Mobile Suit Gundam: Crossfire (PS3) E3 2006 Preview

Developer/Publisher: Bandai Namco Entertainment

Mobile Suit Gundam made its way to Sony’s show floor in a barebones sort of way. This game in particular allowed for more than just testing the short demo itself, but seeing what parts of the controller had been improved. As you may or may not know, the controller’s regular two analog sticks’ resolution had been increased from 8 bit to 10 bit. Basically, meaning they are more sensitive — the extra sensitivity helped out tremendously in the demo.

Mobile Suit Gundam’s camera is placed in an over-the-shoulder view. Though the Gundam takes up a little bit more of the screen than it probably should (about half), the Gundam model looks very nice. Even the enemy Mobile Suits looked cool; the only thing that really sucked about the game in terms of graphics was everything else. They plop you down in a desolate mountain desert and let you blow up six enemy Leos and a couple of guard towers. Hoorayyyy… however, I did enjoy the little bit that was offered. Regular movement was a bit slower than it probably should have been, and made it harder to actually put your laser sword to any good use.

The main weapons I used were the machine gun and the head Vulcans (machine guns in the head). It didn’t take too long to defeat enemies. If you happen to actually get damaged enough during the demo (aka you suck at games and probably life) body parts will start to fall off, disallowing use of certain weaponry or abilities. I hadn’t figured it out until my last play-through of the demo, but you can boost while on the ground, allowing you to move a lot faster and not rely solely on sprinting on foot towards your enemies. The boost also allows you to jump to get to higher places but when you land it takes a second or two for your Gundam to recover.

To me, it was weird to see such a barebones demo for Mobile Suit Gundam out on the show floor when there was the Xbox 360 counterpart Mobile Ops: One Year War practically finished already. For what its worth, though, the PS3 version did look noticeably better.

 

Squackle Guestbook #20713

Sunday 06/04/2006 11:01:23am
Name: Kamryn Ilana
Homepage:
E-Mail:
I like to Looks like a beautiful facility, I know how rough it can be starting from scratch. I have done it twice in my life and if I ever do it again it will be for my own use only, not the publics, but for now it helps to pay the bills.
I like Squackle!: Yes
Comments: n/a

Silent Hill Experience, The (PSP) Review

Developer/Publisher: Konami || Overall: 8.5/10

If you’re looking to get into the Silent Hill series, why not start with an animated comic book? That’s exactly what the Silent Hill Experience is; two hours of digital comic books, music from the games, and a few extra videos. Even with the additional media, the main feature of the title itself is quite obviously the digital comic books, and with good reason.

In basically what can be described as a movie you read with an awesome soundtrack, the comics included on the UMD are very interesting. If you are new to the Silent Hill series, like I am, the comics can seem a little “out there” in terms of understanding what is going on story-wise. After a while, however, you can understand the world Silent Hill creates in itself and what happens to the people that interact with it. The art style is very unique, and if you appreciate that kind of thing, it’s worth the price tag in itself. The drawings hold nothing back in terms of graphicness – you’ll see lots of blood, gore, and everything in between. The colors really make the comics come to life and once you get into it, you feel like you’re actually immersed with what is happening. And obviously being all about horror, Silent Hill can be quite scary in terms of what’s happening rather than you being actually scared.

There are two comics included in The Silent Hill Experience. One was made specifically for this release, “The Hunger,” and the other is named “Silent Hill: Dying Inside.” “Dying Inside” is a comic translated into a digital comic by Konami, and separated into four parts. The way you would watch one of these comics, is simply by selecting which part you wanted to watch from the menu and letting it go from there. The comic panels will fade in, zoom in, zoom out, and fade away into the next panel for you to look at. There is no interactivity with the comics themselves, there’s a limited amount of time for you to read and watch each panel. Altogether, these comics are as long as a feature-length film.

The music that accompanies the comics as they play helps in the immersion of the story as it unfolds. The music changes at just the right moments to help in the immersion of the whole experience. What would have improved the whole thing, would have actually been a featuring of voice-overs to help with the immersion even more.

The comics can also move a bit faster than you might like if you’re not a fast reader – I usually have to Pause the video every time a new speech bubble comes along. As for the other stuff, it’s not too much to get excited about. There are music 20 music tracks from the series, a video interview, and other video content from the Silent Hill games.

