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Metal Gear Rising: Revengeance |OT| A Blade Forged In Platinum [LAW OF THE WILD]

hey_it's_that_dog

benevolent sexism
oh so you don't like the fact the cyborg parrys back? haha deal with it. I'm ready for a goddamn challange. Demo was far too easy.

When you execute the parry with perfect timing, Raiden automatically attacks (and sometimes misses). Presumably Akainu would prefer that the game communicated to you that you parried perfectly and then you have the option of inputting a command to counterattack. Personally, I don't know if that's mechanically feasible given how fast it all happens.

I'm saying you should have to do the counter yourself.

The problem with that is how would you know in a split second that the counter was available to you? A lot of people would just end up mashing the button right after a parry because a hit-confirmation is too demanding, and they'd end up always doing the attack when they parried with perfect timing anyway. A different color for the parry effect might work. Nonetheless, making it manual means it would be a little slower based on reaction time, and the enemy would be even more likely to jump away, which is already kind of annoying.

I get the spirit of your criticism, but I don't see the solution.
 
R

Retro_

Unconfirmed Member
I'm saying you should have to do the counter yourself.

Yeah I understood you

What you're saying makes no sense though. The whole point of going for a "perfect parry" is that you want that counter attack. So I don't get the problem you have with the attack coming out automatically. If you don't want it to come out you can just block regularly. There'd be no point at all to a perfect parry if the follow up attack was a command. It'd be a completely different type of system

This is what happens when you just block that enemy

He gets staggered after blocking the 4 hits regularly. Instead if being put into an execution state
 

jett

D-Member
What you're saying makes no sense though. The whole point of going for a "perfect parry" is that you want that counter attack. So I don't get the problem you have with the attack coming out automatically. If you don't want it to come out you can just block regularly. There'd be no point at all to a perfect parry if the follow up attack was a command.

This is what happens when you just block that enemy

He gets staggered after blocking the 4 hits regularly. Instead if being put into an execution state

Huh, Raiden does a different launcher at the end of the combo than the one in the demo. That's not in the demo, right?
 
When you execute the parry with perfect timing, Raiden automatically attacks (and sometimes misses). Presumably Akainu would prefer that the game communicated to you that you parried perfectly and then you have the option of inputting a command to counterattack. Personally, I don't know if that's mechanically feasible given how fast it all happens.

But there are ways to not autoattack after, which even he states.

To jett, yeah, that's not the demo version they are playing.
 

jett

D-Member
And does anyone know what triggers the extra slow-mo(that serves no purpose since its almost complete stoppage of the game) in the middle of a blade mode combo? You can see that in that video too.
 
B

bomb

Unconfirmed Member
Ok, who else is getting the limited guide? I got the limited Bayonetta, Vanquish, and madworld guides so I got to get this one.
 

hey_it's_that_dog

benevolent sexism
But there are ways to not autoattack after, which even he states.

What are those ways? Just blocking earlier? What if you block at the last possible second unintentionally?

I agree with Retro_'s argument for the most part, but again, sometimes you're going to do a counter-attack parry by accident, simply because of the amount of time you had to react. Akainu is saying that in those cases, even if it's rare, it should be under the player's control whether you attack back. I can't say whether I agree with this until I've played the game thoroughly. It might not be much of an issue in practice.
 
And does anyone know what triggers the extra slow-mo(that serves no purpose since its almost complete stoppage of the game) in the middle of a blade mode combo? You can see that in that video too.

are you talking about the part where he's in blade mode wildly slicing the guy then stops a moment to realign the camera marker to actually hit the target box?



Ok, who else is getting the limited guide? I got the limited Bayonetta, Vanquish, and madworld guides so I got to get this one.
I am, but I dont think this one is done by Future Press :(
 

Gbraga

Member
That attack after the perfect parry is automatic. Sure there are ways to get out of it but it shouldn't happen in the first place is what I'm saying.

But that's the whole point, if you make a perfect parry, you're rewarded with a counter attack, while if you just use a regular block you won't even have enough frame advantage to do one, and you'll pushblock against your will.

If you think they should just give you the frame advantage to counter yourself, SF III style, I can see your point, but I don't see the way it works as bad.
 

Endo Punk

Member
UMes6hG.png


Mine.


BTW this is one sleek OT. Raiden would be proud.
 

hey_it's_that_dog

benevolent sexism
Blocking leaves you too open for other attacks.

Heydog: There already seems to be points where the game slows down for you. Like that sweeping attack so I don't see why it can't do that.

That's true. I don't mind slowdown effects for the most part, but I think a fair number of people do mind and feel it ruins the flow of combat.
 
I'd love to, but it's not made by futurepress this time.

