Error creating thumbnail: File missing Join our Discord!
If you have been locked out of your account you can request a password reset here.

Metal Gear Rising: Revengeance: Difference between revisions

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Jump to navigation Jump to search
mNo edit summary
(→‎Jetstream Sam's sword sheath: Moved this to the "Other" section and added a lot of information (the more you know . . . ))
Line 138: Line 138:
==Jetstream Sam's sword sheath==
==Jetstream Sam's sword sheath==


Jetstream Sam has a unique sword sheath which incorporates an AR15 receiver with a left-handed ejection port, with a rod fixed inside the short barrel and a trigger placed at the front of the handguard. "Firing" the weapon allows him to draw his sword extremely quickly. Since it is only ever used for this purpose, it can be assumed it is loaded with blanks, though it is never shown ejecting spent casings. Needless to say, fixing a rod with a couple of inches of travel into a barrel of a gun would give it severe exploding issues. As if the idea itself were not sufficiently silly, the size of the magazine suggests it is chambered for 7.62x51mm NATO. The sword, called "HF Murasama," is unlocked for Raiden after the game has been completed, but it uses the standard sheath model for Raiden's HF blade rather than the special one Sam uses.
Jetstream Sam (real name "Sam 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). "Firing," or more precisely, 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.  


[[Image:ZJFHC.jpg|thumb|none|400px|Concept art of Jetstream Sam's AR15-receiver sword sheath.]]
Intentionally or not, the game's depiction of this "cartridge-assisted fast-draw 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]].
[[Image:Rising-SamSword-1.jpg|thumb|none|600px|Facing Raiden at the end of the prologue, Sam squeezes the trigger of his sword sheath. Note that the sword's guard is reinforced where the rod strikes it.]]
[[Image:Rising-SamSword-2.jpg|thumb|none|600px|Sam holds out his hand to catch his sword; note the extended rod to the right of the blade.]]
[[Image:Rising-SamSword-3.jpg|thumb|none|600px|Curiously, the shot of the sheath immediately afterwards shows the rod has retracted by itself, leading to some questions about how the device actually works. The answers to which are all "it's not that sort of game."]]


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-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 with enough force to propel him a couple stories into the air, but this capability is not otherwise seen ingame.
Jetstream Sam's sword, 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 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 facing 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-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-3.jpg|thumb|none|600px|A shot of the sheath immediately afterwards shows the bolt's shaft has retracted by itself. Real-life captive bolt pistols using blank cartridges have a spring mounted around the bolt, just under the bolt head, to allow the bolt to retract under spring tension.]]


[[Category: Video Game]]
[[Category: Video Game]]

Revision as of 02:41, 30 December 2013


Metal Gear Rising: Revengeance
Error creating thumbnail: File missing
Release Date: February 19 2013 (console)
Jan 9th 2014 (PC)
Developer: Platinum Games
Publisher: Konami
Series: Metal Gear
Platforms: Playstation 3
Xbox 360
PC
Genre: Fighting


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.

Error creating thumbnail: File missing
Airsoft Heckler & Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knights Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP
Error creating thumbnail: File missing
The holstered Mark 23 from Metal Gear Solid 4 can be seen on Raiden's hip as he combines the activities of cutting a Desperado Metal Gear Ray in half and looking more like Dante than the new version of Dante does.

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.

Error creating thumbnail: File missing
SIG-Sauer P220R - .45 ACP
Error creating thumbnail: File missing
A group of World Marshal PMC police from Denver's privatized police force hold their guns on Raiden as he breaks through a checkpoint. Note the slide of the one in the foreground states it is a "Cerberus S220."

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.

Error creating thumbnail: File missing
KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&W
Error creating thumbnail: File missing
Heckler & Koch MP7A1 with factory magazine and iron sights - 4.6x30mm
Error creating thumbnail: File missing
The dreaded MIB brandishes his KRISS K10. Note the top of the weapon projects to the rear of the grip, unlike a Vector, and the K10-style sliding stock. A spare magazine appears to be inserted into the stock somehow. Note also the MP7-like front with side-mounted rails.
Error creating thumbnail: File missing
Raiden reacts with complete indifference as a Dwarf Gekko fires its mutant K10 at him.

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.

