Platinum Games producer explains why you can parry rather than dodge.
Siliconera recently sat down with Platinum Games producer Atsushi Inaba and creative producer at Kojima Productions Yuji Korekado to discuss various design choices for the upcoming Metal Gear Rising: Revengeance, releasing on February 19th 2013 for PS3 and Xbox 360.
The primary among those choices was the ability to parry, and why it was included since the central mechanism for managing enemy attacks in games like Devil May Cry and Bayonetta is to simply dodge. Inaba answered, “The core concept behind the character in Rising is that Raiden is always moving forward. We don’t want him hiding, dodging attacks, or rolling away. We always want him to meet attacks head on and move into a combo.
“Even if he’s running towards enemies he is getting rid of bullets, even getting hit by them, but he is always moving forward. As a character, we didn’t want him to move back on anything. It was because of this direction of the character we went with this game design.”
Of course, this kind of contradicts with the whole mentality behind stealth kills, but Inaba explains that as well. Hit up the entire interview for more.
Meanwhile, scope out these sumptuous new gameplay videos for Metal Gear Rising: Revengeance.