Note: The following review is based on both the PSP and PS3 versions of Metal Gear Solid: Peace Walker, the latter of which was played via Metal Gear Solid: The Legacy Collection.
In about a year’s time, I’ve gone from
knowing nothing about the Metal Gear franchise to knowing nearly everything
about its story and characters. Since I first played Metal Gear Solid for PS1,
I’ve become completely drawn in by the world the games have set up and have now
been eagerly anticipating new installments, one of them being the recent Metal Gear Rising: Revengeance. My attention has now been drawn to Metal Gear Solid
V: Ground Zeroes, a game which I have been following coverage of since I became
more aware of it. However, I realized that in order to understand its events,
I’d have to play the previous chronological entry, Metal Gear Solid: Peace
Walker. To that end, I got the PSP version and began playing it, but then
switched to the PS3 version partway and completed it there. I’ll explain how
and why later, but the important thing is that I ended up liking Peace Walker,
although I felt some of the gameplay tweaks and revamped mechanics needed a bit
of getting used to.
In 1974, ten years after the events of
Metal Gear Solid 3: Snake Eater (MSG3), Naked Snake, now known as Big Boss, has
created his own army, the Militaires San Frontières (MSF; translates to Soldiers
Without Borders), composed of those who have abandoned all ties to their home
country. On November 4, at Columbia’s Barranquilla Coast, MSF deputy commander
Kazuhira Miller introduces Snake to two potential clients from Costa Rica, Paz
Ortega Andrade and Ramón Gálvez Mena. Gálvez explains that since Costa Rica has
no army, he was given authority by the Costa Rican government to hire MSF to
protect them from an invading armed group. Kaz encourages Snake to send MSF as
protection, but Snake is reluctant to do so. As persuasion, Gálvez takes out a
SONY Walkman, which he gives to Snake, and plays a cassette tape containing a
recent recording of The Boss’ voice. Surprised, Snake agrees to help out and is
provided an offshore platform in the Caribbean as a base, which is dubbed
Mother Base. Six days later, MSF leaps into action. During his mission, however,
Snake learns information revealing that there’s a lot more going on than he
initially thought.
Written by Hideo Kojima, the story of
Peace Walker is pretty much a direct continuation of MGS3, since The Boss is an
important element of the overall plot. She serves as the motivation for Big
Boss’ actions and her past and ideals are frequently brought up and discussed.
That said, the story is very well-written. Big Boss’ journey leads him to
meeting new characters, all of whom are well-rounded, though we don’t always
get a glimpse of their entire personality. Every single character is important
to the plot and a couple, Huey Emmerich and Kazuhira Miller, are also important
to the events of other games chronologically. The game’s theme of nuclear
deterrence is also heavily discussed, with characters Huey Emmerich and Dr.
Strangelove at the center of the issue via their creation of the eponymous Peace
Walker AI weapon. I like how the search for Peace Walker is played with
gradually increasing urgency across four lengthy chapters until it reaches a
very emotional climax and ends in a way that caps off the major events of the
story perfectly.
Of course, I feel I should mention at
this point in time that while you do go through four chapters to get to the
end, there is a fifth chapter that is only accessible after the credits have
rolled. This chapter requires the player to go through certain motions or
fulfill requirements to keep it going and it doesn’t take very much time to
finish. That said, this chapter is also home to some very major plot twists,
which I won’t spoil so that you find out for yourself. If chapter four is the
emotional climax, then chapter five is more like an epilogue, which isn’t that
bad considering the length. At the same time it hints at future adventures for
Big Boss, which makes me all the more curious about the events of the upcoming Metal
Gear Solid V: Ground Zeroes.
The gameplay in Peace Walker is
different from the approach the other games have taken. Rather than simply play
through one continuous story, the game is divided into chapters, further
subdivided into individual Main Ops missions that take varying lengths of time
to complete. As you play through each chapter, you are also encouraged by Kaz
to knock out your enemies and use the Fulton Recovery System on them so they’ll
end up in Mother Base and expand the MSF’s ranks. By replaying missions, you
can not only capture more soldiers for Mother Base, but you can also repeat
fights against vehicles to expand your arsenal or have a rematch against one of
the AI weapons to obtain parts and AI boards for weapons of your own. Apart from
the Main Ops, there are also Extra Ops where you complete different challenges,
such as recovering POWs or obtaining classified documents, to gain rewards and
further Mother Base’s potential. It gets easy to adapt to this mission setup,
but there are a couple elements that will take longer to do so.