Piggyback is right up there with them. Way, way better than BradyGames or Prima.

They made the MGS4 guide which was very well received (I love mine, tons of behind the scenes stuff and everything you could possibly want to know about the game).
 
But that's the whole point, if you make a perfect parry, you're rewarded with a counter attack, while if you just use a regular block you won't even have enough frame advantage to do one, and you'll pushblock against your will.

If you think they should just give you the frame advantage to counter yourself, SF III style, I can see your point, but I don't see the way it works as bad.

It would be interesting if Revengeance difficulty (or equipping a certain sword) took away the stunning counter off a perfect parry, like how Bayonetta treats Witch Time. The counter is strong but it doesn't look like it's critical for beating any of the enemies shown so far, even bladewolf if you are good with evades.

That's true. I don't mind slowdown effects for the most part, but I think a fair number of people do mind and feel it ruins the flow of combat.

I hope it's just a feature of the basic difficulty levels to show players optimal times for blade mode. It's definitely distracting and so far seems unnecessary after a couple hours of experience with the moveset.
 

Endo Punk

Member
This game isn't even out yet and I'm aleady imagining what a next gen Rising sequel would be like.

Ive seen enough so Im gonna jump ship when the spoilers start arriving.
 
R

Retro_

Unconfirmed Member
And does anyone know what triggers the extra slow-mo(that serves no purpose since its almost complete stoppage of the game) in the middle of a blade mode combo? You can see that in that video too.

The enemy being in a state that is vulnerable to Zandatsu

Here you see Raiden performing "stinger" on this enemy without triggering the pause meaning to the player that he can not yet cut this enemy to pieces in blade mode

here he cuts the enemy's protective shields off, then immediately performs stinger afterwards, yielding the blue pause.This signals to the player that it is possible to go into blade mode and cut this enemy at this time.

Basically special attacks can all be cancelled into Blade Mode, and the blue pause is the game's way of signaling to the player that this is an effective action vs this enemy at this time.(which is why those moves always trigger the pause on grunts in the demo, whom are always vulnerable to blade mode)

I imagine these cues will disappear on higher difficulties, but I think on normal they'll be an essential tutorial mechanic for learning about the enemies on a player's initial run.
 

hey_it's_that_dog

benevolent sexism
The amount of slow motion, the variable frame rate and unskippable crap bother me a lot more than the parry.

Definitely agree on that point.

Do we have any idea yet whether those forced walking codec calls are frequent and pervasive? Are they part of hiding load times or something horrible like that?
 
R

Retro_

Unconfirmed Member
Blocking leaves you too open for other attacks.

It doesn't though

because you're blocking them

Each block in the video I linked is a separate input.(you can kind of see Raiden begin to recover in between the enemy's strikes)
 

jett

D-Member
are you talking about the part where he's in blade mode wildly slicing the guy then stops a moment to realign the camera marker to actually hit the target box?

Well okay I'm not sure if what I said actually happened in that video anymore :p but it does happen in the demo although infrequently.

The enemy being in a state that is vulnerable to Zandatsu

Here you see Raiden performing "stinger" on this enemy without triggering the pause meaning to the player that he can not yet cut this enemy to pieces in blade mode

here he cuts the enemy's protective shields off, then immediately performs stinger afterwards, yielding the blue pause.This signals to the player that it is possible to go into blade mode and cut this enemy at this time.

Basically special attacks can all be cancelled into Blade Mode, and the blue pause is the game's way of signaling to the player that this is an effective action vs this enemy at this time.(which is why those moves always trigger the pause on grunts in the demo, whom are always vulnerable to blade mode)

I imagine these cues will disappear on higher difficulties, but I think on normal they'll be an essential tutorial mechanic for learning about the enemies on a player's initial run.

Fuck dude this is not what I'm talking about at all.
 

Gbraga

Member
It would be interesting if Revengeance difficulty (or equipping a certain sword) took away the stunning counter off a perfect parry, like how Bayonetta treats Witch Time. The counter is strong but it doesn't look like it's critical for beating any of the enemies shown so far, even bladewolf if you are good with evades.



I hope it's just a feature of the basic difficulty levels to show players optimal times for blade mode. It's definitely distracting and so far seems unnecessary after a couple hours of experience with the moveset.

I'd like to see Revengeance difficulty remove the slow motion to indicate that a Zandatsu is possible, specially if it's a locked difficulty, because in that case everyone playing it already knows how it works and doesn't need those clues.

I imagine these cues will disappear on higher difficulties, but I think on normal they'll be an essential tutorial mechanic for learning about the enemies on a player's initial run.

I really hope so
 
R

Retro_

Unconfirmed Member
And being staggered. Unless the enemies are considerate and just stop attacking afterwards.

