Parrying the Blade Mode

METAL GEAR RISING

Filed: Games, Metal Gear Rising: Revengeance, PGTV, PlatinumGames

Hey, I’m Takahisa Taura, a game designer for Metal Gear Rising: Revengeance. Recently on my way to work, I find myself looking at streetlights and walls thinking “This’d probably be easy to cut…” and “Bet I could ninja run over that.”

But on to the show… As of now, we’re just about a few short weeks away from the game’s release. Those who played the demo probably already know this, but Rising contains an action command called “parrying” that is critical for getting through battle with flair. Being in charge of the action elements of the game, I’d like to take a minute to talk about exactly what parrying is.

First then, let’s define it. Parrying is executing an attack at the same time as your opponent in order to block their incoming attack.

So how do you parry?
1) Face the direction of the incoming attack. (hold the directional stick in the enemy’s direction)
2) Execute a light attack. (PS3: □/360: X)

Do that and you’ll have pulled off a parry that completely protects you from the enemy’s attack. It’s a beautiful thing. What’s more, if you parry at the exact moment you expect the enemy’s attack to connect, Raiden will counterattack right after you parry. Also very cool.

If you’re able to hit the enemy with this counter, another chance will open up for you: a golden opportunity to cut the enemy to ribbons with “Blade Mode.”

The player just keeps cutting like they can’t get enough of it. (They must’ve been releasing a lot of pent-up stress.) Just don’t start feeling smug because you accomplished one parry.

If you’re going against someone skilled with a sword, they might parry and counter your parry counter right back at you.

Well, not so much they might, as they will, and it’ll look something like this.

I know they’re the enemy, but bravo to them. Nice maneuver.

Now, how are we supposed to solve this problem? It’s easier than you think.
If they parry counter your parry counter, just parry counter the parry counter of your parry counter!

And what if they parry counter that? Then parry counter their parry counter of you parry counter of their parry counter of your parry counter!!

This is how it should look.

All right. Enough of that or we will end up getting caught in an infinite parry counter loop; however, if we fight the good fight and emerge victorious from our parry counter infi-loop, Rising gives us the chance to dismember our opponent with Blade Mode. Jumping into Blade Mode here feels so much better than just waltzing up to the enemy and executing it normally.

The rush almost makes me want to charge at the screen yelling, “WHAT NOW, PUNK!”

Parry → Blade Mode can suffice as your main fighting strategy throughout the game, so there’s no harm in learning it here.

Some of you reading this, though, may be thinking, “I’m bad at action games. How am I supposed to time my attacks with the enemy’s attacks?!” or “I tried that parry stuff in the demo and it was impossible.”
But don’t give up yet.

The full version of Rising comes with an “easy assist” option that can be activated when selecting easy mode. With easy assist, all you have to do is keep on attacking, and the game will automatically parry for you. A real lifesaver if you are so inclined, as you won’t need to worry about timing anymore, and can enjoy a comfortable play-through of the game. I recommend trying it out.

Of course, you can’t just advance through the whole game effortlessly cutting down enemy after enemy; eventually, you’re going to run into a challenge. For example, this voluptuous femme fatale… (whose tripod use is provocative… to say the least)

Attacking while I’m all tied up like this? Not fair at all…

And what about this huge, mysterious military weapon…

So big and so fast… That isn’t fair either!

Then there is this guy? We can’t even cut him apart without him putting himself back together again! What are we going to do!?

Have I said not fair yet?
Not fair.

Well, besides what I’ve just mentioned here, there are plenty of other powerful enemies you’ll encounter in the game. You’ll just have to find out who they are after playing the game yourself.

Hope you’re ready.

(Note: Video in this post is 60FPS.)

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Reacting to Blade Mode

METAL GEAR RISING

Filed: Games, Metal Gear Rising: Revengeance, PGTV

Hey everybody, my name is Hirokazu Takeuchi, and I’m in charge of character animation in Metal Gear Rising: Revengeance. I’m starting to worry that this katana I’ve been swinging around at my desk every day during development is going to cut somebody.

Gameplay in MGR centers on a concept other games haven’t touched; the freedom to cut any part of an enemy. From an animation standpoint, it took considerable trial and error to get this to work.

This blog is about some of those animations; in particular, what happens when an enemy is chopped up via Blade Mode, and how they react to that.

Up until now, most games that had dismemberment systems only allowed things to be cut in a predetermined fashion. Slicing the enemy in two, for example, would usually mean simply creating one animation of the upper body separating from the lower half.

We, however, have given the player freedom. We don’t know where they’re going to cut. They could choose to cut off a leg or an arm… they could cut horizontally, vertically, diagonally…

At the starting stages of development, there were different ways we tried to express this endless amount of possible reactions through procedural animations. Heads would fly or just plop off without relying on any canned animations.

Ultimately, though, these programmed reactions just couldn’t cross the threshold to become something we thought fully conveyed the intensity of the action, so we decided to undertake the slow, daunting task of creating animations for every thinkable dismemberment possibility.

