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?
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.)
Tagged: Atsushi Inaba, Blade Mode, Combat Design, Game Design, Kojima Productions, Metal Gear Rising, Metal Gear Rising: Revengeance, Parry, Playstation 3, PS3, Shaved Heads for Shaved Heads for Parrying a Parry, Takahisa Taura, Xbox 360