The original version of the game which would eventually become Metal Gear Rising: Revengeance, Metal Gear Solid: Rising, was announced in 2009 at Microsoft's E3 press conference. After the praise Raiden had received for his portrayal in Guns of the Patriots, there was a strong fan demand for another game in the franchise with him in the lead role. Kojima actually wanted a game with Gray Fox, but staff and fans pushed him to focus on Raiden instead. The game was intended to bridge the gap between Sons of Liberty and Guns of the Patriots, explaining how Raiden became a cyborg ninja, how he rescued Sunny from The Patriots and how he retrieved the body of Big Boss. A trailer was released the next year featuring Raiden absorbing robotic enemies' power cells and with a gratuitous amount of watermelon-cutting. According to the development team, the game would allow fast-paced action while remaining a stealth game at the core, with the ability to "cut anything".
However, the game was quickly finding itself running into trouble as it was simply not working well as a stealth-action hybrid. To put it simply, it wasn't working at all and by 2011 Kojima pulled the plug on the game, but not before concept work on the bosses and script was completed. The project was then handed over to Platinum Games, of Bayonetta fame. Considering their previous history with fast-paced action games, this was a fantastic move. However, fan reaction was very negative, as the shift from stealth to pure action was seen as betraying the series' roots. To these fans, the shift in direction had effectively "ruined" a game that they hadn't played.
Under Platinum Games, the game was retitled, reworked into more of a pure action game and set post-Guns of the Patriots. Stealth was essentially removed except for optional instant stealth-kills and some cutting-based environmental kills that the player can pull off. Platinum Games also upped the game's framerate to 60 fps, a request that Kojima himself asked for as Rising was originally going to be only 30 fps. It was also revealed that the cutscenes, settings and story were written by Kojima Productions, while Platinum Games focused on the gameplay.
A year after the game's initial release, the game was ported to PC, the first game in the franchise to receive a PC release since Metal Gear Solid: Integral back in 2000. All subsequent Metal Gear games would receive PC ports as well.
4 years after the destruction of The Patriots, the world has fallen into an uneasy state where peace is extremely fragile and the last gasps of the War Economy continue. The remaining PMCs have taken on cyborg soldiers. Looking to support his family, Raiden joins up with Maverick Security Consulting Inc as a private security contractor. He is on assignment providing security for the peace-loving Prime Minister N'mani (of some unnamed African nation) when their convoy is suddenly ambushed by a cyborg PMC. Raiden's boss, Boris, orders Maverick Security to evacuate N'mani while Raiden dispatches many of the attackers. However, a Metal Gear RAY unit, armed with a gigantic sword, appears and destroys N'mani's limo. N'mani crawls from the wreckage, but is kidnapped by the enemy PMC's leader, Sundowner. He explains that he needs N'mani dead and that he wishes to restore the War Economy. Raiden destroys the RAY unit and then pursues Sundowner onto a passing train.
Raiden tracks down Sundowner, N'mani and another enemy cyborg, Sam Rodrigues. Sundowner executes N'mani and then Sam attacks Raiden. Sam proves too capable, slicing off Raiden's arm and then slashing out his left eye. Sam nearly finishes Raiden off, but backup arrives in the form of Boris and a convoy of armed jeeps, which force Sam to retreat. Raiden is recovered and it is discovered that the enemy PMC is called "Desperado Enforcement LLC".
Three weeks later, it is discovered that Desperado is involved in a coup against the Abkhazian government led by a local extremist, Andrey Dolzaev. Outfitted with a state-of-the-art cyborg body, Raiden infiltrates into the city of Sukhumi and then fights his way through Desperado cyborg troops to reach Dolzaev and the local Desperado leader, Mistral. He is eventually ambushed by an AI-controlled robot called LQ-84i (aka, Blade Wolf) which resembles Crying Wolf's exosuit. Blade Wolf attempts to kill Raiden as per its mission directives, but Raiden defeats the robot and shuts it down.
