Metal Gear Rising: Revengeance stands as the final installment in the Metal Gear Solid series. Initially conceived by Kojima Productions under the title Metal Gear Solid: Rising, the project faced significant development challenges, leading to its cancellation in its original form. To revive the game, the development was handed over to PlatinumGames—the acclaimed studio behind Bayonetta—while Kojima Productions retained oversight of the narrative to ensure continuity with the series’ legacy. This collaboration resulted in a unique blend of fast-paced, action-heavy gameplay and the rich storytelling Metal Gear is known for.
The game launched in 2013 for the Xbox 360 and PlayStation 3, receiving a mixed reception. While some fans criticized its shift from the franchise’s signature stealth-action gameplay to a more "hack-and-slash" style, others embraced the change and found the new direction refreshing.
Before diving deeper, let’s talk about the word “revengeance”—and whether or not it’s a real word. At first glance, it certainly feels like a made-up term. I’d never encountered it in conversation or text, and even my text editor seems to think I’m inventing words, as it persistently marks revengeance with those ever-familiar red squiggly lines. (There they are again!) What’s more, Kojima himself once mentioned that he coined the term as a way to give an extra edge to the original subtitle, Vengeance.
Naturally, I had to investigate further. A quick search in Merriam-Webster yielded no results, seemingly validating my suspicion. However, the Oxford English Dictionary lists revengeance as a legitimate word, noting its use in Middle English between 1150 and 1500. So, while Kojima may have thought he invented the term—a reasonable assumption given its extreme rarity—it turns out revengeance is, in fact, a real word. That said, Kojima undeniably reintroduced it to the modern lexicon, at least within the gaming world, where it has become synonymous with this bold and unconventional installment in the Metal Gear Solid franchise.
What I Liked 😃
Continuation of Guns of the Patriots
The plot of Metal Gear Rising: Revengeance directly continues the story from Metal Gear Solid IV: Guns of the Patriots. While the shadowy Patriots deep state has been dismantled, Private Military Companies (PMCs) continue to dominate the world. However, without the Patriots' control, the PMCs have splintered into competing factions. Among them, a particularly dangerous group called Desperado, Inc. emerges with a sinister agenda: to destabilize nations, perpetuate endless conflict, and profit from the chaos. Raiden, also known as "Jack the Ripper," now works with his own PMC and uncovers this plot, setting out to dismantle their plans and restore some semblance of peace.
In this world, PMCs are no longer composed of ordinary soldiers but augmented humans enhanced with cutting-edge cybernetic implants. These enhancements grant them superhuman speed and strength, creating a striking cyberpunk aesthetic that permeates the game. This visual style is as bold as it is captivating, evoking a strong anime-inspired vibe. In fact, the characters wouldn’t feel out of place in a series like Ghost in the Shell.
Raiden’s appearance reflects his transformation over the course of the series. Much of his human form has been replaced by machinery: his face is partially encased in metal, his lower jaw replaced with a mechanical counterpart, and his left eye concealed by a strap—a subtle nod to Big Boss. For long-time fans of the franchise, Raiden is perhaps the most tortured and tragic character in Metal Gear history.
He began his journey as a naive, wide-eyed soldier with little understanding of his past. Over time, he was deceived, manipulated, and subjected to unimaginable torment. Piece by piece, he lost his humanity—both figuratively and literally—as he became a cybernetic warrior. While Solid Snake's arc is iconic, Raiden's transformation is arguably even more profound. His journey is one of pain and survival, filled with tragedy but undeniably compelling. It’s a testament to the rich storytelling that defines the Metal Gear series.
On the opposing side, as with any Metal Gear game, there are several visually interesting antagonists. We have:
Sundowner, the leader of the Desperado PMC company. He’s from Alabama and is a large individual who has several mechanical arms that have shields on the end of them. He also has a couple of massive swords ala Cloud from Final Fantasy VII.
Jetstream Sam, who is probably one of my favorite characters visually. His real name is Samuel Rodrigues and he is a Brazilian mercenary. He wields a really flashy red sword, and his body armor is sleek and also has tints of red throughout. He also has quite a bit of swagger.
Monsoon is a very annoying enemy, but visually he is really cool. He can separate his body to avoid attacks and throws tanks and helicopters. He also is decked out in red, with a big red visor covering most of his face.
Mistral is a French cyborg who has about ten arms that attach to her back. She wields a huge spear and is sporting some gnarly stiletto heels.
While these cast of characters may not be as varied or wild as other Metal Gear game antagonists, their visual style and personalities really set them apart from one another and they gel within the reality that is being formed in the game.
Slice and Dice
Combat in Metal Gear Rising: Revengeance is a complete departure from the stealth-based gameplay of the Metal Gear Solid series, drawing closer to the high-octane action of games like Bayonetta or Devil May Cry. If you can embrace this dramatic shift, you're in for an exhilarating experience.
