

Implemented by Platinum Games' system programmer Tsuyoshi Odera, the system as it appears in the final game has no direct link to the one seen in Kojima Productions' original E3 demo. This bullet-point mechanic allows Raiden to slice through object geometry to generate tinier, independent chunks - ranging from incidental objects such as crates, to giant bridge structures with multiple supports. Where before we had the "Zan-Datsu" slicing mechanic weave into a slower-paced, stealthier game locked to 30FPS, we now have in its place a frenetic 60FPS action title built in a mould closer to that of Bayonetta's - though with key uses of the original slicing concept.

With the swift change of developer, we also see a major shift in approach to its design specifics, especially compared to the game's original unveiling at Microsoft's E3 2009 conference.
Metal gear rising revengeance xbox 360 ps3#
It's been an unusually rocky road for a Metal Gear project, but with Platinum Games' capable coders and designers taking the mantle from Kojima Productions, Rising has at last broken away from the threat of development hell and gone gold for both PS3 and 360.