Soon after, he spots Dolzaev and Mistral at a factory. Mistral spots Raiden and blows him a kiss from a distance. Unperturbed, Raiden battles his way through the facility and reaches the top of the plant, where he is confronted by Mistral. She explains that she was an orphan and a child soldier in the Algerian Civil War, and had used war as an excuse to get revenge on those who killed her parents and as a cause to kill. She scoffs at the idea that Raiden fights for justice and then attacks. The pair fight all across the facility before Raiden corners Mistral at a tank of liquid nitrogen. He severs the tank and then freezes her solid before destroying her for good. Dolzeav discovers that Mistral is dead and then blows himself up, taking out a chunk of the factory in the process. Satisfied that the coup is over, Raiden is extracted from Sukhumi. Before leaving, he recovers Blade Wolf's remains and has him rebuilt and reprogrammed to provide him with mission intel.
Maverick then receives intel that Desperado owns a research lab in Mexico and are connected to rumours of human trafficking. Raiden sneaks into the city along with Blade Wolf and then heads into the sewers to get closer to the lab. After fighting enemy units in the sewers, Raiden encounters a boy named George who claims to have escaped the lab. He tells Raiden that the kidnapped children in the lab were having their organs harvested. Raiden hurries into the lab to rescue the children. Heading further into the lab, Raiden finds a room which is full of cyborg brain casings - the cyborgs Raiden had been fighting this entire time were adults, meaning that the children must have been taken elsewhere.
He then uses a reprogrammed Dwarf Gekko to access the lab's data terminals, where he discovers a video of Sundowner, the lab chief and another man speaking. They comment on a VR training program similar to the one that George Sears (aka, Solidus Snake) used to train child soldiers in Liberia. Fearing that their cover was blown, the unknown man says that all of the harvested, unprocessed brains and kidnapped children need to be destroyed and the lab shut down immediately, regardless of the cost. Maverick support team member informs Raiden that the unknown man is Colorado Senator Steven Armstrong, a leading presidential candidate for the 2020 elections, and a key member of World Marshal Inc, the world's current largest PMC. With World Marshal and Desperado working together, trying to go public with the news of their corruption is apparently impossible, as they wield too much influence over the media and would destroy them if they tried.
Raiden then fights his way to get to the surviving children. He finds them locked in a lab as the chief scientist tries to gas them to death. The scientist holds George hostage and tells Raiden that he has to surrender. Calling his rather stupid bluff, Raiden cuts the man down and then rescues both George and the children.
Deciding to take the fight to World Marshal personally, Raiden resigns from Maverick Security and then heads to Colorado to rescue the remaining harvested brains. Boris contacts Raiden and says that he can't offer his official support for this mission, but agrees to help however he can. Raiden is then pursued through the city by the cyborgs of the Denver police, which he dispatches as he heads towards World Marshal headquarters. On the way there, Raiden is confronted by holographic projections of Sam Rodrigues, who questions Raiden's motivations. Raiden claims that he fights to defend the weak, but Sam asks who defends the weak from Raiden. He reveals that the cyborgs attacking Raiden are merely doing so to provide for their families, just as Raiden does. Raiden is then forced to fight a pair of cyborgs while listening to their thoughts, and kills them after taking a beating. With his psyche draining, Raiden kills more cyborgs while being confronted with their own humanity, before Sam appears in the flesh, accompanied by another Desperado officer, Monsoon. Monsoon explains that the "weak" cyborgs are used as human shields for the real powers behind World Marshal and Desperado. He also explains that war is like a meme, similar to Raiden's belief that his sword is a tool of justice. Flying into a rage as he succumbs to bloodlust, Raiden unleashes his split persona, "Jack the Ripper". In a flurry of violence, Raiden destroys a series of cyborgs and then is confronted by Monsoon. The pair battle, with Monsoon using trickery and the ability to "magnetically" split his body to avoid many of Raiden's attacks. However, Raiden eventually severs Monsoon's head and destroys him for good.
Raiden makes his way into World Marshal HQ, where Sundowner informs Raiden that the brains are in the server room. He then fights his way up the building to reach the upper levels, battling through corridors, a Japanese garden and the elevator shafts before reaching the top floor. Here, he encounters AI body doubles of Mistral and Monsoon, both of which he defeats with ease. He then moves on to the server room where he confronts Sundowner, who shows Raiden the hundreds of child soldier brains in World Marshal HQ undergoing VR training. He also warns that in 3 hours time, an event would occur that would rival 9/11 and would resurrect the War Economy.
