The Wasted Potential of Metal Gear Rising: Revengeance

Metal Gear Rising: Revengeance is a weird game, and that is not meant to be derogatory. It’s a spin-off in the much larger Metal Gear universe that’s composed primarily of Metal Gear Solid titles. It stars Raiden, who at this point in time is a cyborg ninja, and discards much of the stealth gameplay that anchored the franchise as a whole for decades before it. Also you’ll control Raiden running down the side of a church’s clock tower dodging missiles being shot at him from a Metal Gear, and then slice that bipedal nuke launcher in half with a very sharp katana within the first five minutes of gameplay. It rules—it also doesn’t feel very much like Metal Gear Solid at that moment.
That’s because it isn’t Metal Gear Solid: it’s Metal Gear Rising. The first—and as of now, only—title to bear that name. The action makes it feel like something other than a Metal Gear game, but it’s everything else within that proves that there was always another way to get the messages of that particular universe and franchise across.
Revengeance isn’t what anyone expected from a game carrying the moniker Metal Gear, but it’s truly excellent in every way. PlatinumGames was the perfect development partner for Kojima Productions, Konami’s internal studio headed up by Metal Gear creator Hideo Kojima (and the precursor to the current, independent Kojima Productions Co. that formed when Konami and Kojima split in 2015). Revengeance was first announced in 2009—then known as Metal Gear Solid: Rising—and was supposed to be the story of how a cyborg Raiden appeared in Metal Gear Solid 4: Guns of the Patriots, but Kojima Productions hit pause on development because they couldn’t nail the action portions of the action game.
Platinum’s then vice-president and co-founder Atsushi Inaba told Edge back in 2012 that he saw Kojima at a party and asked him how Rising was going—“there was no response”—and then at a second party, Kojima asked Inaba if Platinum would like to make the then-canceled game instead. Given Platinum’s reputation with action games—the studio was just a few years old at the time, but had already developed some killer (and frantic) action games like Bayonetta and Vanquish—it was the right call to go with them, but the change in developer also brought a significant change in story. Rather than being a game slotted in before the final events of Metal Gear Solid 4, now Metal Gear Rising: Revengeance would be happening after that game: after the game-worthy events of the lives of Solid Snake and Big Boss were complete. It was no longer a Metal Gear Solid game, but was being given a chance to be its own thing.
And it certainly was. The action of Metal Gear Rising: Revengeance set it apart from every other Metal Gear game out there, with Raiden slicing the limbs off of enemy mercenaries who were just as cybernetic as he was. He cut down robots with countless slices in slow-motion, and managed to take on an attack helicopter with a katana and won. The option to avoid killing that marked games like Metal Gear Solid 3 wasn’t as present in Revengeance, and that fact was somewhat embraced, both in the gameplay and narrative, in a way that kept this spin-off from betraying the franchise and its ethos surrounding war and death.
PlatinumGames pulled a nifty trick in Revengeance at a time when a number of developers were set on making people feel bad for enjoying the games that they designed. Sometimes that approach worked—Spec Ops: The Line is haunting, for instance—and sometimes things were designed in such a way where all you could do from your couch was shrug and wonder why the developer was picking on you for the behavior they encouraged. (Or you ended up in an Uncharted situation where the story they were telling in cutscenes—the gravity of Nathan Drake’s decision to Kill A Man—didn’t quite line up with the trail of bodies he had left behind him to get to that point.) Revengeance, though, toyed with this convention in a way a Metal Gear game could, even one as heavily focused on action as this.