We’d cut the enemy one way, add an animation, cut from a different angle, add another animation, repeating this process until the end of development, until we eventually were satisfied with the array of reactions we were able to get from each enemy.

These are only a fraction of the different reactions you will see in the game:

We tried creating as many animations per character as possible in order to give you the most satisfying gameplay experience we could, so cut from any direction you can think of and you will see scores of different reactions from each enemy character.

So start thinking about all the different angles you want to try out while waiting for the release!

Until then!

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January 15 Attacks with an Anarchic Revengeance of Bayonetta!

Bayonetta

Filed: Anarchy Reigns, Bayonetta, Community, Metal Gear Rising: Revengeance

Hey, everyone! JP here.

January 15 has arrived with a Anarchic Revengeance of Bayonetta! Lots of updates to share today!

Play Anarchy Reigns with PG!

5447ANARCHY REIGNS Logo

Tomorrow at 11AM JST (9PM EST/6PM PDT), join PlatinumGames on PSN and Xbox Live to play some Anarchy Reigns. Send us a friend request now to get in on the fun, but also post your online service and ID down below so others can add you just in case you don’t make it into of our games. You can also organize great games by joining the community on our site (http://community.platinumgames.com) or one of the other boards where AR communities are growing like NeoGAF, Shoryuken, and GameFAQs.

On PS3, add PlatinumGamesJP to join in the fun. On Xbox 360, add the PG STAFF gamertag to hop into our games. We will also be broadcasting/taking questions on twitter/pglive.tv.

Follow us for all the latest updates! Just use the #PLAYWITHPG hashtag. And we will be giving out some Bayonetta DLC codes, so tune in!


New Metal Gear Rising: Revengeance trailer and demo update!

Metal Gear Rising: Revengeance is only a month away and things are heating up. The demo will be available worldwide on January 22, and you can also check out an exclusive trailer edited by Hideo Kojima himself right here.


Bayonetta Developer Commentary Part 55!

Finally, the Bayonetta developer commentaries hit part 55! Check it out below!

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Metal Gear Rising Demo Available 1/22

METAL GEAR RISING

Filed: Community, Games, Metal Gear Rising: Revengeance, PGTV

Great news! The Metal Gear Rising: Revengeance demo will be available for worldwide audiences on January 22.

While you count down the sections, why don’t you take a peak at this Hideo Kojima-edited gameplay trailer that Konami created for the game.

Don’t forget to contact your local retailer to learn about the limited editions/pre-order bonuses available in your territory!

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Bayonetta Developer Commentary Part 55

Bayonetta

Filed: Bayonetta, Community, Games, PGTV, PlatinumGames

The Bayonetta developer commentaries continue hit a double-nickel as Hideki Kamiya respects his Gradius elders in part 55.

Be sure to watch the “Developer Commentary” tag for previous episodes. You can also get the videos delivered via iTunes or RSS.

Follow us for all the latest updates!

You can also send feedback about the videos to the production crew:

Special thanks to PlatinumGames international coordinator Andrew Brasher for the translation! Feel free to leave him love in the comments.

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Ruminations on Character Design

METAL GEAR RISING

Filed: Community, Games, Metal Gear Rising: Revengeance, PlatinumGames

Hello. My name’s Cho, I did character design in Metal Gear Rising: Revengeance.

I was in charge of enemy cyborg soldiers, sub-characters, boss characters, etc.

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Some enemy designs.

Up until now, the world and characters of Metal Gear have been designed by Yoji Shinkawa of Konami’s Kojima Productions. I’m sure this is something most of you already know; Shinkawa-san has a lot of fans from around the world, myself included. As a designer, the biggest challenge I faced during this project was to create characters that would belong to both the established Metal Gear Solid universe and a fast-paced action game like Rising.

As a seasoned fan, I felt I already had a decent understanding of Metal Gear, but now that I had to look at things from the eyes of a creator, I went back and played through the series one more time. My time for clearing The Boss Extreme in MGS4 was 3 hours and 2 minutes, in case you want to know.

You won’t see these characters in the actual game; they were just rough ideas that helped us decide designs.

You won’t see these characters in the actual game; they were just rough ideas that helped us decide designs.

At the start of development, we were free to throw out any ideas we thought would work well with Metal Gear Rising’s world concept. This is probably the best part of the design process; ideas really seem to just flow. It is the time where anything you hit upon that you think might be good you have to push for. After this stage, you start working on basic design layout.

For this entry, I’d like to talk about an enemy cyborg named Mistral.

Initial designs for Mistral.

Initial Mistral designs

Mistral’s initial concept came from Kenji Saito, Rising’s director: “I want tendril-like-objects to come out of this girl, and
I want her to fight with them like a whip!” In previous MG titles, most female characters follow the formula of a mysterious, alluring femme fatale with a tragic past. I wanted to design Mistral in the same mold.

004

More Mistral designs.

Mistral done in a Mannequin theme.

Mistral done in a Mannequin theme.