The video interface can be a little confusing, as it’s presented in a way in which you’re flying through an abandoned and severely damaged school. Different rooms contain different pieces of content. How you move around almost simulates how a first person view board game would be; you press up and you go in a pre-determined direction. Sometimes you have to figure out exactly which way to go to get to certain pieces of content, sometimes resulting in you accidentally going back the way you came and losing track of where you were before.

The Silent Hill Experience uses the PSP in a unique way by exploiting its multimedia strengths. The Silent Hill Experience is a perfect example of how a UMD Video that is marketed and produced directly for PSP users can do something more than a DVD. Seeing more of this kind of product on the PSP would definitely be cool. All in all, $20 isn’t too shabby for what you get in this package, and fans are sure to enjoy it.

Squackle Guestbook #20710

Sunday 05/14/2006 7:33:05am
Name: Julie Chestworth
Homepage: http://www.fullbodyshave.com
E-Mail: admin@fullbodyshave.com
I like to shave people so they get it down right
I like Squackle!: Yes
Comments: What a fantastic site.So educational.I will try to do the same as a beauty therapist with my site www.fullbodyshave.com to educate people.Humour is missing in today’s society. People are too serious Well done. Julie

.hack//G.U. Conference Call

I had the opportunity to participate in a conference call for .hack//GU Part 1 this past week. Some new information as well as old information about the game was talked about during the conference. Much of the information presented was random.

The information I was able to get out of the conference is as follows:

• Fall release date on the PS2, developed by the same developer.
• The game takes place several years after Part 4. CC Corporation has built a new version of The World after the events from the first quadrilogy. The World is not the same – there are similar/familiar areas, but they’re not exactly the same. Someone who has played through the previous games should feel comfortable in the settings, however.
• The game goes for a much darker and grittier feeling than the previous games. It is very anime-styled with a cross between cg and cel-shaded.
• The story starts out with two people helping the main character with starting out in The World, not unlike Part 1. He gets into trouble and then gets rescued. He turns into an anti-hero sort of guy. Later on, he finds out about a legendary Player Killer, and after their first encounter, the main character’s level is dropped back down to 1. He tries to find out what is going on, only to find out that not everything has been fixed from the previous version of The World.
• While the core mechanics of the game is similar to the previous installments, the battle system is much more action oriented with combos. The higher the level you are, the more special attacks you can learn, which obviously give you a better advantage. The main character can change his weapons depending on the level he’s at, as well.
• Guilds are also introduced in the .hack//GU Part 1. Depending on how big your guild becomes, you can get a guild hall (which is like your own house), and it’ll have important items and the like for you to use.
• As opposed to the first four games, there will not be a dual audio option (meaning Japanese and English audio tracks) because there isn’t enough space on the disc. The space on the disc is filled up with all the new content they’ve added for the game.
• A class called the Multiblade can use multiple weapons. A player can learn different types of weapons as they increase their levels. They start out with the twin-blades.
• .hack//GU will be three parts instead of four. No separate DVD where there is an elaboration is going to be included, but there will be content that is separate.
• There will be some sort of memory card activity with the previous games, but it was not elaborated on in the call.
• The keyword system will make a comeback, but it will be easier to use.
• There are no online plans for the game, as the whole point of the .hack series is to simulate an MMORPG.
• All the characters in the game will be new, but they will look very familiar. What this means is that each class has its own “look” that anyone who played the previous .hack games will recognize as they played through the games.
• There will be voice-overs. The soundtrack is composed and directed by the same people as the previous four, but it won’t be as happy-go-lucky – it’ll have a much darker tone. However, the key change for this “darker” aspect is in the art.
• The game is going to be completely original, but people from previous games will still appreciate it.
• You don’t need to have played the original series to understand what is going on in the .hack//GU series. They want newcomers to feel welcomed.
• Email and OS interaction will be included, similar to the last games.
• Since the main complaint of the original games was the lack of new content, they’re going to pack .hack//GU with as much content that would be equivalent to all four of the previous games. There’s going to be a lot of new content, and it’ll take much more than 20 hours to beat each part of .hack//GU.
• Player Killing takes a part in the game, but you can’t just go into towns and kill people. You can’t go out actively and kill other players either, but you will be able to prevent others from hurting others if you chose to.
• There will be guild vs. guild matches.
• If people die in the game, it will take a negative impact on the game itself.
• The game is aiming to be a darker version of the original series, but its not going to be G rated. There will be mature themes, but it will stay within the same rating. They’re not going for a GTA-esque level, but they’re not going to be cartoons. It’ll be a middleground of sorts, aiming for the same people who bought the preious games.
• The World is more violent in general, since there is player vs. player interaction. There will be a lot more interaction with the game, battle and non-battle-wise. More character development is also an aim.
• A level-cap is still being determined. There is a class change cap.

