tl.gif (159 bytes) tr.gif (156 bytes)
bl.gif (158 bytes) br.gif (158 bytes)
The Electronic Theatre
home guest book articles forum trix offline shop online shop links
You are here » In-depth reviews archive » PlayStation Portable » Metal Gear Ac!d
 
Hardware Manufacturers

Nintendo

Sony

Microsoft

 

tl.gif (159 bytes)
Welcome to the Electronic Articles:  In-Depth Reviews Archive

 

tr.gif (156 bytes)

Electronic Theatre Image

Metal Gear Ac!d

            Now I know there are many of you who’ve been waiting for this review. After writing my article Metal Gear Ac!DS many of you responded with much criticism, both creative and otherwise, and many more have asked for the full in-depth look at the title. So with the Metal Gear series expanding it’s horizons on SONY’s Electronic Theatre Image PlayStation Portable (PSP) we now have a title that could both distance many fans whilst attracting plenty of new ones.

            Hideo Kojima, Metal Gear’s daddy, had plenty of input in the title which, whilst maintaining the inherent traditions of the much-loved series, changes the gameplay quite drastically. The stealth, bosses, guns and Snake return – but turn-based-card-play is now the order of the day.

            Offering a side-story for Metal Gear akin to Resident Evil Gaiden and Resident Evil: Dead Aim on the Game Boy Color and PlayStation2 respectively, Metal Gear Ac!d sees Solid Snake infiltrating a facility captured by terrorists – but, as expected, these are no ordinary terrorists. More of Snake’s past is revealed and a few interesting new characters are introduced as you are presented with an inked-storyboard cut-scene before and after each mission. Comm. Talk still features quite Electronic Theatre Image heavily, too little surprise.

            The play proceeds as turns between yourself and the AI “team” with each-and-every action being dictated by the cards in your hand and deck. You can create a deck of thirty cards (expanding later) from which your hand (typically five cards) is dealt. Each card has point values and abilities and, whilst Genome Soldier and other cards are used specifically for movement, most cards can be used as a move action also. Each card has a basic set-up. There are immediate action cards such as mines and disguises, and there are also cards which come into play when required including dodges, weaponry and body armour – these cards are placed in the top-right corner of the screen as your equipped items, and each can effect the others both for the better or adversely, dictated by the coloured lines on such cards.

            The map for each section is divided into a grid, with each square counting as a space for movement and distance for weaponry. The enemies’ line-of-sight is viewable creating a much more strategy-based approach than in previous titles, where occasionally stealth is not necessarily the best option. Electronic Theatre Image The combat featured in the game is very tidy, with a cut-scene depicting the damage being done after selecting which attack you wish to perform. The enemies and other characters all have the same limitations as you do, as far as the totally-card orientated play goes, and so move and attack in the same way. Every card has a cost, which will determine how long it will be before your next turn – the higher the cost of this turn, the longer you’ll have to wait. As stated, the enemies have the same limitations, so some may not use weaponry one turn in order to get to their next quicker whilst others may decide that they can take you this turn, and so having their next turn after yours.

            There are many twists and turns in the formula and a second controllable character is thrown into the mixture fairly early on just to spice things up. Once played through a little the card-play feels reminiscent of the likes of Final Fantasy Tactics, Fire Emblem and, to a lesser extent, Phantasy Star Online: Episode III. The variety of cards has obviously been well thought through and the system works Electronic Theatre Image incredibly well – giving you the traditional Metal Gear Solid feel whilst placing itself in an altogether different genre.

            The presentation graphically is nice, but not exemplary for the power-hungry portable. Nicely crisp polygons and a large variety of backdrops are marred by a lack of textures and much polygon pop-up. The special effects however are very satisfying, with bullets zipping around lighting up the environment. The character animation is generally above average and the inked cut-scenes look very nice.

            Aurally, Metal Gear Ac!d does little to complement the PSP’s higher-end Stereo sound with basic “stealth-ditties” and an overly reused series of bullet-based weaponry effects.

            Konami have brought Metal Gear kicking and screaming onto the PSP. Whilst drastically changing the formula, they’ve managed to keep the feel of the series. Though many of you may remember me stating that the series was in need of a drastic overhaul during my Metal Gear Solid 3 review, I can’t help but feel that Konami had the same idea, but went a bit far. Metal Gear Ac!d is by no means a bad game, but I can’t see it achieving the same market acceptance as the Metal Gear Solid series due to it’s seemingly slow and limited gameplay. lectronic Theatre ImageElectronic Theatre Image

 

Kev J.                                                                                                                  Reviews Score Table Interpretation.

20/06/05

Return to the PlayStation Portable in-depth reviews archive here.

 

Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to enquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
Xbox
xbox.gif (6131 bytes)

 

PlayStation 2
playstation2.gif (5681 bytes)

 

GameCube
© Electronic Theatre 2003 - 2005 - email: kjoyce@electronictheatre.co.uk