Category Archives: PSP

Metal Gear Solid: Peace Walker

Metal Gear Solid Peace Walker

Metal Gear Solid: Peace Walker

I never learned how to play Metal Gear despite finishing several titles from the series. Peace Walker teaches you how to play Metal Gear properly, and it feels good to finally be on even terms with the series.

It’s quite simple, really: all the missions are split into short segments and you can choose to replay past missions. You’re being graded for your performance, the main criteria being speed and secondary how few alarms you’ve raised, how few kills you’ve made and how few enemies you’ve left dying (as opposed to hauling them away to your base for care). Acting violently decreases your heroism score, which affects how many new recruits you get, but it’s usually the easy way out to just shoot your way out of trouble.

But the thing is, you know killing is not the right way to do it, and while you can progress in the story by clearing a path with bullets, you’ll be back to perfect your scores. In past games triggering an alarm was frustrating, because the enemies would just keep coming. This time you’ll kill a few and that’s it. It’s also usually a viable option to just leg it, hide yourself and wait for things to calm down. The enemy is quite good at flushing you out, but playing smart it’s entirely possible to evade capture.

The outcome is that you learn how to sneak aggressively, taking out enemies on your way without killing them and always remaining unseen. And it’s voluntary – the game does not force it on you, rather, it rewards it.

This structure alone would make me consider Peace Walker an important title in the series, but it’s got a lot more going for it, as well. Metal Gear Solid: Portable Ops was an interesting title with lots of problems, the main ones being that the soldier collection mechanic was tedious to use – you had to physically carry every knocked out soldier to the exit – and the controls were more or less broken.

Peace Walker fixes both of these issues with instant evacuation (via a balloon) and shifting the camera controls to the face buttons, in addition to a host of usability improvements. The inventory is now large enough, for instance. It works really very well, I’ve only cursed the controls a bit in up close and personal combat – which always means you’ve messed up anyway – and during some of the boss fights.

The soldier collection is actually a key part of the game. You’re assembling an army, building a base and researching technology. Set in the 1960s in South America, you’re playing as Big Boss (as in Portable Ops) and very quickly it turns out you’ll be putting together Outer Heaven, the legendary mercenary state featured in pretty much all of the previous Metal Gear titles, being the setting of the original game (Metal Gear, 1987) which Solid Snake is infiltrating (to take out Big Boss). If you’re a Metal Gear fan at all, this is very exciting stuff! The Metal Gear universe had got so convoluted by the time of Metal Gear Solid 4 (2008) that I wasn’t really keeping up any more despite being a fan, and it’s great to reconnect with the series this way. It feels like you’re re-enacting history, if you’ve spent a lot of time with the series.

The oft-ridiculed Metal Gear gameplay to exposition ratio is better than at any time before in the series. Generally, you get a cutscene every few missions and while some of them are a bit lengthy, they don’t get tedious. Some are interactive. The comic book style used is gorgeous throughout. Missions generally are never interrupted by plot. When you’re playing, you’re playing, and for once the Konami designers have allowed the gameplay to shine on its own. There’s plenty of variety on offer. While the levels are relatively straightforward, you usually have at least two routes through them, exploration is rewarded, and you always have options on how to handle enemies on your way, depending on positions, time available and what equipment you kitted out with when embarking on the mission.

The Southern America setting and the 60s vibe with Ashley Wood’s lively, animated comic book cutscenes contribute in a major way to the strong mood.

As we’re just past the halfway mark, Metal Gear Solid: Peace Walker is a strong contender for game of the year.

What I’ve been playing this summer (part II)

Mystery Dungeon: Shiren The Wanderer

Mystery Dungeon: Shiren The Wanderer

Brütal Legend

Brütal Legend

Alan Wake (Xbox 360)

Alan Wake finally came out and for me, it was well worth the wait. Top of the line storytelling all through, with unparalleled pacing and cinematic conventions. Great setting, great writing, great characters and good gameplay. It could have used a bit more variety in the combat mechanics towards the end, but aside from that, this is one of the best adventures I’ve been on in years. One of the setpieces is an instant classic (the farm fields), and the other scenes don’t fare much worse. They have clearly cut all the fat and only kept the very best parts. Remedy are really the masters in what they do. Must play, if you have a 360.

I’ve recently been replaying Max Payne 2, and everything that’s great about Wake is evident there. It may be hard to recall what an ambitious step in storytelling the sequel to Max Payne was, despite a short development time. If you’re thinking about a revisit, for a seven-year old game, on the PC it has stood up graphically amazingly well.

Dead Or Alive 4 (Xbox 360)

I initially disliked (whoah, four years already!) DOA4 because the computer is super hard. But this time I stuck to my guns and learned how to play it. It’s easily the best title in the series, in every way an evolution. I’ve been playing single player and grown to not be frustrated with the CPU. My wife has become rather proficient in it, as well, usually soundly beating me. (I think I’m thinking too much.)

I’ve also played some online, but that’s just harsh. The guys still online are way too hardcore for me.

Mystery Dungeon: Shiren The Wanderer (Nintendo DS)

All the way from 1995, this DS port of a 15-year old SNES game just sucks me in. It’s a graphical, less complex roguelike, which does not make it the slightest bit forgiving. A really hardcore experience, you’re supposed to perish dozens if not hundreds of times before making it to the end. Every time you die, you start from the beginning, although if you’re clever, you can carry over some of the stuff you’ve accumulated in your previous adventures. The narrow scope with lots of depth makes it very compulsive to play.

Soul Calibur Broken Destiny (PSP)

Still a great game. Both the fighting and the character building are fun and really at home on the PSP. If you have a PSP and like fighters at all, I’d say it’s a must have, even if you don’t have anyone to play it with locally.

Brütal Legend (PS3)

Tim Schafer’s heavy metal tribute is built for guys of my age (born in late 70s). I can’t help but smile! Right from the start menu, you’re in a world of metal, and it feels good. The writing is very good, often laugh out loud funny, and very well acted. The gameplay works, although it isn’t anything really special. If you’re into metal, you need this game.

Soul Calibur: Broken Destiny

Soul Calibur: Broken Destiny

Soul Calibur: Broken Destiny

Fighting games on handheld consoles are something of a weird combination. Obviously the big problem is that unless there happens to be a PSP-player with the same game in the same room (and that room isn’t an airline cabin), I will be playing against the computer. Playing fighters against the computer is never ideal, and in many cases it can downright spoil the game due to cheap AI.

Yet I’ve put more hours into Tekken: Dark Resurrection (warning: clumsy and hilarious Flash site) and now Soul Calibur: Broken Destiny than their big-screen incarnations, much as I love Soul Calibur IV. Leaving out long flights, what makes me come back to these games?

I think it’s a combination of very quick, very short games which keeps me distracted when I’m not up for a more involved game and the character creation mode, shared by both of these PSP fighters. I spend probably more time in character creation than actually fighting. It’s a creative challenge, really – can I make this character look better just by changing the colors of his equipment? Can I make this hair work? I realize it’s dress-up, playing with dolls, really. In this PSP version, the character creation does not affect the way the character plays, so you can try out different looks without crippling your game, which was a problem in Soul Calibur IV.

It helps that Soul Calibur is really an excellent game. I’ve found several favorite characters in each instalment of the series, and the way how differently the characters play really keeps it fresh. The PSP version works just as well as the big-screen versions and I actually find the mechanics somewhat improved from Soul Calibur IV (I couldn’t tell how, exactly, they just feel better). Also, no ridiculous Star Wars characters this time around. Kratos from God Of War series is a very good fit in the character roster, even if he feels a bit cheap.

The best of 2009

My 10 best games of 2009

My 10 best games of 2009

For the most of 2009 I spent my gaming time playing games from 2008 – Far Cry 2, Fable II, Rock Band 2, lots of cheap PSP & DS titles, Company Of Heroes, Dawn Of War (the first one) – but I thought it could be fun to put together a list of what was the best 2009 had to offer. For future reference, see.

I have not played many of the big hitters of 2009 so there’s bound to be holes, but these days, gaming is too big a pastime for one man to wholly take in with his free time (and income). Major omissions include Halo: ODST, Modern Warfare 2, Resident Evil 5 and Dragon Age: Origins, to name a few.

My ten best games of 2009:

  1. Space Hulk (board game)
  2. Batman: Arkham Asylum. I haven’t written about Rocksteady’s phenomenal take on Batman (because I’ve been too busy playing it), but it ranks as one of my all-time favorite games. Play it.
  3. Demon’s Souls
  4. GTA Chinatown Wars (DS)
  5. Shadow Complex
  6. Torchlight. I’ve been playing this for most of the holidays, it’s crazy good. Too bad about the lack of variety and the still missing multiplayer.
  7. Killzone 2
  8. Plants Vs Zombies. This Popcap title stole a ridiculous amount of time this year. Probably the best value for money all year.
  9. Street Fighter IV
  10. Rock Band Unplugged

I’m surprised by how many “small” games there are – mobile games and cheap PC games. Remarkably, the only one I was looking forward to before it hit was Killzone 2, the rest of these have been more or less very happy surprises.

