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Metal Gear Rising: Revengeance: Difference between revisions
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==Jetstream Sam's sword sheath== | ==Jetstream Sam's sword sheath== | ||
Jetstream Sam (real name " | Jetstream Sam (real name "Samuel Rodrigues") has a unique sword sheath for his katana-style High Frequency blade, which incorporates an AR15 receiver with a left-handed ejection port, with a bolt (in this case referring to a metal screw but without threading and ''not'' a firearm's bolt) fixed inside the short barrel and a trigger placed at the front of the handguard (which would technically make the receiver a bullpup variant since the trigger and grip are both in front of the magazine). Triggering the sheath mechanism allows him to draw his sword extremely quickly, which fits his depiction as a Samurai-style swordsman who makes frequent use of [http://en.wikipedia.org/wiki/Iaijutsu ''Iaijutsu''-style] "fast-draw" techniques, referred to as a style of "Brazilian ''Kenjutsu''" in the game's backstory. | ||
Intentionally or not, the game's depiction of this "cartridge-assisted | Intentionally or not, the game's depiction of this "cartridge-assisted ejection sheath" bears a few similarities to real-life [http://en.wikipedia.org/wiki/Captive_bolt_pistol captive bolt pistols] used to slaughter farm animals, which project a bolt a short distance down a barrel when triggered. Incidentally, a pneumatically-powered bolt pistol was also seen in the movie [[No_Country_for_Old_Men#Captive_Bolt_Pistol|''No Country for Old Men'']]. | ||
Real-life blank-cartridge-equipped versions of captive bolt pistols normally use low-caliber blank cartridges (such as .32 ACP) to reduce the chance of explosive failure, but Sam's sheath mechanism has a magazine that suggests it is chambered for 7.62x51mm NATO rounds. Sam can also use the sheath in a "semiautomatic" fashion, but the mechanism is never shown to eject spent casings, nor does it ever require reloading ingame. | Real-life blank-cartridge-equipped versions of captive bolt pistols normally use low-caliber blank cartridges (such as .32 ACP) to reduce the chance of explosive failure, but Sam's sheath mechanism has a magazine that suggests it is chambered for 7.62x51mm NATO rounds. Sam can also use the sheath in a "semiautomatic" fashion, but the mechanism is never shown to eject spent casings, nor does it ever require reloading ingame. By comparison, real-life blank-cartridge-using captive bolt pistols are single-shot and must be reloaded after every use (real-life pneumatic versions are capable of "semiautomatic" operation by drawing from a reserve of compressed air each time the trigger is pulled). | ||
The impact force obtained from triggering Sam's sheath mechanism apparently has enough power to allow it to be used as an impromptu weapon in and of itself; the opening cutscene for Sam's DLC campaign shows him using it to propel his sword's hilt into the armoured chin of a Denver Cyborg Police Officer | The impact force obtained from triggering Sam's sheath mechanism apparently has enough power to allow it to be used as an impromptu weapon in and of itself; the opening cutscene for Sam's DLC campaign shows him using it to propel his sword's hilt into the armoured chin of a Denver Cyborg Police Officer, and the resulting force propels the hapless cyborg a couple stories into the air. However, this capability is not otherwise seen ingame. | ||
The sword itself, dubbed the "HF Murasama," is unlocked for Raiden's use after the game has been completed (and Raiden himself must use it against the game's final boss on the first playthrough), but Raiden still uses his standard back-mounted-sheath-on-a-robotic-arm model made for his original HF blade rather than the special one Sam uses. Whether this game's developers took inspiration from real captive bolt pistols in the development of Sam's sheath mechanism is anyone's guess. | |||
[[Image:ZJFHC.jpg|thumb|none|400px|Concept art of Jetstream Sam's AR15-receiver sword sheath. In reality, ''Iaijutsu'' techniques require that the sword be carried with the sharp edge | [[Image:ZJFHC.jpg|thumb|none|400px|Concept art of Jetstream Sam's AR15-receiver sword sheath. In reality, ''Iaijutsu'' techniques require that the sword be carried with the sharp edge toward the wielder's head for the sword to be considered in the "ready" position, but Sam never carries the weapon in that manner. Furthermore, there appears to be no visible evidence of a gas tube, something most AR-15 receivers have.]] | ||
