nbrefa.blogg.se

Metal gear rising revengeance composer
Metal gear rising revengeance composer













metal gear rising revengeance composer

There are a lot of options per stage and there are things you can receive, items and whatnot, deepening on what route you go through. But, if you go this way you might be able to do stealth kills. At PlatinumGames, when we were thinking about level design we wanted to give players an option if you go down this street you’re going to run into cyborgs and there will be heavy action with Raiden cutting them up. We didn’t want players to say this game is only cutting, it could get dull after awhile. Was it difficult to design levels for Metal Gear Rising: Revengeance with two different play styles – stealth and action?ĪI: The concept moving Raiden forward was the core design, but we wanted to give players options. That’s quite different from the concept of always moving forward, which you talked about earlier. Speaking of stealth, Raiden can also sneak behind enemies to take them down and hide in cardboard boxes. The fact that everyone is focused on him and Raiden thinks he’s totally blended in is the kind of ironic humor I like. Raiden pretty much thinks nobody thinks he’s a cyborg and he’s in stealth mode. If you’re talking about cutscenes, there is a part in Mexico where Raiden thinks he’s completely blended in wearing a pancho and mariachi style outfit. No matter what, the cat dodges Raiden’s attacks. Also, in the first scene where you land on the beach there is a cat there, but you can’t cut it. ĪI: If you’re talking about some of the items maybe you have to look around and find, I like the one in the Monsoon battle that you just talked about where the enemy is petting the cat. My favorite gag, you might have seen it in the realtime demo, where Raiden tries to put in a USB drive. We collaborated with them, but it usually came forth from their team. Yuji Korekado, Creative Producer at Kojima Productions: You might think that it’s very Kojima Productions-esque, but all of the humor came out of PlatinumGames. There’s a scene in Denver where you turn around while a boss is lecturing Raiden about war and a soldier is petting a cat and there are those 3D cubes which reference the girly magazines from other MGS games. Metal Gear Rising: Revengeance seems to have Kojima Productions style humor. It was because of this direction of the character we went with this game design. As a character, we didn’t want him to move back on anything.

metal gear rising revengeance composer

Even if he’s running towards enemies he is getting rid of bullets, even getting hit by them, but he is always moving forward. We always want him to meet attacks head on and move into a combo. We don’t want him hiding, dodging attacks, or rolling away. Why did you want to make parrying the central defense mechanic for Metal Gear Rising: Revengeance?Ītsushi Inaba, Producer at PlatinumGames: The core concept behind the character in Rising is that Raiden is always moving forward. In Bayonetta, the main way to evade enemy attacks is to dodge. We asked the team about the game’s defensive system, the no-kill mode, and what they want to with Raiden after Rising. Simply awesome.After playing through over three levels in Metal Gear Rising: Revengeance, Siliconera sat down with Atsushi Inaba, Producer at PlatinumGames, and Yuji Korekado, Creative Producer at Kojima Productions. It's a score I still listen to a year later, and still get motivated by. I thoroughly enjoyed the game, and the soundtrack was one of the biggest highlights for me. That punch was, without a doubt, the most satisfying punch I've ever delivered in a video game, thanks to the fade of the song and the moment of pure jaw-crunching action. As the punch lands, the music fades and you hear the crunch of Armstrong's jaw, and the blow sends him flying. After the punches, a final QTE prompts, and Raiden dodges an incoming punch and delivers his own. Raiden and Armstrong clash arms, and Raiden begins delivering body blows to Armstrong's side. The music plays as this high-impact/finalizing piece that comes to a conclusion perfectly as you deal the finishing blow on Armstrong.Ī prime example of the Armstrong song complimentating the action for me was during one of the QTE engagements. The songs fit perfectly with the scenarios they are presented in, and while working out and listening to the songs, I get ridiculously energized remembering the scenes that the songs correspond with.Īrmstrong's theme, It has to be this way is my favourite simply because I found the boss fight to be incredibly fun and entertaining. The score is fantastic, and I listen to it on a regular basis when I workout.















Metal gear rising revengeance composer