One of these elements is that not only
do you have to make sure MSF has a good number of people in it, but you also
have to manage Mother Base itself. You are responsible for putting different
soldiers into different divisions, like R&D and Combat, with more divisions
of Mother Base becoming available as you advance through the story. You can
Auto Assign people to these different divisions, but eventually you’ll probably
be forced to make some decisions manually and even end up firing those who
contribute the least. Your R&D division also relies on GMP from Combat to
determine what weapons and items they can develop, with some naturally taking
longer than others (completing missions will move time forward). At first I
found myself greatly understaffed, which caused me to have low division ranks
(which also determine what R&D can do), but when I finished playing I was
nearly at capacity, so I would suggest taking some time to figure out who you
think really deserves to be at Mother Base to advance development and keep
things running as smoothly as possible.
The other element that takes getting
used to is the general control scheme. You can choose between three different
layouts, with one being based on the earlier Portable Ops, one based on Metal Gear Solid 4: Guns of the Patriots (MGS4) and another based on the Monster
Hunter game series (which, if my research is accurate, inspired the Mother Base
management element). I chose Shooter Type so it would feel more natural, down
to adjusting the control scheme to mimic classic Metal Gear gameplay as closely
as possible. This helped me get through the game better, but having played both
the PSP and PS3 versions (I’ll explain how in a bit), I would suggest playing
on PS3 due to the better camera and weapon/item selection controls. On that
note, items and weapons can, on PS3, be accessed with L2 and R2, but requires
you to still scroll left and right in real time on a menu that takes up a majority
of the screen. I’m more used to the action pausing to let me switch, so I
needed more time to adjust to this method. I also liked certain changes from
MGS3, like not requiring the player to go through menu after menu to heal or
change camouflage patterns, since you select one camo to use for the mission
and “Ration = Health” is reintroduced, along with more cardboard box options
and other healing items. The Psyche gauge makes an appearance from MGS4 in
place of Stamina, which results overall in a pretty solid hybrid of MGS3 and
MGS4 gameplay. I now wonder where future games will go with this idea.
Since I’ve mentioned Monster Hunter, I’d
like to spend a little time on that. By completing certain requirements (listen
to all of Chico’s briefing files about mythical creatures, then almost complete
Extra Ops 029 but go to the ocean instead of the Fulton Recovery Point, then go
to the end of the bridge and watch a cutscene), you can unlock missions where
Snake fights different creatures from the Monster Hunter franchise. Having
never played Monster Hunter, I still found this crossover idea interesting and
actually felt my adrenaline going during combat. However, these missions can
also be very difficult depending on your strategy, so I only got to beat the
first one, Rathalos. These fights can also get majorly annoying, particularly
when you mix persistent Velociprey creatures with relentless attacks from the boss
creatures, especially Tigrex (who I died against every single time I challenged
it). Still, this offers the game quite a bit of replay value and is a good
treat for Monster Hunter fans.
Before I go into the technical aspects
of the game, I’d like to point out one major continuity error. This has nothing
to do with the number of minor retcons, like making it so it wasn’t Huey
(Otacons’ dad) but rather his dad
(Otacon’s grandfather) that was involved in the Manhattan project, as Metal
Gear does it enough that you just have to roll with them for the story to still
make sense. This is actually about something that one might overlook that goes
through the entire game and some might say that I care too much to point out:
Snake’s eye patch. In MGS3, the player gets to see the moment Naked Snake (not
yet Big Boss) loses his right eye before gaining his iconic eye patch. This
moment is so poignant and important to Naked Snake’s development that the game
even alters the First-Person aiming so the player is only seeing out of his
left eye, forcing one to try and adjust how they fire to make up for this. In
Peace Walker however, no matter who Big Boss is fighting, regardless of it
being a cutscene or manual aiming, he is always aiming out of his right eye,
which means that he is somehow looking through
the eye patch to fire off a weapon. After a while I stopped worrying about
it, but I could never really let this little detail go because it goes against
everything that should logically happen in a universe that is already very realistic
(except for the giant robots and technological marvels of course). Hopefully
this is just a one-time thing.
