Metal Gear Rising: Revengeance Cutting Mechanics Were Hard to Implement

The team needed to handle a number of technical challenges

By Andrei Dumitrescu on February 19th, 2013 02:41 GMT

Tsuyoshi Odera, a programmer working at developer Platinum Games, reveals that the unique cutting mechanic of the upcoming Metal Gear Rising: Revengeance was hard for the Platinum Games team to implement because its memory requirements.

Siliconera translates an official blog post from the developer who says, “I assumed it wouldn’t be so difficult implementing this concept into the system, and in actuality it only took around three months until we were able to make objects that could be cut.”

He then goes into technical details about how the speed of the swings that Raiden uses was calculated in order to spread the memory requirements for cutting across multiplayer frames.

The mechanics has been central to Metal Gear Rising: Revengeance since the game was announced as being under development at Kojima Productions.

The game will be available on the PlayStation 3 and the Xbox 360 during this week.
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