Not wishing to "damage the merchandise", Sundowner leads Raiden to the rooftop heliport to battle. Sundowner battles very defensively, but Raiden cuts through his defences before putting the leader of Desperado down for good. Deducing Sundowner's words about a terrorist attack on par with 9/11, Raiden realizes that World Marshal is planning to assassinate the US President, who is travelling to Pakistan for a series of peace talks. His assassination would reignite the War on Terror and War Economy in the process. They realize that the only way to get to Pakistan in time would be to reach Mach 23 speeds via an RLV spacecraft, which could get Raiden to Pakistan in under a half hour. Raiden commands Boris to see to this and seek help from the Solis company while Raiden and his support team member, Doktor, retrieved the brains from World Marshall HQ.
After picking up the brains via helicopter, Raiden and Doktor are beset by a pair of drones. Raiden destroys them but falls from the helicopter in the process, forcing him to make his way to Solis by ground. He destroys a group of World Marshal cyborgs and then escapes the city on a motorcycle. However, just as he is about to reach Solis, Raiden encounters Sam Rodrigues and Blade Wolf on the road. Sam demands a final duel with his rival and the pair battle. Blade Wolf is confused by the purpose of the fight and is unable to understand why Sam and Raiden want to kill each other so badly. Regardless, the pair battle until Raiden slashes his foe open, killing him. Blade Wolf takes Sam's ID-locked sword as a memory of his former friend and then the pair continue on to Solis.
At Solis, Raiden encounters Sunny Emmerich, who constructed the RLV spacecraft Raiden will be using. She realizes that they don't really have time to reminisce, and proceeds with the launch. Raiden arrives in Pakistan with little time to spare. He reaches the air base where the President was scheduled to land and attacks the World Marshal forces guarding it, having already killed the US forces guarding the base. Soon, he comes across Blade Wolf, who has been badly damaged. Searching for the attacker, the ground suddenly gives way and a gigantic mech called Metal Gear EXCELSUS appears, piloted by Senator Armstrong. He reveals that photos of the attack on the base have already been leaked onto the Internet and that people are calling for death to the Pakistani people. Due to the harsh ideologies embraced by the American people, they have become "Sons of The Patriots" and simply need an excuse to reignite the War Economy. Of course, Raiden will have to be eliminated to ensure that this all goes down smoothly.
Raiden then proceeds to fight Armstrong in EXCELSUS, destroying its front legs and then removing one of its gigantic swords, which Raiden uses to slash the mech apart. Annoyed, Armstrong emerges from the destroyed mech and powers himself up, gaining a ton of muscle bulk in seconds. Armstrong then begins to beat Raiden with his bare hands, absolutely pummelling the cyborg ninja and snapping his high-frequency blade in half. Armstrong then explains his true motives: he is looking to destroy America to make it free again, allowing everyone to fight for what they believe in and for the strong to not be held back by the weak. Raiden tells Armstrong that he's insane and the pair continue to fight. Raiden is unable to cause any meaningful damage to his foe though, due to nanomachines in Armstrong's body which harden in response to physical trauma.
Blade Wolf then intervenes and provides Raiden with Sam's sword. A final voice message from Sam reveals that he set his ID lock to expire after an hour and that he wanted Raiden to do with the blade as he saw fit. Armstrong bats Blade Wolf away, but not before Raiden retrieves the sword and then attacks the Senator with it. After an intense battle, Raiden slashes open Armstrong and then rips out his heart with his bare hand. Armstrong collapses and dies as Raiden stands in the rubble.
In the game's epilogue, it is revealed that the US and Pakistan discuss a unified effort to combat terrorism, implying that the War Economy is still not dead. It is also revealed that George is now working at Solis with Sunny, who recounts that she would not be here today if Raiden had not saved her so many years ago. Despite what anyone thinks, she considers him to be a hero. The children were given cyborg bodies and put to work within Maverick Security. Raiden also permanently resigns from Maverick and declares that he will be fighting his own wars from here on.
