More Behind the Scenes of the MGR Soundtrack

METAL GEAR RISING

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

Hi all, JP here again with more behind-the-scenes of the Metal Gear Rising: Revengeance soundtrack. 

First of all, a thank you for the overwhelming response to the previous blog. It has been great fun to read all of your comments regarding your favorite tracks, and it is clear to everyone here how much you love the soundtrack! Hopefully we get to make a second one… and even better!
Now on to the artists that we didn’t get to touch upon during the previous blog.

jcm
Jason rehearsing with Nita Strauss.

Jason Charles Miller
Jason is the incredibly tall and imposing singer behind the band God Head, but his geek credentials go far past that. He’s been a voice actor of tons of games, participated in gamer-focused Youtube video projects with the likes of Felicia Day (Gamer Girl, Country Boy), and is just generally tons of fun to hang out with.
Jason’s creativity and energy really brought an awesome spin to the MGR soundtrack. Rules of Nature would have never been Rules of Nature without his shouting and ability to change gears on the fly; however, he gets even more credit for Red Sun. Red Sun was actually going to be performed by a European speed metal singer, but an untimely stage accident prevented this from happening. We walked into the studio without a clue how to salvage the song, but Jason just stood in front of the mic and came up with an incredible take of Type-O Negative-style vocals that took the track in an entirely new direction. With Kenji Saito watching on via Skype we kept pushing further until we arrived at the final product. It became a weird combination of darkness and beauty that is the perfect fit for our dear friend Sundowner.
While Jason still has a metal streak in him, he is becoming increasingly successful at merging rock and roll music with his country roots. Make sure to check out his work before Nashville steals him away from games! You can listen to his work at http://www.jasoncharlesmiller.com or follow him on twitter at 

Kit Walters
Kit Walters is a far prettier man than I can ever hope to be. He is also more likely to melt your face off with awesome vocals. Just take a listen to Stains of Time or A Soul Can’t Be Cut. What is interesting about Kit is that his personal music lends more towards the pop/dance realm. That being said, Metal Gear Rising wouldn’t be what it is without him! Unfortunately, I wasn’t in the studio when Kit recorded his vocals, and he wasn’t able to make the live show, so I haven’t had the chance to meet him and congratulate him on the absolute ass-kicking job he did on Stains of Time. I guess I’ll just have to fix that next time. You can follow Kit at .

Jimmy Gnecco
Jimmy Gnecco is best known as the lead singer of Ours, a moody, incredible band that is touring the country right now. His talent is unquestionable and this has made him a prolific singer. From recording a duet for the Spider-Man 2 soundtrack with Brian Eno of Queen, to being one of the first choices to replace Scott Weiland in Velvet Revolver, Jimmy’s voice is so unique and his vocal range so incredible that you feel like you are being compelled to listen to his tracks just to hear what he sings next.
On MGR, we gave Jimmy the two-part task of bringing the final battle to life. What resulted was a track that many of you feel is the best on the CD, It Has To Be This Way, and it’s co-part Collective Conciousness. I’d write more about the tracks, but the best thing for you to do is just go listen to them. They say everything for themselves.
You can follow Jimmy’s exploits and get tourdates for Ours at http://www.jimmygnecco.com.

graeme
Graeme rehearsing with Johnny Death.

Graeme Cornies
A special shout-out to Graeme Cornies. Graeme runs a music production company in Toronto called Voodoo Highway that has produced music for film, tv, animation, commericals, and of course games! Not only does he sing three tracks on the soundtrack, more than any other singer, he also played guitars, wrote lyrics, and even co-wrote the end theme. Graeme is also a voice actor based in Toronto, so he is no stranger to gaming.
When schedules were tight and we needed a special touch, Graeme was the go-to guy, and he never disappointed. He was also the first singer we recorded for the project, in a multi-point Skype chat linking LA, Osaka, and Toronto together. Even with the distance separating us, hearing him sing “Time to leave them all behind!” over the internet was the first time that I knew for sure that our soundtrack was going to be special. Thanks for all the incredibly hard work under crazy circumstances, Graeme. I know you’ve made plenty of new fans because of it, not the least of which a room full of game developers in Osaka. You can follow Graeme on twitter at , and check out Voodoo Highway at http://www.voodoohighwaymusic.com.

