Most often, a video game enjoys aÂ
fairly limited cultural lifespan.  It comes out, is hopefully enjoyed by a handful ofÂ
people, maybe talked about at the end of the year,  and then slides back into the limitedÂ
access part of our brains along with  all the other media we’veÂ
enjoyed, then forgotten.
 Far less often, a game hits like a meteor, landsÂ
so forcefully that it clouds the sky for months,  affects the ecosystem of game players andÂ
developers for years, leaves a permanent  mark from which influences obviously flow.
But most rarely of all, a game’s initial, fleeting  impression hides its true cultural impact. InsteadÂ
of a meteor, this type of game lands like a seed,  biding its time, soaking up sun and spreading itsÂ
roots, until one day, years later, you look out  the window and think GOOD GOD THE FINAL BOSS OFÂ
THAT GAME REALLY IS A UNITED STATES SENATOR.
 Could I be overstating the importanceÂ
of Metal Gear Rising: Revengeance?  Of course. But with this game, it’sÂ
almost impossible to avoid hyperbole.  In the near-decade since Revengeance’s release,Â
few games have even approached its sheer  bugnuts energy. It’s a game with a five hourÂ
campaign that I’ve played for well over 100 hours.  And, to my absolute delight, in the past few yearsÂ
I’ve only seen Metal Gear Rising’s influence grow,  spawning new memes and references long afterÂ
most games would have faded into obscurity.  After all, as the game informs us,Â
memes are The DNA of The Soul.
 What does Revengeance mean to us now? Well,Â
obviously, it means “revenge with a vengeance,”  anyone could tell you that. But how does it exist,Â
as a game, as a meme, as a political object?  What’s it like as an experience in the 2020s?Â
Does anyone care about this game as much as  me or am I just like, totally off-base he-
PART 1- A PERFECT GAME WITH MASSIVE FLAWS
 Some of the highest praise I can give a gameÂ
is “all killer no filler.” In other words,  it has only good parts- there are no draggingÂ
sections, no chapters that I dread playing.  Few games earn this title- Resident Evil 4,Â
maybe INSIDE…it’s a hard accolade to achieve.  And the thing about Metal Gear Rising isÂ
that there’s actually a ton of filler,  long conversations of little value,Â
borderline-miserable VR missions.  I would never argue that all of the content inÂ
this game maintains the highest level of quality.  But, when ripping through this thing at a millionÂ
miles an hour, skipping every cutscene, fast  forwarding through every codec call, I’d argueÂ
that Revengeance offers one of the best killer  to filler ratios out there. Because the mechanicsÂ
of the game itself, the core systems on which it’s  built, seem to have been designed with the expressÂ
purpose of never moving less than a hundred miles  an hour. Let’s do something I very rarely do,Â
and actually talk about how this game plays.
 Revengeance could broadly be described asÂ
a “spectacle fighter,” a game focused on  the style and acrobatic-ness ofÂ
combat as much as raw survival.  Probably the most important series in this genreÂ
is Devil May Cry, which consists of fighting  through enemy encounters with a series of absurdÂ
weapons while attempting to raise an on-screen  “style meter” as high as possible. I adore DevilÂ
May Cry and remain in awe of its combat systems,  immensely technical piles of mechanics, delaysÂ
and cancels and air hikes. It is a surprisingly  thoughtful combat system- though theÂ
actions may be happening with a speed  that implies button-mashing, there’s noÂ
way to achieve this kind of thing without  a surprising amount of patience. It’s theÂ
reason why, although I deeply respect them,  I’ve never really felt mind-melded with the DMCs.Â
They just take too much conscious thought.
 But Metal Gear Rising, although made of the sameÂ
slashes, launches, and kicks as Devil May Cry,  has a significantly different feel to itsÂ
combat rhythms. Despite a long list of combos,  Revengeance doesn’t feel like it’s builtÂ
around specific sequences of buttons to hit.  Instead, virtually every attack flows into everyÂ
other, accommodating a more button-mashy style  but also making Raiden feel like his attacks areÂ
almost liquid, delivering an unbroken string of  impossibly elegant maneuvers. Unlike Devil MayÂ
Cry, I almost never feel like I’ve “dropped a  combo” in Metal Gear Rising. Instead, itsÂ
controls encourage you to never ease up,  never stop attacking.