GAMEPLAY & DESIGN
Obviously, Rising plays significantly differently than any other Metal Gear game. Whereas previous Metal Gear games were stealth-based, Rising is a fairly standard, fast-paced, hack 'n slash action game. Thankfully, it doesn't try too hard to fit into the Metal Gear mold and tries to do its own thing. For one thing, this game's violence is super over-the-top, with the first 5 minutes of the game featuring people getting slashes apart and spraying out ridiculous amounts of blood. It also is punctuated by a hilariously cheesy nu metal soundtrack. While these tonal differences might make it seem odd (or even heretical) for a traditional Metal Gear fan, the extremely cheesy and ridiculous tone of the game makes it hilariously enjoyable (and considering that nu metal is known for being excessively angsty and more than a little cheesy, its usage is actually very appropriate).
Rising is also designed primarily around a philosophy of "speed". To this end, the game has a "Ninja Run" mode which allows Raiden to sprint and automatically vault over objects. He can also slash and slide in Ninja Run which is useful for getting some quick attacks in on enemies. The game also was built around the idea of being able to cut anything, which is well-implemented. While obviously you can't cut everything, many objects in the environment can be slashed apart, with the cut occurring exactly where the player's blade passed through the object. It's pretty damn impressive to see in action, although getting caught on the newly-bisected objects quickly becomes an annoyance. Rising also features a free-control "Blade Mode" which allows you to slash apart objects or enemies with exact precision. Depending on the enemy's status, you can also rip out their repair units by using Blade Mode, providing you with a power and health refill. As a result, this action is extremely key to your continued success in Rising.
Unlike many action games, Rising forgoes a block button in favour of parrying. Enemy attacks are colour-coded by a flash - red means that the attack can be parried, while yellow means that it is unblockable. Presumably, the decision to eliminate the block button was done to keep players on the offensive and to keep them from turtling up, but it is a very controversial decision. On the one hand, it certainly does force the player to be active and alert, while also backing off when they see an unblockable attack telegraphed. However, it's easy to miss these cues when surrounded by enemies or if they end up off-screen when they telegraph their attack. The game also makes this more annoying by not featuring a dodge mechanic by default - it's a skill that you have to unlock early on. Even then you have to hold 2 buttons to pull it off and it's far from fool-proof, meaning that you're going to need to rely on parrying anyway more often than not. To make matters worse, Rising does a wretched job of explaining its fundamental gameplay systems. I didn't understand parrying at all until about halfway through the 2nd chapter when I ran into a parry-dependant boss, at which point I had to learn the system on the fly. That said, once you do understand parrying, the rest of the core gameplay becomes extremely easy, with only a handful of enemy types providing any sort of challenge (basically just Mastiffs as they love their unblockable attacks and usually attack in groups of 3).
In my personal estimation, the combat doesn't seem particularly deep. It's certainly better than the rhythm-based, pathetically easy combat which pervades most modern action games these days (eg, Assassin's Creed, Shadow of Mordor*, the Arkham games, etc), but I don't think it's up to snuff with Ninja Gaiden. Most confrontations are easy as soon as you understand the game's parrying system, making the core gameplay a very simple game of offence and quick reaction times. Much of the game's challenge comes from its systems not working correctly though. Again, you could theoretically block every parriable-attack with relative ease if you have reasonable reflexes. However, it's common that you will miss your cues due to enemies being off-screen, getting being surrounded, or from all the visual chaos that occurs during combat. The camera in particular really sucks in the game at times. I found that it would swing around wildly if you headed into a corner and can make tracking enemies difficult when it moves unbidden. Alternatively, there's a camera lock-on system, but it has the exact same problems (or worse), swinging around wildly when enemies move quickly or keeping all of your other enemies off-screen. This tends to result in some rather cheap damage as you get caught in an unblockable attack from off-screen. The lack of a dedicated block or dodge button compounds this issue as you can't even block as a last-ditch effort.
There are also a couple of really strange design issues. For one thing, you can customize Raiden in-game, but if you do so then you'll have to restart from the latest checkpoint. I'm not sure why this was added, although I think it might have something to do with the encounter-based ranking system. The item/weapon switching system is also counter-intuitive. Considering that the game is all about speed, it's totally inexplicable to me that it would force Raiden to be stationary before he can switch his weapons or equipable items. It is a limitation which makes little sense and can actually get you killed at times.