Rock Band Unplugged

Rock Band Unplugged

Rock Band Unplugged

I got the PSP incarnation of my favorite franchise on a trip to Guildford, UK. It continues to baffle me why I need to pay so much more for the games over here in Finland. I would certainly buy a lot more new games if they weren’t quite so expensive.

You’d think that it’s all about the peripherals (I have four plastic guitars, a drum kit and five mics at home) or all about playing with friends (I have some), neither of which comes with this portable Rock Band experience. But it turns out that no, it’s all about the music, and aside from some classic and progressive rock pieces, Harmonix is very good to my ears.

You can see the track listing on the official Rock Band Unplugged page. There are only nine out forty songs that are new to this game, which is a little disappointing, but overall the setlist is very strong. Freezepop’s Less Talk More Rokk is my favorite song thus far and indeed, I got their latest album based on how much I like them in the game.

You play the game by hitting a phrase 100% correct, which then triggers the instrument to play on its own for a while. You then switch to the next instrument. When you struggle to get a phrase correct, all the instruments start to fail and before you know it, the song is over. You only use four buttons (left, up, triangle, circle) to play, the shoulders to switch between instruments and X to engage star power. It sounds very simple, but the difficulty level is spot on. Moving up to hard difficulty, I have struggled to comprehend how my fingers could move that fast or my brain process the very complex patterns flying at me at warp speed and yet I usually somehow manage. Of course, it’s no different from doing the same on the faux guitars or drums, and playing at a sufficiently challenging level, you get the same kind of satisfaction from doing well.

I do miss friends and especially singing, but the gameplay is really very good.

You can even buy new songs for the game, in the first in-game store for the PSP. The price point should be lower, though, and I can’t really see myself picking up any of them unless there’s a more sensibly priced collection available at some point.

R-Type Command (Tactics)

R-Type Command (Tactics)

R-Type Command (Tactics)

I got the US version of R-Type Tactics, titled R-Type Command. Hooray for region-free games, it should all be this way. (Incidentally, I also finally got Professor Layton And The Curious Village for the DS from San Francisco during GDC09 – and Every Extend Extra for the PSP – having been unable to find it domestically.)

You take command and build your fleet of R-Type armada, developing new models, revising your tactics and taking on the biomechanical Bydo Empire. “BLAST OFF AND STRIKE THE EVIL BYDO EMPIRE!!”, as it were. Only you do it in turns and move your ships on a hexagonal map representation of a side-scrolling 2D shoot em up game. It is what I signed up for.

Pilot development is disappointingly shallow and the scenarios could do with more variety, but I’m happy with the thing I was most concerned about – difficulty. Many a Japanese tactics game has lost interest to me when I realize that I basically either can’t lose or have to do things in a very specific way only. With R-Type Command, most of the time you need to be careful if you don’t want to lose some ships and many missions require a couple of replays to try different approaches.

Once you’re done with the modest campaign, it’s time to see things from the Bydo side, which I’m looking forward to quite a bit, actually.

The presentation and loading times continue to grate – far too much clicking and confirming, only to look at another lengthy loading screen – but the concept is just a winner in my hands.

With this and Every Exend Extra, I’ve been playing on the PSP a lot lately. I do hope that Sony’s push for new interest in the platform this year is a success. It looks like they’re going to concentrate on downloadable content via the PlayStation Network integration and I’m looking forward to see what they do with it. Certainly it makes more sense to me as a consumer than a handful of clumsy UMDs.

Speaking of Super Stardust

The 4€ Expansion Pack, adding some new music and three new game modes? Totally worth it. The three new modes are Survival, Bomber and Endless, all equally great at taking the base game’s mechanics further. Come on, that’s less than a lunch.

Super Stardust Portable

Super Stardust Portable

Super Stardust Portable

Housemarque’s space shooter has been through a great many incarnations. I’ve played the latest on the PSP for quite a bit.

