Why Raiden Metal Gear Revengeance Is Still The Wildest Action Hero Ever Made

Why Raiden Metal Gear Revengeance Is Still The Wildest Action Hero Ever Made

Raiden is a weird guy. If you played Metal Gear Solid 2 back in 2001, you probably hated him because he wasn't Solid Snake. He was this whiny, blonde rookie running around a giant decontamination facility in a skin-tight suit. But then Raiden Metal Gear Revengeance happened in 2013, and everything changed. PlatinumGames took a character everyone thought was a joke and turned him into a high-frequency blade-wielding cyborg who suplexes giant robots while heavy metal plays in the background. It’s glorious. It’s also completely insane.

Most people remember the memes. You’ve seen the "Nanomachines, son" clips. You’ve heard the soundtrack. But underneath the layer of internet jokes is a deeply complex character study wrapped in some of the most technical combat ever put into a video game. Raiden isn’t just a cool ninja; he’s a walking trauma response.

The Evolution of Jack the Ripper

To understand why Raiden Metal Gear Revengeance works, you have to look at where he started. Raiden was a child soldier in Liberia. He wasn't some hero; he was a killer known as Jack the Ripper. When we meet him in MGS2, he’s trying to bury that past under a layer of VR training and a sanitized relationship with Rose. He’s basically a blank slate for the player. By the time Metal Gear Solid 4 rolls around, he’s been experimented on by the Patriots and turned into a cyborg.

The pain is the point.

Honestly, it’s kinda heartbreaking. By Revengeance, Raiden is trying to use his "sword as a tool of justice." He wants to protect the weak. But throughout the game, his enemies—specifically the Winds of Destruction like Monsoon—point out that he’s just lying to himself. He likes the killing. He’s good at it. When he finally "embraces" the Jack the Ripper persona mid-game, it isn’t a heroic power-up. It’s a breakdown. It’s terrifying.

The Mechanics of Zandatsu

The gameplay in Raiden Metal Gear Revengeance is built entirely around this concept of surgical destruction. It’s not just about mashing buttons. You have Blade Mode. This is where the game slows down time and lets you aim every single slice of your sword. It’s a technical marvel even by today’s standards.

PlatinumGames calls the core loop "Zandatsu." It literally means "cut and take." You slice an enemy’s core out of their body and crush it to refill your health and energy. It’s visceral. It’s fast. If you miss, you’re dead. This isn't Devil May Cry where you can just juggle enemies forever; Revengeance demands a weird kind of aggressive precision.

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Parrying is the most important skill you can learn. There is no dodge button—at least, not a traditional one. You have to flick the analog stick toward the enemy and hit the light attack button at the exact moment they strike. If you do it perfectly, you trigger a counter-attack that can decapitate most enemies instantly. It turns every fight into a high-stakes rhythm game.

Why the Bosses Matter So Much

You can’t talk about Raiden without talking about the people he fights. These aren't just big health bars. They are philosophical opposites to Raiden's worldview.

Take Jetstream Sam. Sam is basically what Raiden would be if he didn’t have the "justice" excuse. Sam is a Brazilian samurai who barely uses any cybernetic enhancements. He’s just better than you. His rivalry with Raiden is the heart of the game. Sam isn't evil in the way Senator Armstrong is; he’s just a man who lost his purpose and found it again in the thrill of the fight.

Then there’s Mistral. She’s obsessed with finding a "home" and uses dozens of robotic arms to fight you. Monsoon represents nihilism. Sundowner is just a war profiteer who loves the "good old days" after 9/11. They all challenge Raiden's belief that he’s a hero. By the time you get to the final boss, the game has stripped away all the pretense.

Senator Steven Armstrong is, quite frankly, the greatest final boss in action game history. He’s not a cyborg. He’s just a politician who pumped himself full of nanomachines that harden in response to physical trauma. He’s the physical embodiment of social Darwinism. The fight is twenty minutes of pure adrenaline, philosophical screaming, and a soundtrack that goes harder than anything you've ever heard.

The Enduring Legacy of the Soundtrack

Rules of Nature. The Only Thing I Know For Real. It Has To Be This Way.

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Jamie Christopherson, the composer, did something brilliant here. The lyrics of the songs don't just loop; they "evolve" based on the boss's health. When you reach the final phase of a fight, the vocals kick in. It’s a Pavlovian response. When the singer screams "RULES OF NATURE," you know you’re about to do something cool.

This is why people still play Raiden Metal Gear Revengeance today. It’s a perfect synchronization of music, gameplay, and character motivation. Most games treat music as background noise. Here, it’s a narrative device. It tells you exactly what the boss is thinking and how Raiden is feeling.

Real-World Influence and Design

Director Kenji Saito and the team at PlatinumGames (along with Kojima Productions) had a rough start with this game. It was originally called Metal Gear Solid: Rising and was supposed to be a bridge between MGS2 and MGS4. But the team couldn't get the "cut everything" mechanic to work properly without breaking the game. They almost canceled it.

When Platinum took over, they shifted the timeline to after MGS4. This was a smart move. It freed them from the heavy lore of the main series and allowed them to lean into the over-the-top action that they are famous for. They kept the "stealth" elements as a joke—you can hide under a cardboard box, but honestly, why would you? You’re a cyborg ninja.

The art design by Yoji Shinkawa remains iconic. Raiden's suit is a mix of high-tech industrialism and organic shapes. His visor, which snaps shut when he enters combat mode, is one of the coolest design choices in the franchise. It signals to the player that the "human" Raiden is gone and the "Ripper" is out.

Actionable Insights for Players

If you’re looking to dive back into the world of Raiden Metal Gear Revengeance or maybe try it for the first time, there are a few things you need to know. First, don't play this on a keyboard. Use a controller. The 360-degree precision required for Blade Mode is nearly impossible on a mouse.

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Second, buy the "Defensive Offense" skill as soon as possible. It is your only real dodge move and it grants you a few frames of invincibility. Without it, some of the later bosses like Senator Armstrong will be a nightmare.

Third, pay attention to the sub-weapons. Most people just use the sword, but Mistral’s "L'Etranger" (the polearm) is incredible for crowd control, and Sundowner’s "Bloodlust" (the shears) deals massive damage if you can find the window to charge it.

Final Realities of the Game

Is it perfect? No. The camera is a nightmare. Sometimes you’ll get stuck in a corner and a cyborg gorilla will pummel you because you can't see what's happening. The game is also short. You can beat the main story in about six or seven hours.

But those six hours are pure gold. There is no filler. No "go fetch 10 herbs" quests. Just pure, unadulterated action.

Raiden’s journey from a hated protagonist to an absolute legend is complete here. He isn't Snake, and he doesn't want to be. He’s a monster who hunts other monsters. And in the world of Metal Gear, that’s exactly what was needed.

Next Steps for Enthusiasts

  • Master the Parry: Spend thirty minutes in the VR Missions specifically practicing the parry timing. It’s the difference between frustration and mastery.
  • Explore the DLC: Both the Jetstream Sam and Blade Wolf DLCs are included in the PC version and are essential for understanding the full story.
  • Listen to the Lyrics: Go back and read the lyrics to the boss themes. They provide more lore and character development than half the cutscenes in the game.
  • Difficulty Scaling: Don't be afraid to play on Hard. Revengeance difficulty is the true goal, where parrying becomes a literal requirement for survival.