A playable demo is still unconfirmed. There might be something at E3 this week, however. Keep watch for more information about .hack//GU at Gamersmark.com!

Hearts of Iron II: Doomsday (PC) Review

Developer/Publisher: Paradox Interactive || Overall: 8.4/10

If anyone has played Hearts of Iron II for the PC, Hearts of Iron II: Doomsday will feel all too familiar. Heck, it’s pretty much exactly the same game except with a couple new layers of situations to play through and a few more options. As a stand-alone expansion, it’s all that’s to be expected really, but if you are yearning for more Hearts of Iron II challenges, it could be worth a look. One thing is for sure though, if you are contested between having to chose Hearts of Iron II or Hearts of Iron II: Doomsday, go with the latter.

Hearts of Iron II: Doomsday is one of the most fleshed out strategy games that I’ve ever seen. Such a massive amount of information is presented to you, all of which you are able to manipulate. The game almost inadvertently creates a very overwhelming feeling when you first start to play. The tutorial mode will help in that respect, but even after that, you’ll have to think fast as you have to deal with military, political, and developmental needs of your country. Taking place on such a large scale, it’ll be a definite challenge to keep up with all the things that are happening even if you put the speed of the game on slow.

The gameplay screen is exactly like a tactical map from a war documentary, as you can see the paths of your units with large arrows. The color of the arrows show what a unit is doing. The world is split up into provinces, and practically every province can be taken over if you play your cards correctly, but it’s easier said than done. You can fight through the whole of World War II exactly as it played out, with the Axis powers losing, or the complete opposite, with the Axis powers winning. You can use your imagination here, I’m sure. What can be a turn-off to some people is that you don’t really see the action unfolding all that excitingly. There are animations of units showing that they are in battle, but you’re not going to be right in the action seeing how units die and stuff like that, so it can be a little boring at times.

However, you’ll be so preoccupied with so many of the other things happening, it’d be trivial to even have something like that included. Your units are also not all displayed on the screen at the same time, so it might seem like you only have two or three units when you really have something like twenty or thirty, just because they all stack on top of each other as long as they’re in the same province. Units like airplanes and naval craft are in ports, so you have to click on the port itself to activate that particular unit. You can view the map in different ways, through terrain, political boundaries, wealth, and others, to help you plan out how you go about moving your military. There wasn’t really anything that was noticeably improved from Hearts of Iron II in the expansion, but either way the user interface is about as good as it can be for what is accomplished.

History only sets up the platform from which you will take control of the game… depending on what year you start out in. This brings us to the main scenario that has been added to the game: Doomsday. I suppose you can call it science-fiction, but Doomsday takes place in 1945, directly after the end of World War II. The Soviet Union decides it’s a good idea to go ahead and start to take over the world, especially when they feel threatened by a couple of US-owned atomic bombs sitting in airplanes in Turkey. So when the Soviet Union starts advancing into the war-weary Western Europe, the US drops those atomic bombs on Moscow and another city in Russia and completely destroys them. Boy is Russia mad now. They’ve already got practically half of the world’s provinces under their control, especially with taking back many of the provinces that had been taken over by Nazi Germany. So now Europe, the United States, and the rest of its allies have a heck of a task ahead of them in defeating the Soviet Union when they’ve exerted so much of their power on defeating the Axis powers. The Doomsday scenario is a lot more fast-paced than others included, since so many things are happening at the same time. One could even say that the Doomsday scenario was what the Cold War could have been if things had heated up right after the war had ended.

Since Hearts of Iron II: Doomsday is an expansion, a couple of gameplay features had been added to influence how the game can be played. Nuclear weaponry being the most apparent, there is also intelligence, and more technology to be researched. Intelligence will help in being able to steal technology from other countries, or cause some trouble in another country you don’t exactly like. The additions are welcomed, but they’re not nearly enough of a change from Hearts of Iron II to really worry too much about.