Also worth noting are that the game's environments are extremely unimaginative. If you've ever played a hack 'n slash game before, let me know if this sounds familiar: there's a level in a ruined city, across moving train cars (straight out of Uncharted 2), a freaking sewer system, city streets, office buildings... even a Japanese garden/temple setting. All of these settings are very basic action game locales, and have been since the SNES days. It would be one thing if they did something to stand out, but the environments are just very noticeably generic throughout the game.
To change up the gameplay somewhat, there are also some very basic stealth segments. They're typically quite short and optional, giving you the opportunity to one-shot enemies if you remain undetected. However, more often than not, it's both funner and more beneficial to just sound an alert and enjoy the combat. There's also a sequence where you get to control a Dwarf Gekko which is surprisingly very fun, but for some reason enemies will shoot at you anyway. It doesn't make a ton of sense, but it is a nice bit of disempowerment which had me laughing at my enemies' feeble attempts to catch me.
Rising is also quite short in length. There are only 8 chapters, but they vary significantly in length - most of the earlier chapters take around 45-60 minutes, but chapters 5 and 6 took me 13 and 5 minutes, respectively. I got to the end of the game after only 2 reasonable sittings, which might have taken me only 5 or 6 hours, tops. With reasonably simple combat, replayability is going to come down to how much you want to play around with the tools you have available. You can play on a harder difficulty, go for a "non-lethal" playthrough (in which you only slice off all of your enemies' limbs... they'll live), try to get S-ranks on all encounters, find all of the unlockables and beat the available VR missions if you really want to extend the game's length.
The game's graphics are also noticeably a step down from Guns of the Patriots. While this might be disappointing as there is a 5 year gap between the two releases, it is more than made up for by Rising's silky smooth 60 fps. This is key for such a fast-paced game and significantly outweighs the slightly mediocre graphics. The framerate does dip occasionally, but I didn't find that any frame drops that did happen affected the combat significantly. There is also some strange disparity between gameplay and cutscenes, where it can be nighttime in the cutscene and then broad daylight in-game, although this is presumably due to the work-split between Platinum Games and Kojima Productions.
On the subject of cutscenes, they are less intrusive than in previous Metal Gear games. Many action sequences that would have been relegated to cutscenes are now playable, although they do so through quick-time events. I also personally think that the Codec calls are a little too frequent and take you out of the action for too long when they do show up. Rising is also notable for having a ton of optional Codec conversations available - in fact, it easily has the most prominent Codec since Snake Eater.
The fight against Blade Wolf is the first difficult enemy in the game, although this is mainly because the game hasn't bothered to teach you its own systems at this point. I posted a link above where a Kotaku writer stated that he, and many other players, hit a brick wall during this fight. I have to agree with him, this fight took me about a half dozen attempts at least before I finally "figured out" the parry system.
After Blade Wolf, most of the bosses become significantly easier. I found Mistral to be quite easy to take down by brute force, especially because she surrounds herself in Dwarf Gekko which drop health pickups every time you kill them. Monsoon was also quite easy, but because he is very rarely open to be attacked, his fight drags on significantly longer than it needed to. You also have to fight both of these bosses again shortly after defeating Monsoon, but luckily the fights are significantly easier.
Sundowner is an enjoyably hammy and douchey enemy, but his fight becomes annoying quickly. He is a primarily-defensive boss, using an explosive shield to avoid your attacks. The only way to avoid it is to use Blade Mode and cut at a specific angle, which allows you to cut off some of Sundowners's shields. Unfortunately, I would get locked into a combo as he put up his shield, meaning that I would hit it before I even had a chance to use Blade Mode. I had to start using smaller attack chains until he put up his shield, at which point he became much easier (...again, parries).
Considering that he gets hyped up to be your big rival throughout the game, I actually found the battle against Sam to be disappointingly easy. Unlike other bosses, Sam's battle is basically a straight-up duel, meaning that you literally just have to parry in time to make it through. Defeating him shouldn't take too much effort to pull off, which is a bit of a shame.
