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Metal Gear Ac!d (MGA) is an interesting blend of game types. On the one hand it combines typical Metal Gear action in the form of stealth and action type sequences. On the other hand it mixes in a card based element that, while slowing things down slightly, adds a blend of strategy to a genre not particularly known for such. Towards this interesting mix of features, a wonderfully dark and dramatic storyline is added and followed up by the finest graphics I have yet to see on a handheld game and an impressive musical score to boot. While this isn't exactly your father's Metal Gear, MGA has a lot to offer the gamer with the open mind.
Despite all the gloss and glimmer layered on top, MGA is a card game at its core. You assemble a deck of useable cards which are then shuffled and allocated to your hand during each mission. Different card types allow you to perform different actions and the range of functionality involved with your deck varies quite a bit. You will use cards to move around, attack enemies and equip yourself with different abilities and protective/evasive equipment.
Each mission has an objective you must accomplish and, while the game holds your hand marginally, the objectives are generally quite fun, slightly challenging and adequately varied. There are a few redundant missions that simply have you killing everything in sight, but those types of missions are well placed into the storyline.
The brunt of the gameplay has you deciding which cards to play at which times. Each card has a certain COST which adds up as you make use of your different tools. You will not be able to have a turn until your COST has again returned to zero, and so managing the number of turns you have and the amount of COST each card will use involves quite a bit of strategic planning. Enemies in MGA also have to abide by the card rules. You will frequently see them using cards, re-equipping other cards and waiting for their COST to diminish. Thanks to an overhead layout that lets you see all of the details of the current playing field (all enemies, their line of sight, equipment, COST remaining), you can really plot out your every move.
Mission structure is basically divided into an overhead map that you choose a location from. By choosing a location you can move to the next mission or replay a mission from before to accumulate points. You can use said points to purchase extra cards from the card shop and expand your library. Throughout the game you will be given the chance to buy different card packs (based on previous Metal Gear games) with varying degrees of effectiveness.
From a plot perspective, MGA is a dark, psychological twist that weaves brutal murder together with companionships gone awry. I quite enjoyed wondering where the plot was going to go next and whether or not it would eventually wrap up properly with everything under control. Filled with plot twists and back-stabbing characters and ambitions, MGA will leave your wondering until the very end. And at that end, is everything finally resolved? Well, yes and no, I will leave you to discover that on your own, but I felt as though I had played a fulfilling game and needed a sequel at the same time.
Graphically, MGA is a sight to behold. If I wasn't holding the system in the palm of my hand, I could swear I was using a PS2. Those familiar with Snake's outings on the PS2 will feel right at home here. The character models are wonderfully structured and very nice little cut scenes (that use the in game engine and otherwise) progress the plot in a very aesthetically pleasing way. Environments are varied and quite nice to look at and move around in. Overall, seeing as this is my introduction to the PSP, I am quite thrilled at the future possibilities of Sony's handheld, given that this is a launch title.
On the musical side of things, MGA shines. Considerably darker in mood than previous Metal Gear games I have played, the music really fits in with the action; and especially with the creepy, head-trip of a plot. I found myself frequently reaching to put on my head phones where in most portable games that I play in public I merely leave the volume off. Moody, fitting, and genuinely unique, I quite enjoyed the sounds of MGA.
To say that I enjoyed MGA is something of an understatement. It kept me enthralled from the beginning to the end and lasted me roughly 25 hours or so; not too shabby for a portable game of this level of quality. For a launch game, MGA has rather won me over to the Sony side of things and its very nice looking system. The only real complaint I can come up with is that I noticed quite a number of glaring typographical errors (strange that these errors got overlooked, anyone playing the game must have noticed). All told, MGA is definitely worth your time and should be considered a must-play amongst the relatively small amount of games available for the PSP. I am eagerly looking forward to the next release.
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