I don’t know about you, but I have always been a huge fan of the Metal Gear series. And if you’ve ever played them, you will know that Konami is known for allowing players to make it through an entire game within the series, without killing a single human being. Metal Gear Solid: Rising will be continuing this long time tradition. Today at Gamescom Konami confirmed that players can hack and slash all the way to the end of Rising without causing one human casualty.
Metal Gear Solid: Rising is huge on the slicing idea. It’s all about making mincemeat out of everything with your sword. These things can include, but are not limited to: people, cyborgs, buildings, files, the dog, your neighbor – nothing can escape the blade. Now I will be the first to admit that the ability to slice the cucumbers out of everything in this new title is tempting. We can hope that there will be achievements/trophies for making it through parts of the game without causing any casualties, although Konami released that there would not be any for killing enemies. Whenever you encounter resistance in Rising you have the ability to slice weapons in half, making your enemies run with fear. But, if you’re like me and get trigger-happy (in this case katana-happy), then you can easily damage fingers, and hands – but not to worry, Konami tells us that we shall be forgiven if something like this happens.
Now there are plenty of baddies that you can kill and still achieve the no-kill game. Rising is full of cyborgs and mechs, and these casualties don’t count towards the no-kill endgame.
Raiden, the character you control in Rising, is a complete 180 from the usual characters played out in the MGS series. Raiden is a very acrobatic ninja. Whereas Snake would wait for an enemy to waltz past, Raiden would not be sitting idly by. He can move while being undetected and easily sneak up on enemies while remaining covered by stealth. Konami coins this term “hunting stealth”. This is all part of Konami’s big plan to make Rising an easier game to pick up, in efforts to making the game more attractive to a wider audience.