This is one UMD filled with Metal Gear
Strategy that any PSP owner should
seriously consider because it makes 67.3%
of all other PSP games seem like bloated
ports. It’s fluid, vivid
and with as much
depth as you want.
A delight.
SCORE
06/MAR/06
92%
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Snake Pliskin enters a heavily
guarded office. Gru soldiers wait,
scanning their line-of-sight for
heroes and a reason for their pay.
Snake’s bulk stands in the ready position,
framed in the doorway as the camera
crawls in toward a face staring well beyond
the veteran’s usual 1000 yards. Do you a)
use the desks as hiding holes and work your
way across the room, b) set your claymore
mine cards on their patrol route after
using the PSG against the bloke with the
flamethrower thus starting a chain reaction
of boom or… no,
there’s no choice just
yet. This is a Metal
Gear game and so
your ‘sneak’ training is
going to have to take
a powder while the screen snaps with boxes
full of talking heads spouting excessive
exposition for the next three minutes. The
guards won’t mind. As far as they care you
may have well just popped into a Starbucks
equipped with a Wi-fi hotspot for your
laptop so you could send a few emails.
Have a coffee.
Talk and chatter, gabble, blarney
and lots of answers given as questions.
Just because it isn’t designed by Hideo
Kojima doesn’t mean Ac!d 2 doesn’t feel
just like a Metal Gear game. Not a bad trick
considering it’s played with a deck of over
500 available cards. Tricks don’t come into
it since not only is this an improvement of
the original Metal Gear Ac!d, it’s a genius
Metal Gear title when set against the rest of
the series. It doesn’t feel like you’re playing
Konami’s more famous card game Yu-Gi-
Oh! It feels like your playing a natural part
of the MGS opus that, despite the tight cellshaded
graphics, bouncing ‘water-bomb’
breasts and stereoscopic gimmickry could
have been released at any time since 1987.
You could recreate the game with specially
designed cards and squared paper and it
would still work as an elegant game of card
management and tactical espionage. Now
prepare for unfair bafflement as we try and
cover the rules.
Initially two cards are dealt each turn
– you can hold up to six or forgo
a turn and discard two new. Equipment cards
can be set to act as modifiers or
you can link equipment cards to modify
the effect of the modifier. If you’re attacked
with an evasion card held you dodge or
counter-attack automatically. Any kind of
card can be spent on movement and you can
spend earned points during the intermission
between missions to upgrade existing cards
or buy new ones as they are unlocked during
the single-player campaign.
Now forget all of that tosh. Ac!d is so
slick and features such a graceful training
curve that you can mostly forget that the
game uses cards at all. Just think of it as a
strategy title and remember how all strategy
titles have an element of luck. This is often
represented when you’re shooting an
unconscious guard at point-black range (one
square away) with an 80% accuracy rating
and miss totally. When you play a special
card, for example the cyborg ninja Grey Fox,
you’re certainly laying a card down but it
feels natural to the flow of any PlayStation
strategy title. And you get to see as invisible
swords slice an enemy while they’re nonethe-
wiser to your location. Sweet.
Because it’s turn-based you can be far
sneakier that you could if it we’re a realtime
MGS title with infinitely less dexterity.
There’s no need to hold down three buttons
at once, targeting fire extinguishers to create
confusion is simple and you can check the
enemies’ line-of sight while the game is
effectively paused as you plan your move. You
just have to be philosophical and learn how
to use the cards you are dealt to maximum
advantage and you’ve got the time to plan.
You will use more varied techniques than
usual because you can never be sure what
cards you will have. You’ll set more traps and
learn to fake out opponents with grenades.
You’ll even shoot grenades before they’ve
had a chance to run away from them. Joy.
Despite the fate of the deck you feel more in
control and because of the game’s turnbased
nature it’s simply perfect for portable
play. Portable joy.
Ac!d 2’s new and welcome visual style,
refined camera controls and a more
ingratiating interface belie the depths on
offer. Each mission can be replayed in a
variety of modes, Ad-Hoc play will devour
the longest train journey and, we have to
admit it, tweaking your deck to be more
powerful creates a sense that you’ve
designed your own personal stockpile of
wonderful sneaky aggression.
Portable consoles need games that
cater for how and why people actually play
portable consoles. MGA2 was built to fit
perfectly inside a PSP. Minimum loading,
bite-sized yet filling gameplay. All PSP
games should aim for these ideas but
few do, which makes for something very
special indeed.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson