Interactive Story: Metal Gear Rising – An Analysis of Revengeance vs. Dark Souls: Story and Gameplay

The title to this post may very well leave you with a few questions. What do these games have in common? Why are they being compared? What the hell is “Revengeance”? Let me assure you, all of these are valid questions. These games actually differ heavily in terms of design philosophy, despite both of them being third person action-adventure games. Metal Gear Rising: Revengeance is the ninth canonical installment in the Metal Gear franchise, and features Raiden, a cybernetically altered man on a mission of revenge. Or vengeance. or Both!

Why choose one when you can have both?
Why choose one when you can have both?

Metal Gear Rising: Revengeance is whats known as a character-action game, in much the same tradition as Devil May Cry, or Bayonetta. The character action genre is most well known for its high octane action and incredibly satisfying combat. In short, these are games that put you in the shoes of someone who is unequivocally awesome, and then turns you loose to fight either weak minions or equally impressive bosses. In minion encounters, the strengths of your character can really shine through, and the titanic boss encounters can play out like an enormous struggle of two super-powered demigods. As a result of the incredible focus on gameplay, Metal Gear Rising: Revengeance, as well as many other Metal Gear games, is unsatisfying in narrative. They are marred with plot holes that need to be retconned at a later date, or are turned into vehicles for, no joke, 20 minute long cutscenes.

Dark Souls exists on the extreme opposite side of the character action game. It is slow, plodding, and tough as nails. The aim of this game is not to deliver incredible action, or instant gratification. The satisfaction of Dark Souls comes through hard work, dying and respawning over and over again until you get it right. Your character doesn’t necessarily become more powerful, but as a player, you learn a detailed proficiency of how to play.

Ornstein and Smough, Dark Souls' infamous boss encounter
Ornstein and Smough, Dark Souls’ infamous boss encounter

Much like the gameplay, the story of Dark Souls is never handed to you. There are two cutscenes in the entire game, and only one of them gives any sort of clarity. The story is story subtly told that, to this day, it is up for debate. Every iteration of the story revolve around reading item description, or examining the landscape, or asking questions at every turn. Where am I? Why am I here? If this sounds familiar, its because From Software, the studio responsible for Dark Souls, are masters of environmental storytelling. This is not a game that comes as easy as Metal Gear Rising, and it doesn’t have as many visual rewards or payoffs. And yet the unfolding nature of both the story and gameplay reveal an incredibly compelling narrative, and one that proves the power of an environmental story.

Author: Langston Epps