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In order to encourage aggressive play, Revengeance makes your primary enemy double as a source of health.
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You'll see them when fighting larger foes, as well as when sneaking up on an opponent for a stealth kill or when doing a spine rip on a cyborg. Going up against bigger foes (and bosses) does add another layer to combat: the Quick Time Event (QTE). As a result, the combat in Revengeance often boils down to parry, parry, attack, parry, attack, and win. Mastering the parry makes most of the early game fairly straightforward since you can repel nearly any standard attack. Every so often, parry attempts fail (resulting in Raiden dashing toward the enemy instead of parrying), but there didn't seem to be any specific reason for that to happen. You have to direct the parry at the enemy by pushing the analog stick at him, but otherwise, it's more or less automatic. Do it at the right time (the window is fairly long), and you deflect the attack, taking no damage. When an enemy's eye flashes red, that's your sign to parry. That's not the case in Revengeance.įor better or worse, Revengeance's combat system is focused on the game's parry mechanic. Success offers a sense of satisfaction because you've overcome an obstacle by reacting to it and outsmarting it. Combat can play out in any number of ways. When the AI is challenging, options are many, and the situation is fluid. Part of the reason why games like Bayonetta or Street Fighter III: Third Strike stand the test of time is the level of depth in the combat. For a game to be truly engaging, the underlying mechanics have to be sound. Unfortunately, the flash and shine only go so far.
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