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Quick shots – Metal Gear Rising: Revengeance Comic Con screens

Saturday, 14th July 2012 15:18 GMT By Stephany Nunneley

Konami has released a new set of screenshots for Metal Gear Rising: Revengeance. The game is slated for release early next year on PS3 and Xbox 360, but if you’re attending the EG Expo or gamescom, you’ll be able to try it out.

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29 Comments

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  1. G1GAHURTZ

    Game looks hype, but they couldn’t have checked the second screenshot very closely…

    #1 2 years ago
  2. DSB

    Looks like someone dropped the soap.

    #2 2 years ago
  3. OrbitMonkey

    My first thought was “Giant electric blue penis!!”… Then I noticed the guy melting into the cardboard box… Which was what you were on about right? Right?

    #3 2 years ago
  4. G1GAHURTZ

    LOL!

    Yeah, I didn’t notice that, but I was talking about the box.

    #4 2 years ago
  5. DSB

    That got ugly in a hurry :D

    Oh yeah… The box too!

    #5 2 years ago
  6. osric90

    This is not MGS, MGS is about plot and about stealth, this is just a spin off, not my MGS… I’m kidding. These look pretty fun. I hope the whole game has amazing music like the last trailer did.

    #6 2 years ago
  7. YoungZer0

    Wow, that last screenshot look downright ugly. Like PS2 Games ugly. Why would they choose to release something like that?

    #7 2 years ago
  8. absolutezero

    Whats going on with the car in shot three?

    #8 2 years ago
  9. YoungZer0

    I really think that last shot looks like its from some kind of editor. Can’t be from the game, just look at the lighting and the ground texture.

    #9 2 years ago
  10. absolutezero

    It looks horribly like EDF.

    On the PS2.

    #10 2 years ago
  11. Ireland Michael

    @9 @10 I think it’s pretty clear from the second screenshot that most of the processing power went into rendering Raiden’s ass.

    A freakishly recurrent theme in the Metal Gear franchise, it must be noted…

    #11 2 years ago
  12. xino

    last pic is the worst.

    but it’s good because screenshots are direct taken from gameplay and not enhanced bullshots

    #12 2 years ago
  13. Gekidami

    …Are these PSP version screenshots?

    #13 2 years ago
  14. GwynbleiddiuM

    Man I honestly think the original Metal Gear Rising they showed us was a much better game. They wanted to do things differently and they failed so they decided to do things differently again and horribly fail?! At worst it would’ve been an assassin’s creed like game and still was better than this stupid crap they’re pulling out of their ass.

    Personally I think it’s Kojima’s fault. He’s a control freak and when things aren’t as exceptional as he likes them to be he gets involved and ruin things and then ditch the project completely. That’s what it seems to me.

    #14 2 years ago
  15. G1GAHURTZ

    ^ I don’t think it’s necessarily his fault.

    Looking at what’s happened, it seems as though my initial suspicions were correct.

    The first MGR that they showed had a completely impossible mechanic.

    Slice anything? Really?

    You would need to have absolutely everything built out of geometry that could at any time be sliced into completely random pieces.

    I think even a high end gaming PC would struggle to handle that, much less an 8 year old 360…

    Looks like in the end, there was no way it was really going to work, so they had to change.

    #15 2 years ago
  16. Erthazus

    @15,
    “I think even a high end gaming PC would struggle to handle that”

    Nope.

    and they never said cut absolutely anything. The problem was in game design, not in cutting.

    #16 2 years ago
  17. GwynbleiddiuM

    @G1GA Maybe, but I suspect it’s not the geometry and physics calculations, or at least not just that. Maybe they didn’t manage to balance things out and Raiden ended up pretty OP, but I really want to play bits of that demo they showed at E3 to see it for myself. Maybe it even gave them new ideas and they decided to hold it for something more meaningful in the future, maybe a new IP or maybe something for next generation. I have no idea tho, to me chopping it off would’ve been a better move than a crappy ass spin-off, what Blizzard did with WarCraft adventure game and Ghost.

    #17 2 years ago
  18. G1GAHURTZ

    @16:

    Oh yes they did: http://www.nowgamer.com/news/1165212/metal_gear_rising_revengance_cut_anything_at_60_fps_platinum.html

    Also, do you know how destructible objects currently work in games? If you did, you might not be so sure that a real slice (cut) anything game could run on any current technology at all.

    #18 2 years ago
  19. G1GAHURTZ

    @17:

    Yeah, it’s possible…

    I wanted to see how they were going to get it to work. In a way, it’s a pity that they didn’t, because it might have meant a huge step forward in terms of destructible objects in games.

    #19 2 years ago
  20. Erthazus

    @18, i was saying about the original Rising.

    and you can cut almost every object in Rising Reveangence. That’s a fact. 60 frames per second is also not a problem with that engine because Bayonetta was in 60 frames per second on the original Xbox 360.

    “Also, do you know how destructible objects currently work in games? If you did, you might not be so sure that a real slice (cut) anything game could run on any current technology at all.”

    Yeah i know and “my old PC” could handle everything cutting in 60
    frames per second with Cryengine 2.0 or 3.0

    With Cryengine 2.0 or 3.0 SDK you can create a sandbox where you can cut everything or blow up everything with the latest destruction with direct X11.