The game’s fast-paced combat is frenetic, visceral, and unrelenting. Raiden wields his weapons with unparalleled skill, dealing devastating damage to anything in his path. The centerpiece of the combat system is Blade Mode, a slow-motion mechanic that allows players to precisely slice enemies in any direction using the right analog stick. This feature isn't just a flashy gimmick—it’s deeply satisfying and strategic. In Blade Mode, Raiden can execute a move called Zandatsu, where he targets specific areas of an enemy’s body to rip out their energy core. If successful, he exits Blade Mode in a cinematic flourish, crushing the glowing, liquid-like core in his hands. It’s a brutal yet visually stunning moment that exemplifies the game’s stylish, over-the-top aesthetic.
In addition to Blade Mode, boss fights incorporate quick-time events that require players to press or mash specific buttons. These sequences culminate in jaw-dropping, cinematic takedowns that are as thrilling to watch as they are to execute.
The combat is designed to be fast, stylish, and downright insane. It rewards players who lean into its breakneck pacing rather than those who prefer a slower, more methodical approach. The game isn’t about carefully exploring every nook and cranny; instead, it encourages you to charge forward, revel in the chaos, and perhaps revisit the experience in subsequent playthroughs.
If you’re willing to trade stealth for spectacle, Metal Gear Rising delivers a rewarding, adrenaline-fueled ride that stands apart from its predecessors while carving out its own unforgettable identity.
What I Didn’t Like ☹️
Stick Waggling
One particularly frustrating mechanic in Metal Gear Rising: Revengeance is the requirement to rapidly waggle the left stick whenever Raiden is stunned or grappled. At first glance, this might seem like a minor inconvenience—a quick flick or two, and you’re back in the action. However, in practice, it demands far more effort than you’d expect, often turning a simple recovery into an exhausting chore.
What makes this mechanic especially annoying is how frequently it occurs. Being stunned or grappled is a common part of combat, and having to repeatedly engage in such a tedious motion can quickly wear on your patience. The constant interruption to the fast-paced gameplay only adds to the frustration, making it feel like an unnecessary roadblock rather than a meaningful challenge.
Curious to see if others shared my frustrations, I took to the internet to gauge the broader consensus. This is what I found:
No shortage of questions or frustrations about this waggle stick mechanic. Apparently, you are not supposed to waggle, you are supposed to rotate the stick? And also, the ability to get out of a stun or grapple is dependent on how much HP you have? Where was all of this explained in the game (psst, I don’t think it was)?
Beware the Monsoon
While Monsoon is a really cool looking character and the intro to this fight is very cool, I absolutely despised fighting him. He is difficult to hit because he can split himself into little pieces and zips around the area quite frequently. In addition, when he attacks you out of a blinding fog, it is difficult to block for a few reasons. One, he attacks you out of nowhere and two, the block mechanic isn’t the greatest. You have to press a button while also pointing the analog stick in the direction of the attack. On top of all this, he will throw helicopters and tanks at you that you have to slice apart otherwise they hit you and explode.
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It was a neat concept for a character and a fight that ultimately ended up being very frustrating.
What Do I Do?
There are a lot of skills and special combos within Metal Gear Rising. Unfortunately, there isn’t a lot of instruction on how to pull these off. Within the help menu, you can see the button presses needed to execute a particular move but it’s just not as polished and intuitive as I would have liked. As a result, I did a lot of button-mashing and memorized a handful of move sets. I have this same complaint about even modern games like God of War. There are so many skills and combos that, while it makes for potentially varied combat options, it becomes overwhelming. It was even worse in Metal Gear Rising, because unlike God of War, you are not given a helpful skill tree screen. The presentation is lacking quite a bit as far as this goes.
Overall Thoughts 🤔
Metal Gear Rising: Revengeance is an underrated gem within the Metal Gear Solid series. Often seen as the black sheep of the franchise, it breaks away from the stealth roots that define the series, opting instead for a high-octane, action-packed experience. Despite this departure, the game maintains the continuity of the Metal Gear universe while delivering a unique and exhilarating experience.
The combat is fast-paced, fluid, and incredibly engaging, elevated by a hard-hitting rock soundtrack that perfectly complements the intensity of the gameplay. Every fight is dripping with style, set against the backdrop of a cyberpunk-inspired world where war remains the dominant force.
That said, the game isn’t without its flaws. The notorious stagger/stun mechanic, requiring players to frantically waggle the left stick, is more frustrating than fun, and many players—myself included—found it unnecessarily tedious. Additionally, the in-game tutorials could have done a better job of teaching players how to master Raiden’s moveset, leaving some mechanics underexplored for first-time players.
Still, if you’re a fan of games like Bayonetta or Devil May Cry, Metal Gear Rising: Revengeance is absolutely worth your time. It’s a stylish, adrenaline-fueled adventure that deserves more recognition than it gets.
Where Can I Play This? 🕹️
Metal Gear Rising: Revengeance was released initially on the PlayStation 3 and XBox 360. It’s also available at GOG.com.
I played Metal Gear Rising: Revengeance physically on the XBox 360.
Read this review while listening to songs from the game's OST.
Although it's a pity that they didn't went with the original story.
I appreciate your thoughts on this game, John, and I'm glad you had a good time with it. I really wanted to like it, but your critiques - left stick waggle, lack of intuitive combos, etc. - are why I put it down. I wanted the combat to feel more free-flowing, but it just didn't work for me.