Since I mentioned it before, I’d like to
explain how I was able to play both versions of the game for this review. When Metal
Gear Solid HD Collection was in production, Kojima Productions developed a new
technology that Hideo Kojima called “Transfarring” (a portmanteau of “transferring”
and “sharing”). This technology allows someone to begin playing Peace Walker on
the PS3 and then transfer their save to the PSP version so they can keep
playing it on the go; this mindset also applies to the HD Collection in general
since you can move your files to and from the Vita version. For veteran
PlayStation users, you may recognize this as the Cross-Play technology
introduced to PS3, PS4 and Vita, which is essentially a widespread adoption and
integration of the Transfarring technology. In my case, I began on PSP before
Transfarring to PS3 for the better control scheme. I may not have any Trophies
for doing so, but at the very least I was able to more comfortably play and
finish the game.
Graphically, Peace Walker is actually
pretty good. Of course, the character models on PSP look more akin to an
average PS2 game, and the PS3 version, though in HD, is simultaneously better
and kind of the same, but the backgrounds are amazing. I never got tired of
looking at Costa Rica, with the amazing attention to detail on the flora and
fauna of the area. I was reminded quite a bit of MGS3, especially in the
background noises, but I can’t fault the game for trying to be as detailed as
its brethren and, in some ways, succeeding. As usual, Yoji Shinkawa’s art style
is really good in Peace Walker, as the new characters go in with the recurring
cast perfectly; Paz in particular is actually pretty cute.
The high art quality actually carries
over to the cutscenes, which were actually better than anticipated. Ashley
Wood, from what I read, was heavily involved with the art for Portable Ops, but
in Peace Walker he is actually credited as a guest artist; the art style used
throughout is more akin to Yoji Shinkawa, who led a team of artists for the game.
To me, this style suits the game better than Ashley Wood going solo, who I
still say is best for horror comics, and I think the game is better off for it.
Peace Walker also features very good
voice acting. David Hayter returns as Naked Snake, although his voice sounds raspier than usual. Christopher
Randolph also returns to voice Huey Emmerich, which makes sense given that Huey
is Hal Emmerich’s father. While his performance is not completely unlike
Otacon, there’s something a little different about it to set the two characters
apart from each other. Tara Strong and Steve Blum, two of my favorite voice
actors in general, also return to the series (having previously appeared in
Portable Ops) to voice Paz and Ramón respectively. Both of them give strong
performances that lend a lot of depth to their characters, which helps the
vocal quality in general. Overall, everyone involved does such a good job and I
hope this level of quality carries over to future games.
Lastly, the music is very good as well.
There is a lot of range in the compositions with plenty of style changes
throughout the course of the game. When there is a sense of urgency or triumph,
the music perfectly reflects that, but the lack of music in certain situations
is also good as it keeps you on your feet.
Metal Gear Solid: Peace Walker is an excellent addition to the Metal Gear franchise. The story directly continues from MGS3 in a brilliant way and nuclear deterrence is discussed in fascinating detail. The gameplay changes things up quite a bit and, while it takes some time to get used to it, it’s a very natural evolution and hybridization of MGS3 and MGS4’s gameplay styles. I would highly recommend existing fans to check it out, but I would also strongly suggest playing it on PS3 for the sake of a better control scheme. Newcomers to Metal Gear shouldn’t even try to start with this one, as they’ll likely become lost by the references to previously existing events. In that case, I’d suggest actually playing the rest of the games first, beginning with Metal Gear Solid and going forward by release order. Considering what’s on the horizon, this is an essential game in the franchise that there is really no excuse for fans to miss.
[Revised 3/27/16]
Metal Gear Solid: Peace Walker is an excellent addition to the Metal Gear franchise. The story directly continues from MGS3 in a brilliant way and nuclear deterrence is discussed in fascinating detail. The gameplay changes things up quite a bit and, while it takes some time to get used to it, it’s a very natural evolution and hybridization of MGS3 and MGS4’s gameplay styles. I would highly recommend existing fans to check it out, but I would also strongly suggest playing it on PS3 for the sake of a better control scheme. Newcomers to Metal Gear shouldn’t even try to start with this one, as they’ll likely become lost by the references to previously existing events. In that case, I’d suggest actually playing the rest of the games first, beginning with Metal Gear Solid and going forward by release order. Considering what’s on the horizon, this is an essential game in the franchise that there is really no excuse for fans to miss.
[Revised 3/27/16]
Great information given.
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