was that my stupid brain kept making me hit L1 to block/parry so I'd go into blade mode and then get kicked in the face by a robot.

My biggest concern - that blade mode would be disruptive and annoying - is, so far, not an issue. You can go in and out of it very quickly, and the audio/visual effects for it are cool.

I died a bunch of times when I was fighting the two Gekkos. They were surprisingly aggressive and would jump onto me from off-screen. I'm not sure if that's good or bad on balance, but I prefer my action games to fight back so for now I consider it a positive.

The dog was easy after having seen the fight so many times on youtube.
 
I just figured out for the grunt guys you can run over them when they are about to attack. I knew you could run over enemies before, but now found a consistent use for it... that works..
 
Calling the regular soldiers combo fodder would be too much. You can do the quick slide/blade, but you can also just mash the shit out of square button and that'll be the end of them. The fug?

Yup, that is a problem. I'm surprised about this, coming from PG. Also I can't be that fancy with combos, because it either the character will fall because he is "dead" and just do that silly dizzy to explosion animation. I want to juggle the enemy for a while, but you can rarely juggle more than a few slashes and completely stop in mid air while in zaibatsu mode. lol

It would be great if the game had that ZOE2/MGS4 circle, that will tell you where the next attack will come from. Because unlike DMC3/4, all the enemies will attack you, even if they are off screen. A warning would be great, specially because the camera is so close to Raiden that you can't see a lot.
 
Do only specific combo's lead the player into Blade mode or does button mashing a few times lead into the blade mode attack?
 
The only thing I wish I was informed of, is evade. Aside from that, it gives you two wide open areas to practice combos and attack strings. You just have to be creative. I don't really fault the demo to much for being sorta obtuse.

The camera was about my only issue at first, but I've gotten use to it on multiple play-throughs.

It's a shame that hard mode didn't unlock after you cleared normal. I need to fight stronger enemies.

That dog is really free on normal. It's a fun fight though.
 
I actually feel a bit underwhelmed by the demo. Played it twice now. Will play several times more to try things out but this is not as fun as I hoped it would be. I badly needed my 'vanquish' fix but this doesn't feel like it will do it for me. The final game could easily be more fun to me as some demos don't do the final game justice

Do hope this grows on me tho
 
I died a bunch of times when I was fighting the two Gekkos. They were surprisingly aggressive and would jump onto me from off-screen. I'm not sure if that's good or bad on balance, but I prefer my action games to fight back so for now I consider it a positive.

Nah, that's not good. It's hilarious that they chase the hell out of you if you attempt to run away and it's good that they're aggressive face-to-face, but getting hit by off camera attacks is bad design. By far the biggest issue with this demo even if it's manageable.
 
The more and more I linger in this thread the more and more I realize this is my dream game.

An action game...based on Metal Gear.....developed by Platinum Games....with the blessing of Kojima.

CAN'T WAIT FOR THIS.
 
Game is boss as fuck. The controls and Blade Mode take some getting used to, but it's so good.

Kicked robo-dog's ass on the first try and got the badass Triangle + Circle finisher to Blade Mode slice and dice. Felt great.

It's the complete opposite of how I felt after playing DmC's demo, where I wasn't feeling it.
 
Once I figured out how to actually play this seemed pretty fun.

Doing the slide into blade mode one a big group of guys is just awesome.
 
Nah, that's not good. It's hilarious that they chase the hell out of you if you attempt to run away and it's good that they're aggressive face-to-face, but getting hit by off camera attacks is bad design. By far the biggest issue with this demo even if it's manageable.
I don't think it's bad design. This game, like Ninja Gaiden, forces the player to be aware of everything that's going around them. The skill is in being aware and tailoring your strikes accordingly, even if that means breaking lock. It's entirely the players fault if they are ignoring most of the enemies on the field if they're locked in.
 
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