PSB: In an old trailer for Revengeance, we see Raiden using a staff similar to the one Mistral is using. This time the theme is superhuman cyborg enemies, and is how these enemies clash with Raiden - both on the physical aspect, and ideologically.
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So you need to figure out the right strategy to fight against these weapons.Īnd from a Metal Gear series standpoint, the other bosses usually had a theme: Dead Cell, or Cobra Unit, for example.
We’ll use one boss as an example - Mistral, who has a very unique weapon that can be used as a staff or a whip. PG: One thing that makes a boss unique this time is his or her weapons. Are they designed based on concepts we’ve seen in the other Metal Gear games? Or did you take a different approach for Revengeance? PSB: In the new trailer we saw a glimpse at some of the game’s boss encounters. So the answer is no, you don´t have all the moves from the beginning of the game. PG: In Revengeance there´s a customization system where you can customize your character, which opens a lot of possibilities to gameplay. Does Raiden unlock new abilities and skills during missions? PSB: Let’s talk about gameplay progression. The game’s concept is being able to cut anything at will, so being able to combine that with the gameplay and maintain a good balance, and have the player cut things in a way that felt natural and flow with the gameplay was a challenge both technically and mechanically. The hardest thing was that once we introduced the mechanic to cut anything, it is very hard to maintain a good game balance. Platinum Games: First of all, from a technical standpoint there were difficulties but that wasn´t the hardest part. Was it technically challenging to create a game where players could cut anything? How did you fine tune the mechanic to make it work for the game? PlayStation.Blog: Revengeance enables you to slice anything in the environment using Blade Mode.