I very rarely post here, but as MGR is the most impatient I have been for a game since the original (Xbox) Ninja Gaiden I'll take a few moments here:
KesMonkey wrote:Having just played the demo (only for a few minutes so far) of MGR, some problems are immediately apparent.
The free blade mode (which seems to be essential to gameplay) just doesn't work very well.
The only immediate problem with the blade mode is the learning curve, it's a new mechanic and one that'll take getting used to and while you can precision aim with the right analogue stick, you can also use the face buttons to cut repeatedly, X for horizontal slash and Y for vertical -- precision aim is only really useful when you want to cut those precious left arms off and aim for extra points with various limbs, at which point it becomes a mini game where you need to take your time to aim precisely.
KesMonkey wrote:Half of the time that I release the right analogue stick, it does nothing. And that's when I'm standing still, not even fighting an enemy. Perhaps I'm releasing the right analogue stick incorrectly.
To cut after you've pulled the right analogue stick you need to let it go immediately almost like a flick. If you ease the right analogue stick back into neutral, Raiden returns to neutral; you'll begin to see why this is necessary after you've played more than a few minutes.
With regards to parrying it is very circumstantial and will take a bit of getting used to. Those saying things like "The parry system is iffy as to when it wants to work as well" are either panicking and parrying WAY too early, parrying too late, or, parrying in the wrong direction of the incoming attack, that being said, there is only one attack in the demo that seems to be iffy where the parry is concerned and that is the gecko's right-leg-roundhouse-sweep, the window of parrying is so small that it is almost broken.
The game hinges on parrying (more so than blade mode) so much so that Raiden is able to parry in the air to avoid those pesky Gecko jumps and stomps.