Finally, I want to give a shout out to some of the session musicians who made both the soundtrack and the live show so amazing:

Ralph Alexander – Ralph is a young, up and coming drummer on the LA scene and was responsible for the amazing live drumming (along with Damien Rainaud) on the soundtrack. Yep, those were all live drums, and yep, he really is that good. Before he joins a mega-band, becomes famous, and quits taking our calls, I wanted to thank him publicly for all his hard work. You can follow Ralph and his crusade to bring more blues rock to the masses with his band The Heavy Heavy Hearts and download their first EP for free at: https://www.facebook.com/TheHeavyHeavyHearts

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Nita Strauss – If you have a guitar, you probably wish you could play like Nita. Unless, of course, you are Nita, and then you just make everyone look bad. When it came time to find someone to play the Dragonforce-style parts of Stains of Time, Nita was our first choice. In fact, I’ll never forget when Jamie said that he found “this girl who can really shred.” Understatement of the millennium. For updates on her bands Consume the Fire and The Iron Maidens, follow her category 5 mayhem at .

Johnny Death – Another man who plays guitar like he could rip your head off, and looks the part too. Johnny brought a really awesome edge to our tracks and our live show. He brings that same edge to his amazing band Before The Mourning, who just put out their first music video and also have a Free EP for download. Check them out at https://www.facebook.com/BeforeTheMourning.

Finally, special thanks to Jussi Ilmari, Ron Underwood, and Howard Jones for stepping in and performing at the live show.

Jussi Ilmari is a highly in-demand songwriter/producer who has worked with everyone from Before the Mourning to FloRida to Paul Van Dyk! Follow him at !

theband
The band on stage with Ron.

Ron “Thunderwood” Underwood is the Thunder behind the mic for the LA band 9electric. 9electric is loud and awesome. If you like the MGR soundtrack, you are going to love their stuff. Check them out at http://www.9electric.com.

Howard Jones is most famous for being more awesome and famous than most modern metal singers. Being in Killswitch Engage will do that for you. Now he is on to his next project, but he was kind enough to fill-in for Jimmy Gnecco and rock “It Has To Be This Way” live for us. Also, he confessed to being a huge gamer on stage. Be sure to give his next project lots of love when it surfaces. (P.S. Sorry there isn’t any video of Howard’s performance! It was something special for attendees!)

There were so many talented musicians on the soundtrack and live show that it seems almost unfair to only shine the spotlight on a few of them. If I’ve offended you by your lack of inclusion, just leave me a nasty notes in the comments and I will be sure to plug your next project on my twitter or next blog post! I promise.

However, just in case I miss anyone, I wanted to share the full lyrics and credit list to the CD with everyone reading the blog. I know there has been some debate on the lyrics, and those of you who purchased the CD online didn’t get a booklet, so here is the next best thing! It also gets me off the hook because it has credits for everyone who performed on the CD!

DOWNLOAD THE LYRICS BOOKLET

That’s all she wrote folks! If you have any questions about the soundtrack, feel free to ask me on twitter!

P.S. Nope. I didn’t forget! Congrats to these three lucky fans who won signed CDs! Derek Rich, Mike Oshiro, and Andreas von Perbandt, we will be in touch to get your info!

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Behind the Scenes of the MGR Soundtrack

METAL GEAR RISING

Filed: Community, Games, Metal Gear Rising: Revengeance

Hey everyone. JP here with that long promised behind the scenes of the soundtrack. In a previous blog, Music Director Naoto Tanaka introduced some of the composers working on the project; I’d like to take a chance to introduce some of the other performers that made Metal Gear Rising sound as great as it did.

Ferry Corsten

Ferry Corsten is one of the world’s most famous DJs, having been a perennial presence at the top of the DJ Magazine Top 100 DJs, as well as hosting his own radio show globally, and releasing some of the most anthemic dance music tracks ever. His new dance music supergroup with DJ/producer Markus Schulz, New World Punx, just rocked Madison Square Garden with an incredible set on March 30. Whether it is DJing at the world’s biggest festivals, remixing artists like U2, The Killers, or producing amazing tracks with amazing artists, Ferry is at the forefront of the dance music scene.
He also happens to be a friend of mine, so when it came time to bring an electronic vibe to one of our boss tracks, I knew he would be a great addition to the soundtrack. “The Hot Wind Blowing” is the fruit of that collaboration, and you can instantly tell it has a different vibe from many of the other tracks in the game. As Ferry describes in the video above, the challenge of taking some of the cool synths that are so prevalent in dance music and marrying that with MGR’s brand of metal was something he was excited to try, and working with Jamie Christopherson, the resulting sound will rock your speakers when the Blade Wolf DLC pack hits later this spring!
Follow Ferry:

http://www.ferrycorsten.com

http://www.facebook.com/ferrycorsten

http://www.youtube.com/ferrycorsten (JP note: Check out his amazing set at MADISON SQUARE GARDEN!)