Like most Metal Gear battles, EXCELSUS is stupidly easy in spite of its imposing stature. Like most giant-monster battles in these sorts of games, just attacks its parts which are close to the arena's edge and avoid its attacks as best you can (constantly using Ninja Run is useful for this). To make things sadder, pairs of Gekkos attack you, but they do so when EXCELSUS shoots a flamethrower at you, meaning that they just get hit by the attack and commit suicide.
However, for all of the simplicity of Rising's combat, Senator Armstrong is a freaking annoyance. Nothing in this game will prepare you for the difficulty spike that this guy is. In fact, I'm going to go out on a limb and declare Senator Armstrong the absolute hardest boss in the entire Metal Gear franchise, and not in a good way. The battle is very long, you have to face him in 3 different stages and he is cheap as all hell!!! It seems that he can break parries with his regular attacks sometimes, he has a ridiculously enormous health bar and his attacks cause significant damage, meaning that if you don't learn all of his attack patterns perfectly, time all of your own attacks/parries, avoid all of his unblockable attacks and then have perfect Blade Mode mastery, then you're absolutely screwed. I went into this fight on Normal mode without any health regenerating nanopastes and I literally couldn't get him down lower than 140%... luckily I knew I was at the game's end so I just Youtube'd the finale, but this fight was seriously infuriating. I guess you can argue that he's the ultimate test of all of the skills that you've learned in the game, but the fact that he is so much harder than any other test that the game throws at you suggests to me intentionally obtuse game design... it's up to you whether that sounds like just plain bad design or the best thing ever.
STORY & CHARACTER ANALYSIS
I'll be honest, when I booted up Rising, I was expecting an absolutely awful story. While I wasn't exactly wrong, the game does have a fairly complicated plot which is better than your average action game, and arguably still better than most AAA console releases. That said, it really doesn't make a lot of sense when you're playing through it, and when I was writing the game's plot summary it was really striking me how stupid everything was. The main issue is that most of the game's connective plot tissue is relegated to the hundreds of Codec calls scattered throughout the game. This can cause some pretty jarring plot points to appear out of nowhere, such as when the hell Raiden recruited Blade Wolf or the entirety of Raiden's mission to eliminate Dolzeav - when he blew himself up I literally said "who the hell was that?" I know that a lot of people really like Codec, but Rising is a strong illustration of why I am glad that it has taken a backseat in modern Metal Gear games. When the plot info that you need to understand the game is excised and told only by pausing the action, something is wrong in my opinion. Furthermore, Rising is a very fast-paced game, so expecting the player to pause the action constantly to listen to static audio is rather counter-intuitive. If you could continue to playing while listening to Codec calls then that would be one thing, but considering that there are literally hours of audio in the game, I gave them a hard pass.
On the plus side though, Rising is a game which knows that it is all about the gameplay, so the weaker story isn't really that big of a deal in all honesty. The humour and over-the-top moments also help to keep the cheesiness of the story in perspective. Within the first 10 minutes of the game, you heft a Metal Gear RAY over your head and then slice it apart with your sword... and that's not even the most ridiculous moment in the game. Furthermore, Raiden is the butt of some fairly silly fun as he tries to disguise himself as a Mexican local by dressing in a mariachi uniform. The game definitely has a strange sense of humour, but it keeps everything reasonably enjoyable.
Unfortunately, Rising can't help but trample on Guns of the Patriots' rather fitting conclusion for the series just to make the game's plot work. The ethics in the post-SOP world are fairly shaky, with the peace implied by Guns of the Patriots' finale being on the verge of being absolutely destroyed and the War Economy continuing without The Patriots to foster it. The idea that World Marshal and Senator Armstrong are so powerful that the media wouldn't report on them harvesting the bodies of children is pretty insane though - it's a huge plot convenience, because obviously somebody would print this. PMCs are also very prevalent still, although I did rather like the idea that cyborg technology would end up becoming a prominent development that would shape the battlefield, especially after Raiden's heroics became public knowledge.