[[Image:Rising-SamSword-1.jpg|thumb|none|600px|Facing Raiden at the end of the prologue, Sam triggers his sword sheath mechanism. Note that the sword's handguard (or ''tsuba'' in Japanese) is reinforced where the bolt strikes it. However, ''tsuba'' on real-life combat-ready Japanese swords are removable to facilitate cleaning and oiling the blade, and even with this reinforcement, repeated strikes to the ''tsuba'' would eventually loosen/deform/break it, as well as possibly jeopardizing the blade's integrity since the ''tsuba'' fits around the blade with a central hole to let the blade pass through. A reinforced area on just one side of the ''tsuba'' would also negatively affect the sword's balance as well.]] | [[Image:Rising-SamSword-1.jpg|thumb|none|600px|Facing Raiden at the end of the prologue, Sam triggers his sword sheath mechanism. Note that the sword's handguard (or ''tsuba'' in Japanese) is reinforced where the bolt strikes it. However, ''tsuba'' on real-life combat-ready Japanese swords are removable to facilitate cleaning and oiling the blade, and even with this reinforcement, repeated strikes to the ''tsuba'' would eventually loosen/deform/break it, as well as possibly jeopardizing the blade's integrity since the ''tsuba'' fits around the blade with a central hole to let the blade pass through. A reinforced area on just one side of the ''tsuba'' would also negatively affect the sword's balance as well.]] | ||
[[Image:Rising-SamSword-2.jpg|thumb|none|600px|Sam holds out his hand to catch his sword after triggering his sheath mechanism; note the extended bolt to the right of the blade. Several cutscenes in both the original game and Jetstream Sam's DLC campaign show him re-sheathing the blade to take advantage of this mechanism, an ability the player can make him use to get him to execute several ''iaijutsu''-style techniques, but real-life ''Iaijutsu'' was primarily intended to allow a practitioner to defend against surprise attacks, and one would not normally re-sheathe a sword in the middle of combat (which would essentially leave you with your guard down) unless a violent encounter was ''conclusively'' over.]] | [[Image:Rising-SamSword-2.jpg|thumb|none|600px|Sam holds out his hand to catch his sword after triggering his sheath mechanism; note the extended bolt to the right of the blade. Several cutscenes in both the original game and Jetstream Sam's DLC campaign show him re-sheathing the blade to take advantage of this mechanism, an ability the player can make him use to get him to execute several ''iaijutsu''-style techniques, but real-life ''Iaijutsu'' was primarily intended to allow a practitioner to defend against surprise attacks, and one would not normally re-sheathe a sword in the middle of combat (which would essentially leave you with your guard down) unless a violent encounter was ''conclusively'' over.]] |
Revision as of 17:23, 30 December 2013
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Metal Gear Rising: Revengeance is a side-story game in the Metal Gear Solid franchise. Originally imagined as detailing Raiden's actions during the events of Metal Gear Solid 4: Guns of the Patriots, it was abandoned by the original developers due to problems with implementing the ambitious sword-cutting mechanics and taken up by Platinum Games, with the plot moved to after MGS4 and the gameplay altered to a more traditional hack-and-slash fighting game in the style of Bayonetta or Devil May Cry.
The game takes place in the world created by the fall of the Patriots and destruction of the SOP system at the end of Metal Gear Solid 4, one where PMC soldiers are still highly valued. Raiden is now a member of Maverick Security, a PMC tasked with protecting a VIP in Africa. Following the assassination of his charge by troops from a rogue group, Desperado Enforcement, and his near-death at the hands of one of their most capable men, Jetstream Sam, Raiden is rebuilt and sent into another conflict zone in Abkhazia to find out what Desperado is up to and stop them.