Graphics and sound are still the same as Hearts of Iron II. The graphics are nothing special at all — you’ll be looking at a very plain, but colorful, world and of course unique-looking units, but that’s about it. The music is nice to listen to, as it is a bit empowering in your military struggle against your foes. However, a good PC is a must for playing the game. I experienced a little bit of lag while playing the game and it isn’t even that bad of a computer. The processing power required running the complexity of the world and its huge amount of provinces and military movements across the whole thing is quite certainly a lot. Multiplayer modes are also included.

With plenty of dedication on your part, you can uncover a rewarding experience in Hearts of Iron II: Doomsday. Being able to play as so many different countries for the same scenario results in a large amount of replay time if you get so inclined to play the game for all its worth in that respect. Hearts of Iron II: Doomsday is one of the most advanced strategy games to date, and hardcore strategy gamers will find a great challenge in it.

Take Command 2nd Manassas (PC) Review

Developer: MadMinute Games / Publisher: Paradox Interactive || Overall: 7.9/10

Take Command 2nd Manassas is an interesting strategy game. Set during the American Civil War, It takes a middle ground between a real time strategy and a regular strategy game by allowing you to control your units as part of large groups rather than single individuals — all in real time. Through the use of different formations, you have to control your division effectively to overtake the Union or Confederacy in a battle in an open field. Take Command 2nd Manassas visually portrays the Civil War very accurately — it is a unique way to see how the battles in the Civil War had taken place, especially with a 3D camera, allowing you to see the fighting from all sides. History Channel, eat your heart out.

Take Command 2nd Manassas focuses more on a particular part of the Civil War, rather than the whole thing. Quite obviously, it’s the Second Manassas battle, otherwise known as Second Battle of Bull Run. During the time, Manassas was a strategic railroad crossing that lead to Richmond and Washington, DC. The battle itself is broken down into days, and further into multiple commanders for both sides of the battle. The battles before and after Second Manassas are also available for play.

You can manage your troops from the brigade level all the way up to the division level. Depending on the particular scenario you’re involved in, of course, it could vary how much command you have, with other soldiers on your side being controlled by the AI only. The AI assists you tremendously as well, automatically adjusting your soldiers in a fashion that they will line up facing the correct way to shoot at oncoming foes. You can control multiple brigades under a leader by selecting a leader and telling the troops to rally behind it in a certain formation. Rallying your troops behind a leader is a very effective way to move all of the troops connected to that leader as they march toward the battle.

Positioning is the key to winning a battle or skirmish. By placing your units in a line, your units will be able to fire on the enemy. Placing them in a double line or a column makes for some cool-looking marches down the battlefield, but you’ll end up having to revert back to the simple line to fire on the enemy. Once you position your troops, you just watch as they either become victorious or run away in fear because their morale is broken. One thing about the action that takes place is that you’re not as involved with what is going on as much as you might want to be. By restricting how much you’re able to control your soldiers, you’re forced to fight battles the same way they were done during the Civil War. The victor of the battle is basically the one who takes the least casualties.

Morale of your troops is important because it dictates how long a brigade will stay and fight as their buddies die next to them. As a unit’s morale drops lower and lower, you can see the brigade scattering out a little more, falling back. Once their morale reaches the “broken” status, that particular brigade will go into a full retreat and literally run away from the battle as they are still being shot at by the enemy. They don’t leave the battle entirely, as they will regroup, and once their morale gets back up will be usable for battle again. Positioning leaders behind your troops will give the brigades morale boosts as to divert the drop of morale just a bit longer. Though not every single individual person in a brigade is shown, a counter is displayed in the information bar when you click on one of them. The number can be anywhere from a hundred to a thousand, though it’ll usually be around three hundred. If a brigade gets tired, their morale will tend to get lower faster as well as not being able to move as fast. If they’re given time to rest, outside of any enemy fire, they’ll be able to get back to a rested state.

The graphics are okay. The cool visuals you can get with the full 3D camera are quite interesting as your troops are fighting. You can see it from a bird’s-eye view all the way to an almost-first-person view. The units themselves are low-resolution 2D sprites slapped on top of a large 3D terrain, which can make them seem a little bit out of place at times, just because of how flat they look, and even a little bit cartoony. The terrain could have done with looking a bit more realistic – same with the sparse buildings that are sprinkled here and there. Explosions don’t look anything more than flashes with smoke, and don’t leave any marks on the terrain as if there had been some. Sound is pretty good — there’s nothing that can be pointed out as really out of place or annoying as all the sounds of war are there in realistic proportions. There’s no speech at all, not even in tutorials, and all communications with other officers are done by courier, so there aren’t any briefing scenes where you talk with General Lee about the status of the battle or whatnot.

