I think that was probably the least of the problems in the development of the original Rising.
What I do find interesting about what Platinum Games has done is that they really took a lot of time and effort to recreate the expectations of fans based on what KojiPro had promised. Playing through Rising, it became very apparent to me that the team at Platinum studied the aspects of Raiden in MGS4, as well as all the promotional material for MGS Rising (the first trailer with real footage, the watermelon demo, etc), and created a game which played in a way where fans who have followed all that and built expectations based on would still be very pleased.
Raiden's moves in Rising are designed very closely to his movements in the MGS4 cutscenes, and several of the QTE actions are based on scenes from MGS4 too. The cutscene in the MGS Rising gameplay trailer was basically recreated in the sewer scenes in Chapter 2, the slow-mo cutting and the watermelon demo turned into Blade Mode, and even the short scene of Raiden cutting up the pillars to drop the entire ceiling on the enemies was applied to the design of a scene in Chapter 3.
The effort put into being faithful to the promise KojiPro failed to deliver with the original game is something I think Metal Gear fans should really respect Platinum for. It truly is above and beyond the call of duty for a 18 month dev cycle. Crazy stuff.
Yep I've said the same thing before. Platinum actually somehow delivered everything KojiPro promised except they actually put those mechanics in a real, working game. It's immensely impressive. I can only imagine what they can do on a next-gen MGR2 if they get a proper development schedule