Review: Metal Gear Acid 2 (PSP)

QuickView

Good: Unique visual style

Bad: Little mission variety, room for improvisation

The Solid Eye: Dorkiest peripheral since the Virtual Boy

Okay, before I get started on the review for Metal Gear Solid: Acid 2 let me say this: if you're expecting another dose of dialog driven, plot-heavy "Tactical Espionage Action" that the Metal Gear Solid series is known for, you are in for a major disappointment.

In a move that still burns hardcore MGS fans, the Acid series forgoes the stealth mechanics of its father franchise in favor of a turn-based card system. Snake still sneaks around and battles bosses, but now he does it with random card draws in what feels like a combination Day-Glo board game/comic book.

At the start of each level Snake is given six random cards from his master deck. Each card type creates a different effect. Attack Cards attack, Health Items heal and Equipment Cards give your character new abilities or modify their stats. There are also Character Cards that are essentially more powerful versions of the other three card types. Any of these cards can be used for their intended purpose or they can be sacrificed in order to advance spaces across the game's grid-like maps.

photo

These maps are multi-tiered and feature patrolling guards. Objectives usually revolve around either making it from one end of the map to another or accessing a certain number of computer panels. Like the console games, it's possible to sneak past enemies or engage them directly in combat.

The cards themselves serve as a window into the history of the Metal Gear franchise. Weapon Cards go all the way back to the original Metal Gear with weapons like the Ingram and the Five-Seven Standard. Character cards span the entire MGS universe referencing such characters as Dr. Kio Marv (MG2: Solid Snake) and Dirty Duck (MG). Even the walking punchline Johnny Sasaki has his own card.

There are a few noticeable improvements here over the original Acid. It's nice to be able to turn your character now without having to waste a Move Card. Being able to equip counter attack weapons and then use them on enemies by "loading" them with ammo from another card is also nice. My personal favorite addition is the inclusion of Close-Quarters-Combat moves from MGS3. With these you can inflict damage on one enemy per turn without using an Attack Card.

For the most part the design works. The first few areas are forgiving enough on the normal difficulty setting that you can get accustomed to the central gameplay mechanic and once things do start to get challenging the strategy involved is fairly sound but many of the later missions are so rigidly structured that one screw up usually results in failure and the subsequent restart. They are so rigid that at times it feels like there is only one right way to accomplish the objective and any attempt in experimentation results in defeat.

On the visual side of things Konami opted to ditch the standard character models and drab color palette of the previous Acid in favor of vibrant Cel-Shaded designs more akin to a Saturday morning cartoon. While this is sure to either confuse or enrage diehard MGS fans, it actually does a great job of establishing a unique look for the series that separates it from the console MGS games. Using the artwork of MGS comic book artist for the cutscenes is nice too.

In what can be seen as Konami's entry into the "Dorkiest Gaming Peripheral" category is the included Solid Eye vision system. This system is actually two cardboard pieces that fold out and slide over the PSP screen. Like 3D glasses, there are two lenses but they filter out tone rather than color so the game can still be viewed in its original color scheme.

The Solid Eye works surprisingly well at creating images that look three-dimensional. It's just too bad you have to hold the PSP up to your face like a periscope in order to achieve this. This is definitely something you'll want to use in the privacy of your own home if you use it at all, since you will look pretty ridiculous. Also, it's pretty flimsy. Mine fell apart on me several times from normal use.

It's impossible to talk about a Metal Gear Solid game without discussing the plot since storytelling is always such an integral part of each game. The plot is still important in Acid 2, but far more absurd. Simply put, Acid 2 is a side story and it knows it. Snake has lost his memory and is blackmailed by an FBI agent into breaking into a research laboratory. He goes along with the plan as scheduled until he finds, you guessed it, another Metal Gear.

There are the prerequisite double-crosses and plot twists but what makes the story truly odd is its comic book presentation. The monster-like boss characters and the ridiculously endowed Venus and Dr. Tachiyama characters would never be found in a true MGS game.

The absurd plot, Cel-shaded visuals and turn-based card mechanic all serve to create new Metal Gear Solid experience. The previous Acid confused many gamers because the visual style left fans (myself included) expecting gameplay more like MGS3 than Yu-Gi-Oh or Pokemon.

With Acid 2, players at least know what they're getting into for better or worse. The sequel improves on its predecessor in both the gameplay and presentation departments. While it's sure to piss off the hardcore MGS crowd, there's a rewarding, albeit at times frustrating, game here for anyone who doesn't take the series or themselves too seriously.

Graphics: A-

Sound: B+

Gameplay: B-

First Play: B

Replay: C+

Overall: 82% B-

Comments

lawrence.com does not necessarily agree with comments posted below - responsibility lies with the relevant user alone. Read our full policy.