After blocking all 4 strikes the attacking enemy in the video I posted is staggered and open to counter attack

Can you not interrupt a stagger with another block if you have good timing? I haven't played the demo in a while.

Yes. That's what is happening in the video as well.

You are never "block locked" in this game. Even if you're pinned down by consecutive strikes there will be a gap created by your efforts to break it up.(like what I described to akainu. Enemy is staggered after 4)

I've never been in a situation where blocking has put me at disadvantage my experience with the demo, nor have I seen an example of such in all the media of the game I've viewed. Akainu's complaints are completely unfounded in any practical sense
 
Your arguing that they liked bayonetta because of 3 combo's they stuck to, yet they will be maddened into boredom by blade mode?


Playing in the club was awful. Dante was colored by the lights to the point that it was difficult to make him out from the environment, and especially on the final boss where it was so dark that you could barely see him.

I'm not saying you don't have a point here, because the club itself was pretty, but it boggles my mind how they thought it was good to set it up the way they did.

You're confusing blade mode itself and zandastu.

At first blade mode will be unwieldy and people wont able to make the cuts they actually want
like in this video.

Then once they have some kind of grip on it, the very act of grabbing energy cores is going to become tiresome for them.

And yeah, I found the club level to be mechanically one of the worst levels in the game, but you have to think of what the causals and mainstream review sites will like, not us.
 
R

Retro_

Unconfirmed Member
Fuck dude this is not what I'm talking about at all.

Timestamp it for me

edit: Oh I see it.

Yeah no idea what that is. Happens in the demo sometimes too.(where you'll hit the button to Zandatsu but there will be this weird pause)
 

Riposte

Member
Am I crazy or are they trying to (visually) reference Dead Cell with the new bad guys? The only one who doesn't fit is Monsoon. However I wonder if this is true, maybe it is crazy enough to reference a boss who was cut from MGS2. I could kind of see a connection with this character: http://metalgear.wikia.com/wiki/Chinaman
 

Endo Punk

Member
If people get tired of Zan Datsu you can just cut the core and wait until the spine thing drops to the floor and take it that way.
 

jett

D-Member
Oh speaking of it, a protip: manually zandatsuing is a complete waste of time. Vertically adjusting with the left stick and slicing with square or triangle is the right way to do it. At least, so far, THANKFULLY, I haven't seen anything that requires diagonal slices.

Personally, I've zandatsu'd hundreds of times and somehow it hasn't become tired. It's definitely a lot better doing it than watching someone else do it. I imagine it'll be a lot better with the ability to do multiple zandatsus in a row unlocked.

If people get tired of Zan Datsu you can just cut the core and wait until the spine thing drops to the floor and take it that way.

That doesn't give you the bonus points for the ranking.
 

Akainu

Member
Man I'm playing the demo again and these guys constantly getting into a loop of throwing grenades is annoying.

What was the break down on enemy bp? 100 for each body part and destroying them? Does the head count?
 
R

Retro_

Unconfirmed Member
Personally, I've zandatsu'd hundreds of times and somehow it hasn't become tired. It's definitely a lot better doing it than watching someone else do it. I imagine it'll be a lot better with the ability to do multiple zandatsus in a row unlocked.

I told you son

Tate!
 

Endo Punk

Member
Yeah actually performing Zan Datsu never gets tiring, it just feels so good. And you can do multiple Zan Datsu at once so it's upgradable. Just saying for those who have a problem with it then it's best they just avoid ranking.

Man I'm playing the demo again and these guys constantly getting into a loop of throwing grenades is annoying.

What was the break down on enemy bp? 100 for each body part and destroying them? Does the head count?

Yeah 100 for each limb but not the head, that's only in the full game. You also get 100 for destroying the apponent which is 15 cuts or more.
 

hey_it's_that_dog

benevolent sexism
I think the fact that Zandatsu demands some precision and engagement from the player makes it a hook rather than a gimmick, and as such it's something that can sustain a fair amount of repetition. That's going to be partly subjective of course; some people will be bored of it almost immediately.
 

Gbraga

Member
Oh speaking of it, a protip: manually zandatsuing is a complete waste of time. Horizontally adjusting with the left stick and slicing with square or triangle is the right way to do it. At least, so far, THANKFULLY, I haven't seen anything that requires diagonal slices.

Personally, I've zandatsu'd hundreds of times and somehow it hasn't become tired. It's definitely a lot better doing it than watching someone else do it. I imagine it'll be a lot better with the ability to do multiple zandatsus in a row unlocked.

I agree with that, I was really concerned about it watching videos of the demo, but playing it's pretty satisfying, there is even some sort of enjoyment in seeing the frame rate go to hell while you cut your enemy.
 
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