Because the challenge of  the game’s combat system isn’t executingÂ
difficult combinations of button presses-  it’s holding onto that flow while simultaneouslyÂ
dealing with the punctuation of enemy’s attacks.  And once again, Revengeance takesÂ
the concept of avoiding damage,  looks at it, and asks “how can we design this soÂ
the player never slows down for even a second.”
 Avoiding incoming damage is a surprisingly bigÂ
hurdle in your early time with Revengeance.  Dodging is an optional skill that has to beÂ
unlocked, and there’s no discrete block button.  Instead the game tells you that the onlyÂ
consistent defense is relentless offense. The way  to avoid an enemy’s attack is to push towards themÂ
and throw out a well-timed attack of your own.  I’m not embellishing this, the block button isÂ
truly the same as the attack button. And this  is easier than it sounds, the timing is prettyÂ
generous. But the end result, doing away with all  blocking and shielding and the like, is that theÂ
combat system is almost unbelievably aggressive.  Not only do you never stop attacking, your lightÂ
and heavy attacks melding into one unbroken flow,  but your primary defense is offense, neverÂ
even taking your fingers off the throttle.  And since parrying an enemy requires movingÂ
towards them, retreat is made near-impossible.  If you want to defend yourself, you haveÂ
to be right up in an enemy’s face.
 This parry can come out at virtually any time,Â
interrupting any other attack, meaning that  there’s no reason to ever take a breath, noÂ
commitment to swings like in a weightier game.  There’s even an ultra-powerful counterÂ
hit that only triggers if you parry  within a couple frames of an attack, furtherÂ
incentivizing playing on a razor’s edge.
 Really the only action that doesn’t involveÂ
actively attacking is moving from one enemy  to the other, and even this has been tweaked forÂ
maximum kinetic energy. Raiden’s “ninja run” is a  sprint that moves at freeway speeds, deflectsÂ
bullets, and automatically vaults obstacles.  There is virtually no reason to move in any otherÂ
way- in fact, sprinting full-tilt towards an enemy  is typically the best way to avoid damage.
It makes the tempo of combat absolutely frenetic,  and I would say breathless, but in fact itÂ
accounts for that- because Revengeance also  introduced the world to ZANDATSU, and we’reÂ
all better for it. The real hook of the combat,  as promised in the game’s first reveal trailer,Â
is that any enemy, sufficiently weakened,  can be sliced and diced in any direction, andÂ
when you hit the proper spot you can reach out,  pull out the enemy’s spine, crush it in yourÂ
hands, and regain ALL your health and energy.  This is Doom’s glory kills amped up to 11,Â
the utmost aggression rewarded with complete  power, zero incentive to ever retreat. It meansÂ
that the enemy's aggression can also be scaled up  because each opponent is an opportunity to bringÂ
yourself back to 100%. Tough fights with multiple  enemies have you constantly rocketing betweenÂ
almost dead and fully empowered.There’s rarely  a situation that feels unsalvageable.
And the zandatsu itself, I must say,  is one of the all time great pieces of video gameÂ
animation and sound design. The immediacy that you  can interrupt your slicing to start the animation,Â
the directness of Raiden’s outstretched arm or the  spiraling of his jump, the punch in of the cameraÂ
as you crush the spine and shower yourself with,  I dunno, powerade? It is long enough to takeÂ
exactly one breath in the middle of fighting. IÂ Â have likely seen this animation over ten thousandÂ
times and I never get tired of it. The cherry on  top is if you manage to slice multiple enemiesÂ
in exactly the right spot in a single motion, you  will reach out and grab each spine individuallyÂ
before crushing the entire fistful at once.