    Have you seen Arma II with the latest expansion pack? There is a giant sandbox and you can crush every building or object.
    My current gen Pc can run it in 60-80 frames per second and with next year i’m already going to change my rig.

    Cutting is not a problem at all even with geometry. Tesselation and true lightning or smoke imitation is by far a bigger issue and still my PC can do it in games with 60 frames per second. With Quad Sli GTX 690 my PC can do it in 90 frames per second.

    #20 2 years ago
  21. absolutezero

    Theres an indie game released a few weeks ago called Tiny and Big. You can slice up pretty much everything in that with a laser, then attach rockets to the bits and send them flying about.

    Should have just got the team behind that to do Rising :p

    #21 2 years ago
  22. Erthazus

    Games like Red Faction Guerrilla on the Xbox 360 (7 year old hardware) had Total destruction with the right geometry and it was in 30 frames per second not to mention that it was in solid 720p.

    I’m sorry. My “OLD” not current gen PC could run that game in 60+-80+ Frames per second in 2560×1660 resolution and i could blow every shit and my PC was still in heaven and i could do this without using additional CPU speed.

    http://www.youtube.com/watch?v=2Fp5N-pOxKA – G1GAHURTZ, look at this destruction demo that is “simulated just with SINGLE videocard” in 60+ frames per second and you can do it in any resolution with 1 or 3 screens.

    You know what Nvidia physX do? That thing shits on every geometry.

    Geometry stuff is 10 years old. Cutting everything is not a problem, it’s just a game design issue.

    #22 2 years ago
  23. G1GAHURTZ

    @20, 21:

    Sure, I know that there are destructible objects and what not, but I might not be making myself clear…

    Currently, the way destructible objects work in games is that you have different models at different levels of destruction, or you break the model up into specific pieces that always remain the same.when the initial object is destroyed.

    So for example, if I have a barrel, I would make 2 or 3 different destruction models for it. One, where it’s normal, one where it’s on fire and about to blow, and one where it’s been blown to pieces. However, that barrel will always look however I build the model, no matter what the user does to it.

    Or if I have a building (like in BF, for example), I make different versions with the walls removed, and I make each wall into specific pieces that are always the same shape and size when it’s destroyed.

    They might go in a different direction and what not, but they are always the same models that I built.

    Now, what MGR showed us was the ability to cut any 3D model in absolutely any way that you like.

    That means that the hardware is going to have to procedurally figure out what the user just did and build and map it’s own geometry accordingly on the fly.

    So if I decide that I want to cut everything up into a million pieces, I’m basically creating a million additional new objects with their own physics in the game that weren’t originally there.

    The hardware has to do a million different things that are all eliminated by the current destruction method.

    Now, if this actually were possible, instead of shooting out some walls and seeing the same blocks fall off and vanish, we might actually see some realistic, natural destruction.

    That really would be a step forward in gaming.

    #23 2 years ago
  24. Erthazus

    http://www.youtube.com/watch?v=2Fp5N-pOxKA – G1GA, look. This is a demo that is done on the single GPU in 60 frames per second and you can run it in the highest resolution on 1 or 3 screens.

    Nothing is precomputed, everything is in real time.

    #24 2 years ago
  25. G1GAHURTZ

    Yeah, that’s an excellent example of what I mean.

    The guy basically describes exactly what I said above, in that currently, all destruction models are pre-built.

    And if you look at the example, you only see three pillars being destroyed in an empty environment. Not only that, but it’s on a high end graphics card.

    So when you know that you need a modern high end graphics card to make an “advancement”, as the guy said, of being able to get that sort of destruction in such an empty environment, then you suddenly realise exactly the scale of the claim that MGR was making.

    So in 2010, MGR could do what a new, high end GFX card can do in an empty environment on an 8 year old (6 at the time) console and in-game? Only, even better?

    Remember the water melon in the MGR trailer from E3 2010?
    http://www.youtube.com/watch?v=1BHYYX6spdc&feature=youtube_gdata_player

    It was fully textured… On the inside!

    Those pillars weren’t even texture mapped. They looked like they had a procedural material, which doesn’t need to be accurate. It just covers a surface without any specific detail.

    I think what they said they could do back then was actually impossible.

    #25 2 years ago
  26. YoungZer0

    @11: Now you know why the series is so well-received by women.

    Still, i don’t think there is anything wrong with that. More games should adopt that love for men-butts. Just look at the new Amazing Spider-Man Game.

    They seem to be so afraid to give this man a proper butt, it just looks awkward when he stretches his legs even a little bit.

    #26 2 years ago
  27. G1GAHURTZ

    Right, now just watch this PC struggle and chug along when two untextured walls are destroyed in an almost empty environment: http://www.youtube.com/watch?v=M9Fo6wCuK80&feature=youtube_gdata_player

    Now imagine what would happen if there were high detail character models, other textured objects and effects going on in the scene…

    That’s exactly why the current destruction method is used.

    #27 2 years ago
  28. HauntaVirus

    Last pic looks like PS2..and why the hell is he wearing high heels.

    #28 2 years ago
  29. Ireland Michael

    @29 The “high heels” are for attaching his blades to his feet. He had those in MGS4 as well.

    #29 2 years ago