Metal Gear Rising: Revengeance Was Boring, Stealth Improves Quality

The game is focused on Raiden and action-driven gameplay

By on December 12th, 2012 08:45 GMT

Atsushi Inaba, a producer working on Metal Gear Rising: Revengeance, says that the developers at Platinum Games decided to add some stealth elements back into the game because a focus on action-driven gameplay made the entire experience boring.

The developer tells Shacknews that, “In the beginning, we wrapped around the core concept of just having Raiden moving forward. It was based on sole action. But looking back, it would have been very dull and very centered around just cutting.”

“We think that players would just given up on it, so we needed to have more options and variety and that’s when we decided to include a lot more stealth and different routes where players can really flex on their play style,” he adds.

The structure of Metal Gear Rising: Revengeance means that main character Raiden will constantly move forward in order to project a sense of action, with parrying and movement always connected to his new combo or offensive move.

The team at Platinum Games was brought into the new Metal Gear game in order to inject pace and action to the game, which Hideo Kojima envisioned as a more stealthy affair.

Metal Gear Rising: Revengeance will be out on both the PlayStation 3 from Sony and the Xbox 360 from Microsoft in February 2013.

At the same time, the Hideo Kojima team is working on a new game in the series, called Metal Gear Solid: Ground Zeroes, which will use the already established mechanics of the universe and a number of familiar characters.

During the VGA 2012, a Swedish studio that seems to be a front for Kojima Productions announced a new game called Phantom Pain.

Fans are speculating that this is another Metal Gear Solid title that will see Snake hallucinate past events and relive some of his most important adventures.

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