 An aside: Metal Gear Rising, along with most otherÂ
Platinum games, have the absolute best approach  to difficulty settings and I need to just talkÂ
about it for a second. There are no fewer than  five difficulty modes in this game, easy, normal,Â
hard, very hard, and “revengeance.” Not only  do these make the game accessible for folks ofÂ
all skill levels, but they also serve as a sort  of meta-guide for your progression. Very hard isÂ
only unlocked by beating hard, Revengeance is only  unlocked by beating very hard. So that’s at leastÂ
three clears of the game to unlock everything,  probably more. But, repeated clears never feelÂ
like work because you keep all your gear and  moveset between difficulties, meaning that VeryÂ
Hard can build its challenge around the idea that  you’ve already beat everything and gained allÂ
possible advantages. It even swaps around enemy  arrangements, which improves high difficultyÂ
levels in virtually every game. Finally,  the two highest difficulty levels aren’t a simpleÂ
escalation but offer substantially different takes  on difficulty. “Very Hard” is a more traditionalÂ
highest difficulty, with tricky arrangements  of enemies and boosted health pools. It’s theÂ
option I play on when I just want to have a fun,  challenging time with the game. “Revengeance”Â
difficulty instead cranks up the deadliness of  everything to the breaking point. In thisÂ
mode, most enemies will KO you in a single hit,  but your perfect parry is just as powerful,Â
capable of shattering bosses in seconds. It’s  a mode that takes absolute concentration,Â
but man does it feel good to win.
 Also, I just thought of this but is itÂ
weird that I’m similarly obsessed with  two games from the same generation that bothÂ
have “strategic dismemberment” as a feature?  …Don’t answer that, we’reÂ
going back to the essay.
 It’s a credit to the sublime flow of battle, theÂ
incredible inertia built around the combat system,  that the massive mechanical holes in the gameÂ
can’t do much to bring it down. Most obvious are  the subweapons, additions to your katana thatÂ
you pick up throughout the game. The movesets  of these things are beautiful, the potentialÂ
of their versatility is near-limitless…but  to switch to them, you have to fully stop moving,Â
slowly pause the game, move through a menu,  and equip one, an action that both kills theÂ
flow and removes your standard heavy attacks.  It’s a baffling decision for a game that barelyÂ
uses the D-Pad otherwise, and it means I use these  subweapons far less often than I should.
The same goes for the game’s wide array of  near-meaningless gadgets, handfuls of grenadesÂ
and rocket launchers and sneaking tools, all of  which are so unwieldy and limited in their purposeÂ
that my inventory remains largely unused through  entire playthroughs. There’s also a halfheartedÂ
suggestion at “stealth” in several scenarios.  Not only are you incredibly limited in yourÂ
sneaking ability, but the idea of “stealth” in  this game goes against virtually every principleÂ
of the combat. Although it is admittedly hilarious  to sprint up behind someone and slice themÂ
in half as a “quiet” way of taking them out.  There are a number of systems, even moreÂ
evident in the game’s frustrating VR missions,  that feel like vestigial holdovers fromÂ
a different version of Revengeance.  And this makes sense, because there absolutelyÂ
was a different version of Revengeance.
 Platinum, the developer of this game, are alsoÂ
responsible for Bayonetta and Wonderful 101 and  many other of the best parts of this world.Â
However, the original idea of this game didn’t  involve Platinum- it was an in-house project byÂ
Kojima Productions, the same folks that made,  ya know, Metal Gear Solid. ItÂ
was, according to Kojima himself,  a game for folks at the studio to practiceÂ
on before jumping into Metal Gear Solid 5.  But after years of stalled progress, they justÂ
couldn’t crack it- and so they handed it off  to Platinum, who produced the divineÂ
object we’ve been talking about.
 The game didn’t escape this development hellÂ
unscathed; there are definite negative holdovers,  like the superfluous stealth system andÂ
clunky menus- but I would never say the  unexpected collaboration between theÂ
two studios was a net negative. Because  without it, we likely never would have got-
PART 2- AN AESTHETIC TO SURPASS METAL GEAR
 If you know one thing about Metal Gear Rising,Â
it’s probably a moment from the very first  level. Just minutes after first taking controlÂ
of Raiden, the game presents you with a boss;Â Â Metal Gear Ray; an enormous mech designed to killÂ
other enormous mechs, a creation so imposing it’s  one of the series namesakes, a machine thatÂ
was arguably the non-human antagonist of an  entire game. And then, in the first level ofÂ
Revengeance, you take on the machine with a sword,  counter its office-building sized strike, hurl theÂ
entire thing over your shoulder and then sprint  up its flying chassis, slicing it apartÂ
like a wire through soft cheese.