John Bush
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John Bush (pictured far left) is one of the most legendary vocalists in metal history. Whether singing for his own band, Armored Saint, or his stint as the lead vocalist of Anthrax, John is one of the most respected voices in metal. He was even invited to become the vocalist for Metallica before the job went to James Hetfield.
On MGR, John sings two tracks for us – The Hot Wind Blowing and Return to Ashes. Listen to both tracks and you will hear classic John Bush vocals – he never holds anything back and every track he sings on has incredible power. (P.S. I’m sorry I don’t have a better picture of John singing! I was too busy headbanging!!)
John Bush appears courtesy of Metal Blade records. You can follow his exploits via Armored Saint at http://www.armoredsaint.com/.

Free Dominguez
free
Free Dominguez is the only female vocalist on the Rising soundtrack, featured on “A Stranger I Remain,” Mistral’s theme. She is best known for her work in Kidneythieves, an industrial metal band she formed with guitarist/engineer Bruce Sommers. Personally, I’ve been a huge Kidneythieves fan since 1988, so it was a dream from the outset to get Free on the soundtrack for Mistral, and luckily I was able to convince Tanaka-san and game director Kenji Saito that she was the right woman for the job. Apparently, it was Free’s dream as well, as she wrote in 2010, “A giant vision fell in my lap about the next batch o songs …. It was of a futuristic KALI, slicing thru city streets at 4 a.m., destroying all, preserving few, whilst singing sweet lullabies.” Sometimes things are simply serendipitous. A Stranger I Remain is the sweet lullaby… with a HF blade and a dwarf gecko arm!
Free currently has a solo album in the pipeline that will be releasing shortly. Check her out at http://freedominguez.com/, or follow her!

Tyson Yen
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Tyson Yen may be familiar to video game fans – his previous band, Drist, was featured in a famous music game with their song Decontrol. That is where I first hear his voice. After Drist, Tyson formed a band called State Line Empire which went on to win Guitar Center’s “Your Next Record with Slash” contest.
Tyson is Sam’s singer. You can hear him on “The Only Thing I Know For Real,” as well as a special version of “A Soul Can’t Be Cut” that is featured in the Jetstream DLC. The thing I love about Tyson’s voice is that it cuts really cleanly even though there is a bit of gruffiness to it. Kinda like Sam’s grin.
Follow Tyson:

http://www.tysonyen.com

Also, we are giving away three copies of the soundtrack signed by all of our live band, singers, composers and Ferry, too!
cds
To win, just like us on Facebook and leave a comment in the post about this blog with which track is your favorite and why! http://www.facebook.com/platinumgames

Then come back soon for more information on the other singers on the project, and a look at some of the talented musicians who played a part in making the soundtrack a reality. We’ll also announce the CD winners, and post a downloadable lyric sheet for everyone who purchased the digital version of the soundtrack!

See you soon!

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MGR Jetstream DLC Available Now!

METAL GEAR RISING

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

From NBC News, April 9, 2013: Temperature suddenly plunges 55 degrees in Colorado: ‘It’s just brutal’

Blizzard warnings were in effect Tuesday in Colorado, where the temperature plunged more than 50 degrees in less than 24 hours and the wind chill approached zero. Wyoming got more than a foot of snow, and forecasters said hurricane-force blasts of frigid air were possible in Utah.
The culprit is a deep dip in the jet stream that swung west and pulled arctic air far into the country. As it collides with warm, moist air from the Gulf of Mexico, strong storms and tornadoes are possible in the Great Plains and Texas.

Jet stream? Maybe Jetstream Sam. Play as Sam and learn how he came to join the Desparado clan in the second release of Metal Gear Rising DLC available today on XBL and PSN!

Still on the fence? Check out the DLC Trailer!

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Metal Gear Rising: Revengeance LIVE

METAL GEAR RISING

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

On Monday, February 18, Konami held a launch event as part of the Metal Gear Rising World Tour. Fans were able to get autographs at GameStop, then enter a VIP party at the nearby Hard Rock Cafe where there was a special event in store. The incredibly talented artists on the Metal Gear Rising: Revengeance soundtrack would be performing all of the vocal tracks from the game… LIVE!

