The game relies heavily on complex cutting mechanics

Feb 18, 2013 15:50 GMT  ·  By

Tsuyoshi Odera, a programmer at developer Platinum Games, says that the team working on Metal Gear Rising: Revengeance was forced to modify the engine of the game in order to match the impressive trailers that showed Raiden cutting up enemies in many different ways.

In a blog post translated by Siliconera, the developer states, “Metal Gear Rising: Revengeance uses PlatinumGames’ own game engine. At first, our engine wasn’t capable of doing something like cutting through an opponent anywhere, so I had to make it so that it could.”

One of the big selling points for the game is that players can choose how and when to cut up enemies in order to win a fight and get access to resources that their character needs.

He adds, “I looked at official trailers and other game data from Metal Gear Solid: Rising and tried to make our engine fit with what I saw.”

Metal Gear Rising: Revengeance was first developed internally at Kojima Productions and Hideo Kojima talked about freeform cutting as one of the core elements of the game.

The initial shape of the game disappointed publisher Konami and the team at Platinum Games was brought in to complete the development process.

Initially, Metal Gear Rising: Revengeance was supposed to use the traditional stealth mechanics of the series, with Raiden only springing into full action when he was threatened.

Platinum Games has changed the focus of the game, which is now built around fast battles with only small stealth sections designed to break up the monotony.

Hideo Kojima is also working on Metal Gear Solid: Ground Zeroes, a more traditional video game experience set in the same universe.

Metal Gear Rising: Revengeance is set to appear on the PlayStation 3 from Sony and the Xbox 360 from Microsoft on February 19 in the United States and February 21 in Europe.