Thursday, January 25, 2007

Killer Ops

The real challenge would be to review Metal Gear Solid: Portable Ops on its own, independent of its place in the franchise, or its status among PSP offerings. If one could only review it as its own game, free of the labels and expectations and allowances.

That would be tough indeed. But the world of game reviews is not a vacuum. Too bad.

In terms of the larger Metal Gear saga, MPO is an important link in the chain, and it wields a fair amount of clout being a canon entry in the series. This is one of those games that "forced" series fans to buy a PSP, though once it is acquired a Gearaphile can enjoy Ac!d, Ac!d², and the Digital Graphic Novel as well. Speaking of the DGN...

The hand drawn cutscenes by Ashley Wood that tell the dramatic moments of MPO are excellent, and more than supplement enough for the in-engine cutscenes of previous games. Since doing these instances in engine would have been the most glaring example of the less detailed graphical presentation, I feel they create a very cohesive game experience.

In all honesty, though, the graphics aren't shabby. It is basically the exact same engine as Ac!d², although the character models are a little more detailed overall. In my personal library of titles for Sony's portable, Ops is second in the visual department only to Tekken:DR.

M10 + Machete = Crazy Delicious

We go now from good to superb. The audio in this game is par excellence. The very cool 70s superspy music blended with the expected MGS full orchestration is, for lack of a better word, crucial. The voice acting, the sound effects, the ambience: all perfect. They nailed every aspect of aural pleasure.

Yeah, yeah, I know. Gameplay. Here's the gist: MGS3's camo is out, a new and very useful sound indicator is in its place. The traditional linear structure is replaced by a mission based one, more suitable for portable Ops. Solo sneaking missions now allow you to take a quartet of characters into each mission, sneaking one at a time, and switching off by hiding in cardboard boxes at set hiding places scattered throughout the level.

Who else goes in your squad? Well, just about any soldier you see can be recruited. Just knock 'em out and drag 'em back to the truck. And each soldier has their own appearance, stats, and special traits. Most of the bosses can be recruited if one meets special requirements, for example the good old stamina kill (as opposed to a lethal "health" kill). These new comrades can be used to sneak, gather intel, develop technical supplies, or see to the health and well-being of your forces.

They can also be taken online, in a mode not unlike MGO from MGS3:Subsistence. Individual and team variations of deathmatch and capture the kerotan provide for unlimited replayability, and the option of Real Combat (as opposed to virtual reality), wherein you can capture your opponent's soldiers, creates an incentive to constantly build up your characters and search for better ones.Oh, and so you know, I had no problem putting together an exciting match with five other eager players at 5 AM EST. So yeah, there's alot of activity online.

What more could anyone possibly want?!

Well, starting with online, the six player limit chafes some, but sits fine with me. More maps, though, like the ones to be available for the Euro release, would be nice. Also there is a big controversy about hacked characters online that usually have otherwise inaccessible uniforms, S ranks in all weapons, and the health to withstand two headshots at point blank range. With proper communication, though, you can find opponents that share like-minded views of sportsmanship and avoid t3h hax0rz.

Next off, there are two really outstandingly bad segments in the game. One is a brief, very uncharacteristic platforming element in the Silo Complex level. I get the feeling Hideo Kojima backhanded someone when he played through that portion. It is especially frustrating on Extreme difficulty due to the key placement. This isn't Mario, okay?

Secondly, in the Ravine level, en route to the Power Substation, you come to a boulder in your path that prompts a codec conversation, telling you to find another route. I suppose one could double back around the other side of the canyon, or perhaps bring explosives to destroy the blockage. I wouldn't know, however, because I just had Snake hang off the edge of the path and climb his way around the large rock. This is Metal Gear Solid, okay? Electrified floors that need to be disabled with remote controlled missiles, I expect that. I also expect to use cigar smoke to identify infrared security systems. But, climbing around a rock? What the fuck, Konami? What is that?

Oh yeah, back on the plus side, the story is awesome. Great characters, intrigue, excitement, betrayal. You know, top-notch. It helps a lot to have played Snake Eater, but I wouldn't say it's a dealbreaker if you haven't.
In summation, this is the best PSP game I have played. Yeah, that's right. The best. Cardboard boxes and dirty magazines for life.Headshot, bitch!

2 comments:

Catarina said...

o_O Plot boulders? Here?!

Killa said...

That's what I said! Luckily I had a few magazines with me at the time, and, just as in real life, paper beats rock.