 It is an absurd power escalation, essentiallyÂ
leveling up Raiden to the single most capable  being in the Metal Gear universe, and yet somehowÂ
I’m still leaving out the most memorable part  of the sequence. Because it’s not just thatÂ
Raiden cleaves a series-defining boss in two,  it’s not just that he blocks that sword with thisÂ
one, it’s that when he does, the moment the two  connect, the instrumental rock track scoring theÂ
whole thing suddenly gains lyrics and the singer  screams RULES OF NATURE, the moment so goddamnÂ
elevated that mere instruments can’t contain it  anymore. It’s not the only time the game doesÂ
this- in fact, every boss has their own song,  with narratively appropriate lyrics- butÂ
the first time is a mission statement,  a declaration of intent. It’s saying that theÂ
previous extremes are the new baseline.
 Also, as another important sidenote:Â
the fact that Metal Gear Rising quite  literally breaks into song whenever emotionÂ
reaches a breaking point means that it is,  by definition, a musical. That’s all.
I do want to make clear that it’s not like  previous Metal Gear games were normal or reservedÂ
to any extent. Raiden himself has experienced  a medium-defining existential freakout, he’sÂ
held back a city-sized submarine with one arm,  he’s fought a vampire. The difference betweenÂ
these moments and the ones in Revengeance  aren’t necessarily their substance, but theirÂ
execution. Kojima’s Metal Gear is laden with  so much exposition that it feels grounded by theÂ
sheer weight of its in-universe techno-babble. The  original plan for Metal Gear Rising, when it wasÂ
a Kojima Productions game, was to place it in the  time between Metal Gear Solid 2 and 4, limitingÂ
its scope by cementing it in a known timespan.  Platinum’s Metal Gear, although still largelyÂ
written by Etsu Tamari of KojiPro, is instead  unburdened by all of this, set chronologicallyÂ
after the last game in the main franchise. It’s  free to explain as much or little as it wants, toÂ
escalate every conflict to mythic proportions.
 It retains the spirit of the franchise, discussingÂ
the issues of war and society with characters who  are metaphors of those very issues, but heightensÂ
those discussions as much as it does the combat.  The results are as silly as they are undeniablyÂ
effective; AI wolves with chainsaws for tails  discussing philosophy, magnetic men slidingÂ
apart to avoid your strikes while lecturing  you on memes, a human shield who trafficksÂ
child soldiers yelling “I’m f***ing invicible!”  as you hack him up. The most wonderful point ofÂ
dissonance comes at the end of each boss fight,  as you first reduce an enemy to human confettiÂ
and then receive a codec call from them  where they give you some parting words.Â
It’s funny every single time.
 An interesting paradox of Revengeance’sÂ
un-subtleness is its relation to the “real  world,” our world. Though Metal Gear SolidÂ
has always been an overtly political series,  the events of its games often walked a lineÂ
between historical and allegorical- the closer the  series got to the modern day, the less real-lifeÂ
events were acknowledged. Metal Gear Rising,  though more fantastical than any game in theÂ
Solid series, throws all that allegory trash  out the window. Revengeance knows writers whoÂ
use subtext and they’re all cowards. A leader of  a private military army gleefully exclaims thatÂ
they’re returning to a time like “the good ol’  days after 9/11.” When Raiden discovers he’s beenÂ
part of a false flag attack to motivate a new war,  he says that “the media and public won’t beÂ
able to resist. Remember WMDs in Iraq?”
 I don’t want to overstate the game’s insight-Â
there’s little commentary here that hadn’t  already been said elsewhere. But it’s absolutelyÂ
fascinating that smashing together Metal Gear  Solid’s themes and Platinum’s radical directnessÂ
resulted in one of the most blatantly political  AAA games I can think of, a title absolutelyÂ
consumed with the legacy of America’s 21st  century administrations and their never-endingÂ
occupations. And that’s without even mentioning  perhaps the most important part of the game, whatÂ
will certainly keep it locked in my brain forever,  the simple fact that-
PART 3: THE FINAL BOSSÂ Â IS A UNITED STATES SENATOR
That’s- I mean, hard to ignore that.  The final boss of Metal Gear Rising:Â
Revengeance is a United States Senator.
