Enjoy the ultimate "grass mowing" pleasure - a brief review of "The Rise of Metal Equipment: Revenge"
Although Death Stranding missed the game of the year on TGA in 2019, this will not affect Hideo Kojima's position in the hearts of players. This game producer with a romantic and humanistic sentiment likes to change the game's usual routines and add new meaning to the game with his own creativity. As one of Hideo Kojima's iconic works, this personal style is more obvious. Since the first generation of "Metal Gear" appeared in MSX in 1987, the series has shown a core concept that is very different from most games. While contemporary games are still pursuing the pleasure of head-on, "Metal Gear" chose to sneak into this novel game method and keep it forever. But do you know that in 2013, the "Metal Equipment" series once had an extra work that focused on action and pursued the pleasure of cutting and killing?
At the 2010 E3 exhibition, Hideo Kojima announced the new project of Kojima Working Group, "Rise of Metal Equipment: Revenge". (Metal Gear Rising: Revengeance, hereinafter referred to as "Rise: Revenge"), in the early stage, this game was directly responsible for Kojima Studio, and the game style is more inclined toward secret operations and stealth assassination. After being handed over to Platinum Studio, the game has become more inclined to action combat. After waiting for three years, the game was released on February 19, 2013, and was first released on the console platform. A year later, it was logged into the Steam platform on January 9, 2014. Unfortunately, the PC version of the Steam game finally chose the lock zone, and there was an additional obstacle between Chinese players and "Rise: Revenge".
Save the world while finding yourself
"Rise of Metal Equipment: Revenge" tells the story of "Thunder" in the popular character "Thunder" series. Thunder was awarded the title of Jack the Ripper for his excellent killing skills. In the previous work, he was influenced by Sneke and others and thought he had abandoned the black past and fought for world peace. But in this work, stimulated by Sam's words, I found that my desire for killing still exists deep in my heart. To deny oneself, it is better to deal with the enemy by killing. At this time, the villain Armstrong hopes to use the war to stimulate the global war economy to make money from it to obtain enough resources to achieve his ideal of creating a truly free country. This time, the player has to control the lightning and pick up the knife in his hand and rescue the world from the shadow of war.
A refreshing audio-visual experience
The picture now seems to be excellent in this game, which has been released in 5 years. The style of the whole game is full of heavy metal and blood. Whether it is the spark that splatters during chopping, orIt is the electric sparks that fly when chopping up mechanical enemies, which can make adrenaline soar. The color adjustment of the game screen is relatively bright, with high contrast, and it also has excellent portrayal of water surface and sand. For the character image, I adopt the classic Japanese passionate style, wash, cut, blow the eye mask and high heels, and fight the muscular man. I wonder if this combination can arouse your middle school soul?
Why is the cool picture without the explosive BGM matching? The metal rock style is expressed with a meat grinder-like power, which stimulates players' enthusiasm for fighting and keeps their blood boiling. During the boss battle, the music performed particularly well, with the melody echoing the rhythm of the battle. After a battle, it was full of joy. In terms of details, sword collisions, counterattacks, and blocking have special sound effects. You can even feel the high heels of lightning rubbing on the ground, making a tooth-inspiring sound. The production is quite detailed.
The movements are hard enough, the creativity is new enough
In the gaming industry, if you talk about the professionalism of action games, you will definitely have a place in Platinum Studio. In terms of operation, there are common settings for light hits, heavy hits, and combos in action games in the early stages, and combos are made through different key inputs. The game itself does not set the avoidance action of invincible time, so in the battle, bounce and reverse are particularly critical. Seize the fleeting opportunity to counterattack, and only by changing passive to active can you deal with high-intensity battles. When defeating the human boss, Thunder and Lightning can seize its weapons to equip itself as a sub-weapon. The equipment server can have more different moves and play a variety of ways.
The most distinctive setting in the game is the two systems "slash" and "snatch". As long as you seize the opportunity in battle, the player can enter bullet time. Through crazy operation input, the character will be controlled to dismember the enemy into pieces. As long as the player's hand speed is fast enough and does not feel sorry for the mouse, it is not a problem to turn the enemy into a pool of pieces. It is said that the enemy can be cut to more than 300 pieces. It is relatively easy to understand. Grab the enemy's core in the attack to supplement itself. Grab the system is the main means for players to restore energy and health. These two skills are essential skills for players to run long distances, otherwise it would be not great to fall into the dilemma of running out of ammunition and food before they even encountered the boss. The setting of the "Slay" and "Tao" system is very innovative and it is very enjoyable to play. The only drawback is that you have to force an animation every time you trigger it. It is really a bit aesthetic fatigue after watching too much.
Combination of parkour and stealth
In the game, if the character is in a sprint state, it will have its own parkour effect. Some simple ground protrusions can automatically jump. Although this will give people a pleasant visual experience, it is not a real parkour to be honest, because players only need to press the sprint key and the direction key. The brainless one-click parkour can be called a fake parkour. And reallyThe regular parkour is the part that requires players to concentrate in the process of completing the level, running, jumping and rolling in complex scenes. Through high-speed movement and other actions, interacting with the terrain, the pursuit of extreme operations that will overturn a car if you are careless. There are quite a few places that really need parkour in the game. For example, when rushing down from the big bell tower at the first boss, the player needs to rush through a collapsed bell tower and jump on the missile. If you are not careful at this time, you will be killed in seconds.
To be honest, the assassination system is a bit useless, and it is indeed a bit pale compared to other works in the Metal Equipment series. However, this game is originally an action game, and it is not critical to stealth or not. It is so exciting to cut. The assassination of enemies in the game is not very difficult. Just walk behind the lightning and give him a fatal blow. If it is the case of multiple enemies, killing one and being discovered by others will naturally be inevitable. However, most levels are enough to cut all the way, and there are few places where assassination is required.
Not giving up and not being happy: the point setting and process of viewing are not satisfactory
The game's perspective setting is indeed a bit speechless. When dealing with elite enemies, there are often situations where the camera cannot keep up. Sometimes the enemy rushed behind thunder and lightning, and the player also needs to turn the perspective by himself. And I don’t know if it’s a problem that I have had, but my perspective will always fly to the sky for no reason. Floating around on certain narrow terrains adds a lot of physical difficulty to the already intense battles.
Another disadvantage is that the process is too short. Perhaps some players will be a little confused after passing the level. Logically speaking, the game process of dozens of G should not be so short? But in fact, the game process is indeed just that, and there is nothing hidden levels or anything like that. The reason why it is so large is because the game comes with a complete CG plot. Interested players can search for the game's CG plot collection. Apart from the combat scenes, it is not inferior to the movie in terms of consistency. But to be honest, the player bought a movie for 370 yuan at the first time.
Conclusion
The orthodox works of the "Metal Equipment" series all have a lot of thoughts about pain and self-orthodox origin, and there are also a lot of infiltrating gameplay. But in "Rise: Revenge", there is much less in-depth content, replaced by a lot of plasma and severance to stimulate the player's adrenaline. In the words of players, it feels like selling dog meat with sheep's head. But the significance of "Rise: Revenge" may be more reflected in the game's production model. "Rise: Revenge" set a precedent for Kojima's external cooperation, working with external studios to make up for its shortcomings in other fields of the game. Although the final completion quality of "Rise: Revenge" is still quite different from that of first-line action games., but it is still a masterpiece worth trying, boy, let's dance!
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