Along with our friends at Konami/Kojima Productions and IGN, we’ve filmed this incredible show, recorded great sound, and are happy to give you a front row seat for a special live performance of the first truly metal Metal Gear.

Stay tuned to this blog for behind the scenes information on how we made this amazing night happen.

METAL GEAR RISING: REVENGEANCE LIVE IS

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Vocalists:

Jason Miller
Graeme Cornies
Tyson Yen
John Bush
Free Dominguez
Ron Underwood

and secret special guest Howard Jones.

Nita Strauss – Guitar
Johnny-Death Young – Guitar
Jussi Karvinen – Bass
Jamie Christopherson – Keyboards
Ralph Alexander – Drums
Damien Rainaud – Drums (Red Sun)

Crew:
Logan Mader/Jamie Christopherson – Musical Directors
Wedge Brannon – Front of House Engineer
Mikey Lopez – Lighting
Micah Electric – Back Line Tech
Andrew Ferrara – Back Line Tech
Evelina Christopherson – Band/Event Coordinator

All songs written by Jamie Christopherson
except
It Has to Be This Way, Collective Consciousness, The Stains of Time, The Only Thing I Know for Real, Red Sun, A Stranger I Remain
Written by Jamie Christopherson and Logan Mader
and
War Still Rages Within
Written by Jamie Christopherson, Pete Crossman, James Chapple, David Kelly, Graeme Cornies
Lyrics by Jamie Christopherson

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Rising and the Role of the Programmer

METAL GEAR RISING

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

Nice to meet you, I’m Tetsuro Noda, Lead Programmer for Metal Gear Rising: Revengeance.

When making a game, game designers (particularly the director) bring ideas to artists, who turn these ideas into materials for the game. The programmer’s role in development is to take these materials and, following the game designers’ plans, structure them into the game.

noda01

At a glance, the seeming complexity of stringing together a lot of operations and formulas may have a few of you thinking, “Wow! Programmers are pretty neat!” The real work we do, however, isn’t really as complex as you’d make it out to be. Some of the stuff that we do does require some critical thinking, but it’s not like every programmer does nothing but intense coding all the time. I’m not good at any of that complicated stuff myself, so I just toss it to other programmers on the team.

Then there might be some of you who think we all just pound away at our keyboards all day in complete silence, but feel free to remove that thought from your head. In reality, that would slow things down more than it would be helpful.

So we don’t do a lot of complex of work and we don’t live in front of our keyboards. “Then what do you do?!” would be the next logical question. Like I mentioned above, our job is to take what the artists give us and put it into the game, following the game designers’ guidelines, but we only follow these guidelines closely, not exactly. It wouldn’t be as interesting if we just worked in everything as we’re told, without adding our own touch. (But I don’t want you to make the mistake that all we do is protest everything the director asks of us… The director’s ideas form the base; we simply rework some of the details.) Still, as we are changing things on our own, we have to explain ourselves to the game designers and artists pretty often. Sometimes we even have to try and stand our ground against game designers and artists that pull a lot more weight than we do. Every now and then you can see droopy-headed programmers returning to their seats after losing a dispute.

But I digress… The alpha and omega of Metal Gear Rising, the ability to cut through enemies at any point and angle, was also responsible for giving a few programmers a heap of trouble. I’ve asked two of them to speak about that here, so let’s see what they have to say.

Our first guest is Takashi Wagatsuma, who programmed Blade Mode:

Takashi Wagatsuma and Programming Blade Mode

noda02

The guidelines I received for Blade Mode were touched upon in the director’s blog entry, but to go over them again, they were as follows:

Have a heavy focus on response, allowing the player to shred the enemy to pieces with their katana.

Let the player be able to carefully adjust the positioning and angle at which they want to cut.

Give enemies a weak point that, when cut by the player, gives the player a chance steal energy from the area they cut (a.k.a. “Zandatsu).

Actualizing these requests involved some heated discussion among the team and a lot of trial and error. For example:

-How the left and right sticks should be used to control character movement, camera movement, and the angle and positioning of your katana.

-Should strikes in Blade Mode follow after the player’s motions, or should they be focused on camera direction?

-When entering Blade Mode, should the camera angle shift to where the player is facing, or to focus on the enemy? Or should it not shift at all?

-When the player uses Blade Mode to cut several things successively, in order to not overstrain the game’s system, what minimum amount of time do we need to allow between strikes?

Etc., etc.

The controls we settled on were as follows:

The right stick in Blade Mode is used to rotate the angle at which Raiden will cut, while the left stick is used to adjust where Raiden is facing and the cut’s elevation. Using both sticks allows the player complete control over where to slice their sword.

