Ever since Subsistence revived my interest in the Metal Gear series, this one has been high up my wishlist. It fulfills both the need to continue the excellent Big Boss saga and the more pressing requirement for something to play on the PSP. I got my US copy this morning and, after a couple of hours spent trying to get the 3.02 firmware emulated so I wouldn’t have to upgrade, I gave it a crack.
The immediate concern when playing this game is the control system. One of my criticisms of MGS3 was the convoluted controls and although they still take some getting used to here and are overall inferior, Kojima’s team has done some much-needed pruning. The lack of buttons eventually stops feeling limited, and I hope that the lessons learnt here are carried over to MGS4.
The 3D camera obviously doesn’t control as smoothly on a D-pad as on an analogue stick, but is still a welcome transplant from the last game. The frustration of unseen enemies is further alleviated by a permanent radar/sound sensor thingy (no worrying about battery levels) and a full map of each area on the pause menu. I still got spotted by an enemy that I missed in the first room but that was my fault for not realising how the radar worked.
The fundamental change to this game comes with the recruitment system, where each mission can be played out with a squad of four allies. Almost any enemy in the game can be recruited into your little rebellion and then their unique skills can be utilised – uniformed enemies are less conspicuous when infiltrating a base, for example – in your efforts to complete the game. It even uses the wi-fi function of the PSP to generate random recruits, meaning that just stopping in a coffee shop can yield an S-class supersoldier. I’ve taken my PSP out with me a couple of times with the sole intention of visiting a known access point to see what I can get. Continue reading Metal Gear Solid: Portable Ops