 Let’s back up for a second, and talk aboutÂ
memes. Metal Gear Solid is perhaps one of  the last pieces of mainstream media to useÂ
“meme” with its originally intended usage,  not referencing an internet joke but the actualÂ
anthropological concept, an idea that replicates  and spreads through culture as genes do inÂ
biology. Some of Metal Gear Solid’s most prominent  ideas center around the concept of “memes.”Â
Kojima even declared it the major theme of MGS2.  The end of that game is shockingly prophetic,Â
even today; it predicts a future in which  truth will still exist but be drowned in endlessÂ
trivial information. Societal behavior will be  sculpted by this uncontrollable flow, andÂ
the flow itself will be directed by AI.
 10 years pass between that predictionÂ
and Revengeance’s release.Reality  itself nears the science fiction promisedÂ
at the end of Metal Gear Solid 2.  And in turn, Revengeance takes two’s conceptÂ
of memes and strips all that pesky nuance away.  Halfway through the game, a boss madeÂ
of magnets victoriously declares
 “Free will is a myth. Religion is a joke. WeÂ
are all pawns, controlled by something greater:  Memes. The DNA of the Soul.”
This monologue, I must remind you,  is supposed to be on the original definitionÂ
of memes, not our new definition. And yet,  in a turn both eminently predictable andÂ
absolutely fitting, Metal Gear Rising  is an absolute neo-meme juggernaut. Turn anywhereÂ
on the internet and you’ll find repurposed pieces  of Revengeance. Its monologues have been turnedÂ
to copypastas, its music used as a punchline,  its dialogue repeated ad nauseum and slapped inÂ
impact font onto every picture imaginable.
 At this point in time, the common internetÂ
definition of “meme” has almost totally  supplanted its anthropological origins, and yetÂ
it also exemplifies them. Our stupid repeated  pieces of content shape the culture, passedÂ
from one person to another like a worldwide  shared genetic lineage. And Revengeance embodiesÂ
this irony; the memes of this game are everywhere,  unstoppable. The original, holistic imageÂ
of the game only exists for a handful,  and yet Revengeance is immortal, preserved byÂ
these fragments, survived by its memes.
 How could it not? This is a game inÂ
which you fight a chainsaw robot wolf,  a lady with a thousand arms, a cyber samurai,  but somehow culminates in an hour-longÂ
battle against a United States Senator.  A white guy in a business suit who smokes a cigarÂ
and boasts that he played football in college.  A politician whose only explanation for hisÂ
near-invincibility is the phrase “NANOMACHINES,  SON!,” a fictional US senator who, inÂ
2013, shouts “Make America Great Again.”  The meme-ic density of this fight isÂ
unprecedented, the sheer volume of ideology  and imagery almost impossible to take in.
Before you fight the man, you first have to fight  his machine. It’s a metal gear called EXCELSUS.ItÂ
is far more massive than any other seen in the  series, built not to pressure countries withÂ
distant nuclear launches but to raze entire  cities to the ground in person, establish absoluteÂ
dominance through sheer overwhelming spectacle.  It is, in short, the perfect analogy forÂ
Revengeance as a whole. Every piece of  subtext is cut away. To destroy the mech, youÂ
use one of its own arms to slice it to pieces,  an action that could be the perfect mechanicalÂ
conclusion to the game and yet it keeps going.
 The Senator pummels you with fists and unhingedÂ
dogma. He claims that war will benefit the  American people, he says, no joke, that “he hasÂ
a dream.” It is, for all the absurd spectacle,  grossly familiar. But Metal Gear Rising is notÂ
a game that limits itself to the rules of our  political reality. Because the single mostÂ
fantastical, most intoxicating moment of the  fight, the part our reality can only dreamÂ
of, is when he finally goes mask off.
 Because the Senator admits, actually saysÂ
out loud, that his ultimate goal is to burn  every American support system to the ground. ThatÂ
what he wants to do, above war, above economics,  above party, is simply push the country into aÂ
state of true primal cruelty. That his America  is one without kindness or compassion, where mass,Â
preventable suffering would indeed serve as proof  of some animalistic definition of freedom.