Unlike previous Metal Gear titles, Rising is a hack-and-slash action game; while there are some minor stealth elements, the main focus is on combat with melee weapons. For the most part, firearms are restricted to Raiden's enemies; enemy weapons almost always have laser sights to tell the player they are being targeted and allow time to evade. Raiden can, however, hold a limited reserve of weapons; two types of rocket launcher and four types of hand grenade are available.
The following weapons appear in the video game Metal Gear Rising: Revengeance:
See the Discussion Page for Trailer-exclusive weapons.
Note: spoilers are present in some descriptions.
Pistols
Heckler & Koch Mark 23
In the prologue sequence, Raiden is still a variant of the Metal Gear Solid 4 Raiden model, which has a holstered Heckler & Koch Mark 23 pistol. As before, this pistol is never drawn, and is not present on the later Raiden model. The holster is also seen on the DLC classic Raiden model.
SIG-Sauer P220R
The standard pistol used in the game is a SIG-Sauer P220R. P220s can be seen in the hands of World Marshal police officers in Denver as they attempt to stop Raiden passing a barricade, and one is also held on George by a scientist at the end of the second chapter.
Submachine Guns
KRISS K10
A modified KRISS K10 with a raised magwell for an MP5-style curved magazine and an MP7-like barrel and front end can be seen on one of the "box soldier" models; in game, these weapons are sometimes seen in the hands of Dwarf Gekkos.
Rifles
FN F2000 Tactical
Customised FN F2000 Tacticals with AR15-style front sights, AK-style gas blocks and ACOG optics are the most commonly seen weapon in the game, and are used by Maverick, Desperado and World Marshal PMC troops. An optional radio conversation with Boris names the weapon as "MAK-200" and implies it is produced in Russia. They are very weak weapons, and enemies will only use them if they are at long range.
Launchers
Hybrid rocket launcher
One of the two useable sub-weapons is a rocket launcher, seemingly a hybrid of the Panzerfaust 3 and RPG-7. Raiden can carry up to five rounds for this weapon (increased to ten with one of the DLC armours), which he apparently summons from the void when he requires it, using it one-handed with his left hand. Enemies also use these launchers, and are quite happy to fire them even at point-blank range. Like most enemy projectiles, Raiden's time-slowing "Blade Mode" actually allows him to cut the rockets out of the air with proper timing. Boris referred to them as the LAG-2, and implies they were created by America as competition with the Russian RPG market.
FIM-92A Stinger
A "futurised" FIM-92A Stinger called the "homing missile" is available from the first helicopter battle in the first mission, though it is first used by Boris and other Maverick PMC troops in the prologue to shoot at a departing tiltrotor aircraft. The game describes it as using both IR and millimetre wave radar homing, allowing it to bypass flares, though oddly in the prologue the missiles are shown being spoofed by flares. While Boris claims the missile he used was an older model, the launcher he has in the prologue is identical to the one in the main game. The large circular radome which replaces the distinctive IFF antenna appears to be some combination of antenna and radar.
Explosives
M67 Hand Grenade (Airsoft)
What appears to be an Airsoft M67 hand grenade gas bottle is the only lethal grenade available. It features a bulked-up body and is described as a special variant for use against cyborgs that only a similarly enhanced soldier can throw any useful distance. It is shown in Raiden's hand with the pin still in it, and since there is no animation of Raiden pulling the pin it presumably explodes because of nanomachines. A Codec conversation with Boris notes that this variant costs at least triple what an ordinary grenade would, and that Desperado and presumably World Marshal were able to get it more cheaply due to their connections with the manufacturer.
Mounted Weapons
BGM-71 TOW
World Marshal and Desperado Gekko UGs ("UG" or "UMG" is used to mean "Unmanned Gear," a drone) are sometimes seen equipped with launch units for two BGM-71 TOW missiles on each side of their "head." It is very rare to see the green Desperado Gekkos with these, but they are quite common on World Marshal units.