Bringing the stick from the outside to the center (by releasing your hold) will cause Raiden to slice across the line appearing on the screen. Moving the stick in a direct line will cause Raiden to slice after a certain distance has been input; the □ and △ (X and Y for 360) will cause horizontal and vertical strikes, respectively.

When the player enters Blade Mode, we wanted our priorities to be on letting the player swiftly cut where they aim. To do this, we made sure the first strike in Blade Mode always follows the path displayed by the line on the player’s screen.

Furthermore, pushing down on the left stick while in Blade Mode will cause the camera to stay fixed in position and enable the player to move Raiden.

Multiple strikes don’t require line direction input to pass through the center of the stick; moving the stick in directions slightly off center will still cause Raiden to slice.

Decisions such as where the camera should go when the player enters Blade Mode caused arguments that continued on into the final stages of development. Several different views existed on how Blade Mode should work, and determining what to adopt into the system proved to be a tremendous task.

Well? I think you can surmise from his tone that he’s lost his share of disputes. What he wrote, though, is what really goes on, and by having these disagreements over and over, eventually we end up with something a lot more interesting than we had before.

I feel sorry for the battle scars he had to endure along the way, but I believe you’ll be able to see the results of his efforts when you play the game and experience how thoroughly developed Blade Mode really is.

Our second guest is a system programmer, Tsuyoshi Odera. Odera-san is behind Rising’s concept of being able to cut any part of an enemy. His involvement is a little different from Wagatsuma-san’s; while Wagatsuma-san stays out in the open, Odera-san works more behind the scenes. Odera-san might be close to everyone’s idea of what a programmer is.

A Programmer/Dismembering Specialist: Tsuyoshi Odera.

noda03

Metal Gear Rising: Revengeance uses PlatinumGames’ own game engine. At first, our engine wasn’t capable of doing something like cutting through an opponent anywhere, so I had to make it so that it could. I looked at official trailers and other game data from Metal Gear Solid: Rising and tried to make our engine fit with what I saw.

I assumed it wouldn’t be so difficult implementing this concept into the system, and in actuality it only took around three months until we were able to make objects that could be cut. Just implementing the concept, however, doesn’t make it a game. This freedom to cut anywhere turned out to use an amount of memory far greater than any other processes in the system. In order to implement the concept into the game smoothly, we adjusted the process so it would be distributed over multiple frames. We calculated the speed at which Raiden swings his sword and made sure the process would be finished before the end of the swing, and it would feel right to the player. This, along with a few other techniques, helped us to create a kind of cutting freedom that players haven’t often been able to experience in other action games until now.

The way he writes just screams “programmer!” Don’t you think? It’s probably that cool, stoic tone he has. Contradictory to the cool guy he’s trying to play off here, however, he clashed opinions with other members of the team quite frequently. I can still remember him yelling “You can’t cut that much!”and “You can’t cut that off!” and “You’re cutting too much!!” The memories.

Thank you for your time, you two!

If we were to introduce any other programmers in here, I’m sure they’d sound more or less the same: plenty of stories about the all out warfare disagreements that happen around the office. I’ve heard enough cries of “What…?!” and “You can’t actually expect me to do that…!” for two lifetimes.

Sorry! Think I wrote a little too much. Thanks for reading everything. When Rising is released, be sure to take a moment of silence for everyone on our team who died so that you could play it (aside: no one actually died).

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Metal Gear Rising: Revengeance Launch Events

METAL GEAR RISING

Filed: Community, Metal Gear Rising: Revengeance, PlatinumGames

Konami just announced details about North American and South American Metal Gear Rising: Revengeance Launch Events.

You will be able to join PlatinumGames Producer Atsushi Inaba at the Los Angeles and Mexico City events, and the first 150 people to join the Los Angeles Event will be invited to a special launch party that will feature a live band performing the Metal Gear Rising soundtrack led by lead composer Jamie Christopherson! It will be an amazing event, so make sure to arrive early!

And make sure to follow PlatinumGames and JP on twitter for more details leading up to the event.

MGR Launch Event Media Alert_FINAL

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Bayonetta Developer Commentary Part 56

Bayonetta

Filed: Bayonetta, Community, Games, PGTV, PlatinumGames

The Bayonetta developer commentaries make the final turn as we enter Chapter 16 and Hideki Kamiya discusses the collaboration between Soundelux and PlatinumGames, from sound design to voice actors, in Part 56!

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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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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