It is the same ideology that seems to lurk behind  countless real politicians’ lips, one implicitÂ
in the new policies we all see every day.  It often seems like the driving force behindÂ
our entire political machine, and yet it’s  something they will never, never admit. ButÂ
here, in Metal Gear Rising: Revengeance,  a game without subtlety, a game without brakes,Â
a game that hasn’t stopped accelerating from  the word go, the hulking, nanomachine fueledÂ
United States Senator finally just says it.  And then you rip out his fucking heart.
 [RULES OF NATUREEEEE] I have a pretty firm rule that a video shouldn’tÂ
attempt to be about “everything” in a game.  These things are simply too big, there areÂ
too many aspects to attempt any kind of  comprehensive coverage. But, with a gameÂ
like Revengeance, it’s a little frustrating  to know that I’ll always be leaving some of myÂ
favorite elements on the cutting room floor.  Fortunately, this video is sponsoredÂ
by Nebula and CuriosityStream,  and Nebula gives me the chance to keepÂ
talking about this game I love so much.
 One of the resources I used to writeÂ
this is a book on Metal Gear Rising (yes,  it actually exists) called Rules of Nature,Â
a book authored by one of my favorite games  writers named Harper Jay MacIntyre- I’ve alreadyÂ
quoted her in at least one other video. And so IÂ Â called up Harper and we talked for almostÂ
an hour about even more Revengeance.
 Let's accept two truths about video games: They're beautiful, and they're f**king stupid. What am I missing? What are your critiques? I think you discount the codec conversations. Any game about Raiden is a study in self-delusion and authenticity. Nebula has increasingly become theÂ
home for this sort of thing from me,  videos I love making and want to put somewhereÂ
but wouldn’t really fit on this channel,  content algorithms being what they are. Signing upÂ
for Nebula means you’ll get all these extra vids,  which is hours of content at this point, AND myÂ
videos a little early AND you’ll get access to  CuriosityStream too! All this, for less than $15Â
a year, at CuriosityStream.com/JacobGeller.
 Unfortunately, typing “Revengeance” into theÂ
CuriosityStream search bar doesn’t get many  results, but despite that, this other halfÂ
of the bundle has tons of stuff viewers of  this channel will probably be interested in.Â
Superstructures, space, even…Nanomachines?  It’s kind of an unbeatable deal at this point.
If you wanna see Harper and I scrutinize  Revengeance for even longer, you knowÂ
what to do. Get a whole year of this  kinda bonus content for less than $15 byÂ
going to CuriosityStream.com/JacobGeller
Over the top action is cool, cheesy anime lines are cool, the combat is awesome, the zandatsu mechanic is so good its insane that it hasnt been used again, the ost is fucking bonkers, and most importantly its just really fun.
And all memes aside, Armstrong is a fantastic character, an amazing boss fight and the introductory cutscene with the "this isn't my sword" line is raw as hell.
It's because of memes.
This is one of the most meta things to ever exist.
Game is about memes and it lives on through memes.
I found for a Metal Gear spinoff, it had A LOT of memorable characters. I'd love to have a whole game on Jetstream Sam.
It's ironic though at its popularity, as it seems to have nearly nothing to do with its original concept as Metal Gear Solid: Rising
It’s unrelenting in it’s insane charm and has killer gameplay. Plain and simple. It’s a good fucking game.
After watching this I am considering giving the game a second chance.
I know writers who use subtext, and they’re all cowards!
More than any other game I would give anything to have a full budget, non development hell sequel. I’m currently replaying it and it still holds up incredibly well almost a decade later.
The Max0r videos probably helped a little.
I love Jacob and his (rightful) analysis into the gameplay - but I feel the sad truth is that the majority of the recent popularity is from teens who have little interest in the game other than "haha it has funny voicelines and characters"
(Alas I may just be salty that the most attention the metal gear series has gotten in the past couple years has been over a spin-off)
I got into this game because of memes, and I ended up buying it for full price and finishing it. It got me into action games, I love this game simplicity - after all, combos are easy, and blocking is fine once you get the hang of it.
My favourite boss fight was the one with Sam, I think by now I know the full lyrics by heart.