Unfortunately, the game tries to hit us with a twist by making us question Raiden's morality. This is a rather tired trope that was attempted by Ninja Gaiden 3 a year earlier, to much derision. Rising handles it a little better (for example, it made me wonder for a moment whether I've been slaughtering child soldiers all this time), but I still can't help but shake my head at the assertion that "You're the real monster! You love killing people!" "OH NOES, I IS SO CONFLICTED!!1!" It's obviously meant to be a meta-commentary which is an indictment against the player and the character, but it doesn't work when you make your villains a bunch of murderous, sadistic, warmongering, child-killing psychopaths... not to mention that the whole point of progression in the game is to enjoy the killing. It's hard to take someone lecturing Raiden about his morality seriously when he really is fighting for justice... and if he enjoys the killing along the way, who cares as long as he kills these assholes and not civilians? I don't even care that he's killing people with families, they signed up to shield the child-murderers and decided to keep fighting.
While the "a murderer is you" angle is annoying, it is interesting that the game explores Raiden's ideals. From Raiden's perspective, he protects the weak and his sword is not a weapon, but rather a tool of justice. His foes scoff at this philosophy, but it really is demonstrably true in the game - he doesn't just go around killing willy-nilly, he hunts after those who have clearly wronged him and plunged an entire nation into conflict. It seems pretty cut-and-dried that Desperado, World Marshal and Senator Armstrong need to get the shit kicked out of them. In addition, Raiden is no longer whining and running away from his troubles for once, which is a nice development. The fact that he fights for justice and to stop other children from being exposed to the regimen which turned him into a bloodthirsty killer is actually quite noble. The story conveniently ignores Rose and little John almost completely throughout all of this though, which is rather unfortunate. Hopefully Raiden's raking in a ton of money to help support them...
I also noticed that Quinton Flynn's performance is quite different than in previous portrayals of Raiden. He has given Raiden a significantly deeper voice, presumably to represent his coldness and experience. It makes him sound like he's attempting to channel David Hayter in some ways as well. He also gets a ton of one-liners throughout the game, but his delivery seems to unintentionally contribute to the rather cheesy tone of the game. Luckily most of the other voice actors put in fairly mediocre performances.
The other characters are a fairly mixed bag. Sam is a very charismatic and imposing rival for Raiden, but his motivations don't make much sense at all. Sundowner is also an enjoyably hammy villain, I quite liked his scenery-munching appearances throughout the game. Of Raiden's allies, Blade Wolf is the only one who is in any ways interesting, due to his AI's very defined parameters and his attempts to stretch those limits. Sunny's brief cameo appearances are also a major highlight of the game.
Unfortunately, everyone else is pretty mediocre at best. The rest of Raiden's support team are fairly yawn-inducing, especially the boring doctor named, originally, Doktor. His speeches tend to be long-winded as well which, when considering that 50% of the mandatory Codec calls are probably coming from him, gets annoying. Amongst the villains, Senator Armstrong has to be the absolute most ridiculous enemy in the entire Metal Gear franchise - a US Senator who pilots a giant mech ant, grows super-muscles and then has nanomachines that harden his body and allow him to Falcon punch his enemies? What the actual hell? The other villains aren't nearly as bad, but don't have much in the way of personality. I should mention that Monsoon has a fairly cool design though with his magnetic body parts providing a unique challenge in a game dedicated to cutting things. Oh and as there are only 3 female characters in the game, Mistral and Countrney obviously had to be given ridiculously enormous breasts... obviously.
I feel like I have been excessively hard on Rising throughout this retrospective. I did find the game reasonably enjoyable for the most part, but the mediocre combat failed to excite me as I had hoped it would and that final battle with Senator Armstrong left me with an incredibly bad taste in my mouth. I guess this is a really obvious observation, but it's just my Metal Gear game. I can replay Snake Eater a dozen times and try out different play styles with each new playthrough, but this is a game that I don't really have a lot of interest in replaying. The "meh" story doesn't really help matters either, which doesn't even factor in the fact that it screws with Guns of the Patriots' legacy pretty badly. Maybe some people will really enjoy this, which is totally fine, but it just didn't scratch that action game itch that I have been having.
*The combat system was easily one of the worst aspects of Shadow of Mordor. I wanted to have some really powerful nemeses who would kick my ass again and again, but the combat was so easy that I was able to dispatch dozens of orcs without risk of taking damage. The only way I could conceivably get defeated would be if there were close to 50 orcs attacking me at once, plus 2 or 3 officers egging them on.