Take Command 2nd Manassas is the most accurate representation of a Civil War battle I’ve seen in a video game. Though it might not represent the battle of 2nd Manassas completely or even have a 100% realistic tone to it, the battles alone make the Civil War come alive in front of you. One thing is for certain, though: if you’re looking for a Civil War strategy game, give Take Command 2nd Manassas a whirl.

Squackle Guestbook #20708

Thursday 04/20/2006 11:25:36am
Name: DWAYNE
Homepage:
E-Mail: culless_theplaya6969
I like to get my ass pounded by my big hairy man. we are obviously gay and are not afraid to show our feelings, even if that means sometimes getting down on all fours in the middle of a store and giving it to eachother like we will never do it again,then so be it, nothing beats getting your shit pounded back in…..ohhhhh ilove it!!!!!!
sign off…buttfucker
I like Squackle!: No
Comments: i think this website sux cause n*ggers have big purple dicks, that is sexy

Horse and Musket 2: Prussia’s Glory (PC) Review

Developer: Boku Strategy Games / Publisher: Shrapnel Games || Overall: 5.5/10

Does anyone remember Prussia? Well, besides the fact they’re not a country anymore, Prussia was a really powerful nation back in the 1700s, the era in which Prussia’s Glory takes place. Prussia’s Glory focuses on five important battles of Frederick the Great, a “military genius” who came to power in Prussia in 1740 and fought battles such as one against an Austrian army that outnumbered him severely, but still came up as the victor. Okay, so enough of the history lesson, time to talk about the game.

Upon first booting up Prussia’s Glory, the first thing I said was “ew.” To put it simply, the presentation of the game is horrid. The game just comes off as looking way too archaic for its own good; its in-game graphics aren’t pleasant to look at by any means. The game’s visuals give you this cluttered feel, especially when one unit is actually like nine-or-so indistinct people with flags and drums. Additionally, the font used to display various pieces of information is difficult to read. However, it should be noted that games like Prussia’s Glory don’t rely on their graphics to sell themselves to strategy fans as much as they do on gameplay… as for the gameplay itself, you may find out that it’s not up to snuff either.

It would’ve been a lot more fun if the game wasn’t so slow-paced, but it’s something to be expected in a strategy game that isn’t in real-time. The game moves in “phases,” starting with the bombardment phase in which you use artillery units to hit your enemy. The command turn phase, which occurs every four turns (which translates into an hour of game time), a command phase, and an activation phase among others. The last three phases basically boil down to this: you attempt to “activate” a group of units that are attached to a particular leader so you can move them. Sometimes the activation will fail, resulting in you not being able to move the units at all until the next turn where you can attempt to activate them again. This sort of methodology for moving units just seems to be kind of ridiculous, especially when it takes so long to even move your units into position in the first place to attack.

There are a lot of menial gameplay factors in Prussia’s Glory that aren’t too clear in how they affect any of its battles significantly, such as terrain, morale of the troops, leaders, cavalry, and stacking. Learning how to use all of them effectively will probably be the greatest time absorber, but if only the game made you feel compelled to truly understand them. Terrain will either limit or dictate the kind of moves and attacks your units can do. Cavalry can charge, morale of troops affects their performance — it’s all pretty complicated if you choose to really go into it.

Where the game really suffers is in its all around archaic-feel within the genre of strategy gaming. Mostly attributed to the user interface not being all that friendly, the game forces you to really have to look through the accompanied manual to learn how everything basically works. Instead of being able to attack with a unit in a traditional strategy-game way, you have to wait until the game allows you to use your units to attack where they stand (if they’re able to, to begin with). Seemingly unnecessary things like that bring the game lower.

There are a couple of multiplayer options, including play by e-mail to get some more longevity out of the investment in the game. For those who don’t know what play by e-mail is, it’s a gameplay mode which allows for two players to play a round of the game little by little, with the game sending an e-mail to your opponent after every move so that you don’t have to spend a large amount of time playing a round in one go. However, in the end, the gameplay just wasn’t fun enough for me to really want to put this mode to use. In fact, the game as a whole isn’t the type that will be redeemed by its multiplayer modes.