Browning M2HB
Browning M2HBs are a common sight throughout the campaign; among other places they can be found mounted on Stryker APCs and Gekko UGs. Early footage showed the "Mastiff" enemies equipped with a short-barrelled version, but in the final game the Mastiff instead uses a Mk 19 grenade launcher.
Fictional Gatling Gun
A pair of fictional four-barrel rotary guns are located on the landing of the World Marshal headquarters' lobby, and are the only bullet-firing weapon Raiden is able to use during the course of the game. They are equipped with laser sights and have infinite ammunition and no heat gauge. They are also used in the VR DLC.
Kord Heavy Machine Gun
The Ukranian-designed Grad UG is equipped with a Kord heavy machine gun on the hatch of its upper-rear section, which it mainly uses in its "bunker" mode where the head section is lowered and the rear-upper unit raised.
M230 Chaingun
PMC Hammerhead hybrid helicopters, a design based on the Boeing X-50 Dragonfly aircraft / helicopter concept, are armed with a chin-mounted M230 Chain Gun. They also carry a fictional future variant of the AIM-9X Sidewinder missile which has a second set of forward fins, which they rather bizarrely use to attack ground targets. The large fictional tiltrotor aircraft in the first and final levels also mount an M230 under their chin.
Mk 19 Grenade Launcher
While the "Mastiff" enemies seen in early trailers used short-barrel M2HBs, in the final game they instead use a wrist-mounted Mk 19 grenade launcher with no feed cover and a modified receiver. The same modified Mk 19 is also used by Raptor and Slider UGs, though in their case it is treated as a standard machine gun.
Other
Jetstream Sam's sword sheath
Jetstream Sam (real name "Samuel Rodrigues") has a unique sword sheath for his katana-style High Frequency blade, which incorporates an AR15 receiver with a left-handed ejection port, with a bolt (in this case referring to a metal screw but without threading and not a firearm's bolt) fixed inside the short barrel and a trigger placed at the front of the handguard (which would technically make the receiver a bullpup variant since the trigger and grip are both in front of the magazine). Triggering the sheath mechanism allows him to draw his sword extremely quickly, which fits his depiction as a Samurai-style swordsman who makes frequent use of Iaijutsu-style "fast-draw" techniques, referred to as a style of "Brazilian Kenjutsu" in the game's backstory.
Intentionally or not, the game's depiction of this "cartridge-assisted ejection sheath" bears a few similarities to real-life captive bolt pistols used to slaughter farm animals, which project a bolt a short distance down a barrel when triggered. Incidentally, a pneumatically-powered bolt pistol was also seen in the movie No Country for Old Men.
Real-life blank-cartridge-equipped versions of captive bolt pistols normally use low-caliber blank cartridges (such as .32 ACP) to reduce the chance of explosive failure, but Sam's sheath mechanism has a magazine that suggests it is chambered for 7.62x51mm NATO rounds. Sam can also use the sheath in a "semiautomatic" fashion, but the mechanism is never shown to eject spent casings, nor does it ever require reloading ingame. By comparison, real-life blank-cartridge-using captive bolt pistols are single-shot and must be reloaded after every use (real-life pneumatic versions are capable of "semiautomatic" operation by drawing from a reserve of compressed air each time the trigger is pulled).
The impact force obtained from triggering Sam's sheath mechanism apparently has enough power to allow it to be used as an impromptu weapon in and of itself; the opening cutscene for Sam's DLC campaign shows him using it to propel his sword's hilt into the armoured chin of a Denver Cyborg Police Officer, and the resulting force propels the hapless cyborg a couple stories into the air. However, this capability is not otherwise seen ingame.
The sword itself, dubbed the "HF Murasama," is unlocked for Raiden's use after the game has been completed (and Raiden himself must use it against the game's final boss on the first playthrough), but Raiden still uses his standard back-mounted-sheath-on-a-robotic-arm model made for his original HF blade rather than the special one Sam uses. Whether this game's developers took inspiration from real captive bolt pistols in the development of Sam's sheath mechanism is anyone's guess.