Error creating thumbnail: File missing
FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO
Error creating thumbnail: File missing
During the prologue, Maverick PMC troops armed with custom FN F2000 Tactical rifles take up position as Desperado troops make their move.

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.

Error creating thumbnail: File missing
Panzerfaust 3 with DM12A1 rocket - 60mm
Error creating thumbnail: File missing
Airtronic RPG-7 - 40mm
Error creating thumbnail: File missing
During the prologue, a Desperado cyborg takes aim at Raiden's convoy with his RPG.
Error creating thumbnail: File missing
Later on, Raiden encounters the hybrid RPG near a security gate.
Error creating thumbnail: File missing
While making his way through the refinery, Raiden takes aim as he encounters a security camera out of easy swording range.

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.

File:-0976t.jpg
FIM-92A Stinger - 70mm
Error creating thumbnail: File missing
Having been thwarted by a Desperado tiltrotor's flares, Boris lowers his futuristic Stinger.
Error creating thumbnail: File missing
Raiden aims his own future-Stinger at a Hammerhead hybrid aircraft. When aiming at a valid airborne target, the launcher uses a red lock-on cursor.

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.

Error creating thumbnail: File missing
Airsoft "M67 hand grenade" gas bottle
Error creating thumbnail: File missing
An early frame of the grenade throw animation shows the thrown grenade spawns too close to Raiden; note that it has a flat base and too-circular body like an Airsoft gas bottle grenade. The safety lever is clearly still attached, not that this matters since the grenade model Raiden was actually holding is still visible in his hand.

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.

Error creating thumbnail: File missing
BGM-71 TOW mounted on M220 tripod - 152mm
Error creating thumbnail: File missing
Fighting his way through an office in Denver, Raiden has no patience for the window-leaping antics of World Marshal's TOW-equipped Gekkos.

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.

Error creating thumbnail: File missing
Browning M2 Heavy Barrel - .50 BMG
Error creating thumbnail: File missing
Boris rides to the rescue in a Maverick Security Stryker during the prologue, firing the hatch-mounted M2HB.
Error creating thumbnail: File missing
A Gekko's twin Browning M2s are sent flying as Raiden hacks it to pieces in Blade Mode.

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.

Error creating thumbnail: File missing
Kord heavy machine gun with ammo box - 12.7x108mm
Error creating thumbnail: File missing
Raiden leaps over a stunned Grad UG as he prepares to administer the finishing blow, and about two dozen more just to be on the safe side.

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.

Error creating thumbnail: File missing
Hughes/Alliant Techsystems M230 Chain Gun - 30mm
Error creating thumbnail: File missing
Raiden's attempts to cross a bridge grow more complicated as a squadron of Hammerhead hybrid aircraft decide they do not want him to do so.

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.

Error creating thumbnail: File missing
Mk 19 grenade launcher in vehicle mounting - 40x53mm
Error creating thumbnail: File missing
Raiden uses Blade Mode while under attack from a Slider UG, formerly used by Raging Raven in Metal Gear Solid 4. The modified Mk 19 is mounted on a stinger-like mechanical arm, which is sometimes instead used by PMC troops to "wear" the Slider as a set of wings. The game states the weapon on Sliders is supposed to be a 5.56mm light machine gun, and it fires normal bullets instead of grenades.
Error creating thumbnail: File missing
A Mastiff somehow sees through Raiden's incredibly well thought-out disguise.
Error creating thumbnail: File missing
In Blade Mode, Raiden prepares to see if an unfortunate Mastiff will blend, the modified Mk 19 clearly visible on the UG's right wrist.

Other

Jetstream Sam's sword sheath

Jetstream Sam (real name "Sam 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). "Firing," or more precisely, 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 fast-draw 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. 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 with enough force to propel him a couple stories into the air, but this capability is not otherwise seen ingame.

Jetstream Sam's sword, 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 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.

Error creating thumbnail: File missing
Concept art of Jetstream Sam's AR15-receiver sword sheath. In reality, iaijutsu techniques require that the sword be carried with the sharp edge facing 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.
Error creating thumbnail: File missing
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.
Error creating thumbnail: File missing
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.
Error creating thumbnail: File missing
A shot of the sheath immediately afterwards shows the bolt's shaft has retracted by itself. Real-life captive bolt pistols using blank cartridges have a spring mounted around the bolt, just under the bolt head, to allow the bolt to retract under spring tension.