I thought about having a cyborg-enhanced body, like Raiden, and a slightly sick-looking face would work best for her design. More than that, however, I wanted something somewhat perverse/weird, so I started rethinking her base design and tried something new.

006

More Mistral tests.

Then we put about a dozen dwarf gekko arms on her that she could detach and recombine to create her main weapon. After this was approved, we finally had Mistral’s prototype. Next, we did some fine tuning by iterating on colors and cyborg parts. Personally, I wanted Mistral to be wearing a helmet, but Saito-san said he didn’t want to hide her face, so we lost it. The final design we decided on was a more “human,” sexy Mistral.

007

Mistral full view.

Once we decided an overall look, we started on details. Rising is full of cyborgs and other mech-based characters that need to be carefully detailed, otherwise things fall apart in 3D-modeling.

008

Mistral details.

This is the final, fully approved body shot of Mistral.

This is the final, fully approved body shot of Mistral.

So there is a glimpse into our design process for a character. While Mistral is an enemy character in Rising, she is one who bears a tragic past that players should be able to feel for. I hope you’ll like her when you play the game.

It won’t be much longer until the release!
Be sure to get your hands on it.

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Anarchy Reigns In Stores Now

Platinum Games

Filed: Anarchy Reigns, Community, Games, PGTV, PlatinumGames

Hi everyone, JP from Platinum checking in with some good news!

Sorry to keep you waiting… (Wait, we should save that line for our next game that goes on sale in… Oh… a month!)

ANARCHY REIGNS IS IN STORES EVERYWHERE!

We are ecstatic to see everyone worldwide jump in on the Anarchy! To commemorate the launch, we’re sharing some high res art we created. Thanks to @pizza_ichigo on twitter for requesting this, as it makes something perfect to share with all of you! (Click for the full file, but beware, it is huge!)

AnarchyReignsReleaseDateArt

If you are reading this blog, you are probably in a first-class seat on the hype train, but if you haven’t bought your ticket you can find out more about the game at http://www.platinumgames.co.jp/anarchyreigns.

You can also check out the launch trailer SEGA created for the launch of the game.

Thanks for all your support, and we can’t wait to see you online! Let the Anarchy begin! If you haven’t already, make sure to let Producer Atsushi Inaba and Director Masaki Yamanaka  know what you think of the game!

–JP

P.S. Follow me on twitter to find out when staff from Platinum are playing online with you. I also will be giving out some codes for the Bayonetta DLC if you didn’t get in on the fun by pre-ordering. (Codes are US only for now.)

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Happy New Year 2013

Platinum Games

Filed: Community, PlatinumGames

Hi everyone. Tatsuya Minami here. Happy New Year’s from PlatinumGames. First of all, thank you for all the amazing support over the past year. We hope you will continue to provide us the same amazing backing in 2013.

It’s been a year already!?
That’s how I felt on New Year’s this year. It is hard to believe how fast the past year went by.

Even though a year is a set period of time, it can feel longer or shorter depending on your own situation. Or age. A year felt like forever when I was a child, but once I became an adult, especially after I turned 30, time seems to be speeding up for me. Time really has flown since we started PlatinumGames… But maybe that is just how I feel.

Time is a funny thing. This past December we had elections in Japan. It was a landslide for the previous ruling party, the LDP, against the party that was in power, the DPJ. Three years ago, the DPJ had their own landslide victory, only to see their fortunes change in 2012. Three years may sound like forever, but I’m sure it was an instant for some. However, no matter how it feels, three years is three years. In three years, fortunes changed rapidly for those in power based upon what they had done until that point. And that is what is important — What have you done?

243335_474659979244417_480338333_o

It’s been a year already.
But there is no time to be sentimental about it. We’ve spent the last year working hard on Metal Gear Rising: Revengeance, and now its release is right around the corner. Our collaboration with Konami is finally coming to fruition, and gamers everywhere will be able to play the results. We are proud of what we’ve accomplished, and I hope you take the time to check out the end product of our efforts.

We also continue to work hard on our titles alongside Nintendo – The Wonderful 101 and Bayonetta 2. We can’t wait to share some new details about them with you soon.

illust0

The 2013 work year began today for us at PlatinumGames. I wonder how we will end up feeling about these upcoming 365 days. We will continue to focus everyday on our mission to make great games and give gamers everywhere things they will enjoy. With that in mind, we can’t wait to take advantage of 365 more days.

Tatsuya Minami
President/CEO, PlatinumGames Inc
January 7, 2013

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Bayonetta Developer Commentary Part 54

Bayonetta

Filed: Bayonetta, Community, Games, PGTV, PlatinumGames

The Bayonetta developer commentaries welcome 2013 with the revelation that somethings don’t show up when you want them to, even if you are the man in charge, as Hideki Kamiya learns that Courage isn’t always apparent.

Be sure to watch the “Developer Commentary” tag for previous episodes. You can also get the videos delivered via iTunes or RSS.

Follow us for all the latest updates!

You can also send feedback about the videos to the production crew:

Special thanks to PlatinumGames international coordinator Andrew Brasher for the translation! Feel free to leave him love in the comments.

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