The real art of Revengeance was the parry system.
Developer: PlatinumGamesThe first time I played Metal Gear Rising: Revengeance I still knew fear. I was just a man with a sword and assumed, foolishly, that I needed to carefully avoid the attacks of the enormous Metal Gear Ray that the first 10 minutes of the game threw at me. Once upon a time I'd spent an entire game waiting for the appearance of a Metal Gear, worried about the threat of the ultimate weapon. But back then I didn't have a samurai sword.
Metal Gear Rising's gimmick, its shiny action game innovation, was Blade Mode, the ability to hold down a button and slice watermelons or men or concrete pillars into a thousand little slivers. And it was a good gimmick. Well into my second playthrough of Revengeance I felt a spike of glee every time I triggered Blade Mode in midair to slice a soldier clear in half and automatically rip his cybernetic spine out of his body.
Revengeance teaches you the controls for parrying, but it doesn't teach the essence of it—that the right way to parry is in the middle of a 27-hit combo, just a single extra stick flick in the middle of a string of light and heavy attacks. The last thing you should do in Metal Gear Rising is, which is why a perfect kill completely refills your health and blade meter, and it's why you can parry 98% of the attacks that come your way.
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