Last night I downloaded the Metal Gear Solid: Peace Walker demo for the Sony PSP. The demo was free, naturally, and can be found on Konami's Metal Gear portal site. Although the PSP was designed to take UMD discs, it seems that most future games will be downloaded onto memory cards and bought through the PlayStation Store. Since my PS3 has been broken for almost two months now, downloading the demo from the PS Store was obviously out. Instead I was surprised to find that what I thought would be a roundabout way to get my hands on the demo, turned out to be a fairly straightforward affair. Downloading the demo was simple because using a USB to mini-USB cable, I was able to connect my PSP to an internet-ready laptop. The computer treated the memory card in the PSP like a standard USB thumb drive. After the download was complete, it was only a simple matter of moving the unzipped files to the PSP folder on the desktop.
I have to admit that I've been really excited for this game because I have been a fan of pretty much every installment in the Metal Gear series. Previews of the game confirm that it possesses that trademark Kojima quirkiness. My only trepadation going into any new Metal Gear series is whether or not it has changed too much. Some series, like KOEI's Dynasty Warriors and Samurai Warriors die out because they never evolve. Companies that keep repackaging the same game over and over again usually make the consumer feel like they have been duped. Not so with the Metal Gear series. The Metal Gear series evolved out of the arcade game form into a surprisngly deep and rich plot-based game back in the early 90's. Since then, cut-scenes, especially in the latest installment, Metal Gear Solid 4: Guns of the Patriots, have increasingly climbed to near-epic cinematic lengths. For diehard fans of the series, this is never a bad thing. Metal Gear is like a good book that you wish would just keep going and never end. When it does end, and the sequel comes out, doubts linger whether or not it will possess the same flavor as the original. At this point, Hideo Kojima has proven that he can keep his series consistent in terms of quality and tone-I have no reason to believe Peace Walker would be any different.
The first thing that needs to be said about the demo is that, well, its a demo. I know this because a disclaimer at the beginning of the demo told me as much. Also noted is that what is in the game isn't neccesarily representative of the final product. In fact, it probably isn't because Konami asked back in December of 2009, when the demo was released, for fan feedback. I wish I had had the time back then to give the game a proper once-over so I could have included my voice in the discussion, but I hope this review in some ways will reflect the natural issues that have arisen after playing through the demo.
The plot for this particular game is centered around Snake, a.k.a. "Big Boss" and his band of freelance guns. Militaires Sans Frontieres is a group of soldiers that don't have borders (frontieres.) The demo begins with a quick tutorial cleverly disguised as a regular training session with Snake and company on a storm-swept beach in some non-descript South American region. No sooner has Snake dug the sand out of his eye-patch than he is confronted by a professor and his student. With a typical lack of subtlety, two of the characters' names make obvious connections to the game's title. Paz and Kaz are both words for peace in Spanish and Japanese, (Kaz is technically an abbreviation.) Without ruining too many plot details, Snake is asked to intervene for the army-less nation of Costa Rica circa 1974.
The dialogue between characters is portrayed through a graphic novel-like segment that was introduced in Metal Gear Solid: Portable Ops. The quality of drawing and animation has been sharpened up for a much more dramatic effect.
Speaking of visuals, the graphics are phenomenal. MGS Portable Ops was good, this is great. Some issues such as octagagonal tires on trucks are still present, but it is clear that the folks working on this game put way more effort into creating a rich Jungle landscape that was strangely absent in the last South American tryst. Leaves sway in the wind and water splashes under Snake's boot.
Travelling between areas also feels sharper. Similarly to the transitions in MGS4, an audible tone lets you know you are nearing an exit, if you continue, Snake keeps running through the area and the screen fades to show a map of where you are headed. Once you reach the new area, chances are you will be five feet away from bumping into a trigger-happy mercenary in the bush. Stealth plays a big role in this demo, as it does for other Metal Gear games. However, Snake also packs quite a punch, depending on which loadout you chose to wear before going into each mission. I doubt that this is a permanent feature of the game. It seems to me that this is a demo-friendly feature that simplifies pre-mission preparations. Two of the loadouts provide heavy weapons such as HEAT-firing RPGs. The sacrifice is in armor or stealth. An additional loadout known ambiguously as "Jungle Fatigues" gives you a balance between sneaking and bringing the hurt down. The final loadout features the always-cool sneaking suit and a mini-riot shield. This loadout is pure stealth. Equipped with barely more than a bee stinger for offense, this loadout allows you to practically run up behind soldiers and pants them while they are none the wiser.
The first levels play out in a linear manner that doesn't feel linear. Like MGS3, this game is linear, but it gives you the illusion that you are choosing your route by putting so many bushes and trees in your path. The controls to move through the underbrush are similar to those of Portable Ops, except that the no matter which setting you choose, either "shooter" or "action," you won't be able to use the small joystick to look around in the first person mode. At first this was pretty irritating, but in the end it felt like more of a reasonable challenge to add into the game. Again, it is also possible that this is only in the demo, and that previous control schemes will appear in the final version. Also strangely absent is Snake's ability to crawl. This feature has been a stealth basic in every Metal Gear game, so I'd like to think that this is again, another demo-only feature.
Also similar to Portable Ops is the return of what looks to be a system to recruit enemy soldiers to your cause. Grunts knocked out by tranquilizer rounds can be air lifted at alarming speeds via the Fulton Recovery system. Instead of dragging soldiers all the way back to a deuce-and-a-half truck at the mission start point for safe recovery, you can now tie an oversized yoga ball filled with some super light gas that whips bodies into the sky for pick up by helicopter or plane. Unfortunately, I can't confirm that this really is meant as a tool for recruitment because the demo doesn't feature the ability to assign turncoat soldiers to your squad. It is possible since you couldn't drag soldiers around in this demo to hide them from sight, that the Fulton exists only to get them away from wandering patrols.
Overall the demo shows a game that holds real promise. The evolution of better graphics hasn't neccesarily mean't better Metal Gear games, so I for one am happy to see Metal Gear getting such a big presence on the PSP. The handheld nature of this portable platform seems right at home with the very nature of Snake and Metal Gear. The ability to whip out the PSP and play through a level in short order is at the heart of the Metal Gear Series: Mobility.