As a score shooter, it’s the best “just one quick go” experience I’ve had in years. My favorite used to be Geometry Wars: Retro Evolved on the Xbox 360, and the PSP flavor of Super Stardust beats that – while it isn’t quite as polished, it has a lot more variety and the vastly quicker games are appreciated. I also find myself in the market for a quick shooter more often with a PSP in hand than when I’m sitting on my couch.

Based on Stardust, the game is about you controlling a space ship blowing up asteroids and various kinds of more dangerous enemies. You upgrade your weapons, get all tactical about your scoring, and try to do it a little bit faster and a little bit better than the last time.

It looks great, sounds great and plays very well. The PSP’s ergonomics are something of a problem, but it never really hampers my enjoyment of the game. You move with the analogue nub and shoot with the face buttons. The tricky part is managing to hit the shoulders for a boost or a smart bomb, or the directional arrows or select button to change your weapon. With a bit of practice, it does work well.

I haven’t played enough to see whether the scoring holds up in the long run, but so far I’m getting constantly better and climbing up the very well working global leaderboards. There’s just enough of levels to play in and just enough of variety to keep it interesting. A superb game at just 8€ on the PSN – I can’t think of a better way to use your PSP right now.

God Of War: Chains Of Olympus

God Of War Chains Of Olympus screenshot

God Of War’s testosterone-dripping protagonist Kratos slices and smashes his way to the PSP, in a rather charming manner. A straightforward action title, Chains Of Olympus is essentially big-box entertainment in pocket size, just the way the PSP always promised yet has so often failed to deliver on. (Notable exceptions including Tekken and Killzone, at least.)

Visually, it’s up there with the best the PS2 could put up. Beautiful models, lighting, animation and textures, all without slowdown and with the sense of scale entirely intact. It’s impressive stuff, especially considering that the game never stops to load.

They have tackled the controls in a natural manner. When I stopped to consider them, there’s just nothing wrong. You’re never out of buttons and a second stick to control the camera is not longed for. Fighting is fast and fluid. The evade move (LB + RB + stick) is a touch cumbersome, but I don’t much use it save for boss battles.

While the action is good, I would like some more of it. As it stands, sometimes the levels feel too sparsely populated. There are good, memorable fights, but I would prefer more of them. Puzzles are very simple and clearly meant to pace the action, not stop the player for a brain-tease.

For adults only, the game features over the top fantasy violence, breasts (in a historic fashion, mind) and a weird sex scene in the guise of a minigame. They don’t show anything, but your ears might blush. I can’t figure out why it is there, right in the beginning, not really fitting with anything else. I understand it’s a series staple, but to me it’s so disconnected, it feels like the developers are saying “because we can”.

Killzone: Liberation

Killzone Liberation covershot

Killzone: Liberation is a 2006 portable follow-up to the popular PlayStation 2 first-person shooter. A couple of levels in, I am very pleased with my purchase. This is how games on the platform should be made.

Liberation does not attempt to replicate the PS2 original in any way. It completely reimagines it, taking a top-down, thirdperson approach, keeping only the context and art of the original. It manages to take the excitement of a warzone FPS and translate it onto the considerably more limited controls of the portable platform, slowing the pace just enough to allow the player to cope.

The production values are excellent. Liberation looks fantastic, if you like the Killzone aesthetic. It’s not for everyone, as everything is grey and war-torn and a touch too macho to be taken at face value, but within the confines its set, it’s as good as it gets. Everything is supported by great animation, an eye for what’s important to the player – it’s easy to see the gunfire you need to dodge – and very well-considered physics. The height differences could be easier to judge in a glance, though, but clever interface design helps you with that, too.

Killzone Liberation screenshot

You never run out of buttons on the PSP, because you don’t need to control the camera and your avatar is capable enough to draw a bead to the enemy he’s facing on his own. A fine auto-aim system has just the right approach to help you to overcome the limitations of the PSP’s analogue nub. There’s a command system you use when you’re fighting with a comrade, which puts the game to slow motion while you consider your options. It works so well it makes me wish I had buddies along all the time, which is very rare for a game of this type.

As a cool idea they’ve locked some of the content on the website until you complete sections of the game and otherwise tie the online content to what’s gone down in your PSP game session, like showing what map you’ve last been playing, what’s your favorite weapon and so on. That’s certainly something I’d like to see more of. I hear there’s an excellent co-op mode and fine multiplayer in it, too, but I haven’t taken a look at those, yet. Much of the online stuff was added later, in the first half of 2007, including a whole new free chapter, adding some 25% of single-player content. Way to go!