My experience with the Prussia’s Glory wasn’t very delightful. It didn’t appeal to me on any level, not in concept, gameplay, visuals, or really even sound. Prussia’s Glory is a very underwhelming strategy game, and most people would be ill-advised if they’re told this was a worthwhile game to sink their time into. Although, those interested in recreating history of Prussia in videogame form may want to give this game a chance.

Metal Gear Acid 2 (PSP) Review

Developer: Kojima Productions / Publisher: Konami || Overall: 9.3/10

The strategy genre is one in which I’ve had the opportunity to delve into more as of late. Just the luck of the draw I suppose, but ever since finishing the first Metal Gear Acid, I’ve been excited for more action from the series, and little less than a year it has come with Metal Gear Acid 2 (MGA2). Metal Gear Acid 2 is a vast improvement over its predecessor; a more refined formula of what had been initially introduced with the series.

The gameplay mechanics of MGA2 are essentially the same as those in the original Metal Gear Acid, just with improvements, but these improvements don’t change the basic game. If you’ve played through the first, then MGA2 will feel very familiar. Movement on the map has changed just a little bit; instead of watching an arrow come out of the player to plan a move out thoroughly, the player’s character will actually move in a “real-time” fashion. Other enhancements make basic movements much more streamlined. One thing that might be annoying is that instead of immediately having you chose the direction to face after you move, you have to remember to press the triangle button and then press the X button (as opposed to the circle button, which is the confirm button). The visual interface has also been enhanced to show what moves are available when picking an action. The basic strategies you have to manipulate have stayed relatively the same and are generally in line with the usual strategy game. The speed in which a mission progresses is a major aspect, as it helps to keep the game interesting.

The amount of available cards to acquire has been more than doubled. Approximately 550 cards are in Acid 2’s library, up from the 200 to collect in the first. Obviously a number of new cards had been added, but the main bulk of new cards come from being able to upgrade cards – a new feature that remedies the deterioration of lower-leveled cards through the game’s progression. Having so many cards also makes it a challenge to complete the collection. The concept of “Interference” has also been carried over, and MGA2 puts more stress on using it correctly over than the original had. Interference is the concept of an equipped item influencing a certain stat that another equipped item has. Used effectively, it could make things a little easier. It can also make things a little harder. There are a couple of new types of cards, most significant of which being automatically triggering cards that can help quite a bit during a mission, such as a hit % increase or an attack increase.

The biggest improvement over the first MGA is the sheer amount of opportunities of extra missions to earn extra points and cards and more varied game design. Once you complete an area in Metal Gear Acid 2, you can replay the area in several different ways, including Eliminate, Sneaking, and Special Mission. In Eliminate, you basically just kill all the enemies on the map. Sneaking, you have to get through the level without being detected at all. Special Missions are a lot more like puzzles, making you devise a way to complete an objective within the constraints of the challenge, whether it is allowing only a limited amount of cost to complete the objective, using a pre-made deck of cards, or completing something in one turn. There are special clear bonuses if you get an S rank after completing any story mission or extra mission given in the form of cards, so it is definitely worth your while to do your best in everything you do.

As for the visuals and sound, MGA2 has definitely been enhanced over the first. The biggest being the visual style, the game looks more like a comic book with outlined characters, as well as being vibrantly colored. It’s a nice change from a “regularly” colored game, even if it is funky to see Snake wearing blue shin guards. Sound is used in a better way overall, with most guns sounding unique from each other. What could be seen as a lacking aspect in the sound, however, is the absence of any voice-overs. It’s unfortunate that another game in the series has a lack of a vital aspect to sound in games nowadays. The story is pretty interesting, and completely independent from the first. For much of the game, Snake is dealing with amnesia and not knowing who he is other than a mercenary. Not that the story that is included was a bad choice to use, but I had become personally interested in the way the story of the first MGA could have been continued, but alas, a new story is what is given, and its delivered (yet again) in drawn stills. The inclusion of quite a few more bosses through the game breaks up the monotony of killing regular guards, and definitely solves the biggest qualm I had with the first MGA.

A big extra part of the game is the ability to watch movies in actual 3D with the accompanied Solid Eye plastic-coated cardboard “glasses” that slide over the PSP. As you collect more cards, more movies are available to watch in 3D. The movies to watch are basically every movie from Metal Gear Solid 3. And some movies of extremely hot chicks not usually wearing all that much or getting squirted with water or something like that. The music that plays over those movies made me feel kind of weird, just because all you were basically doing was looking at this girl smiling in the camera seeming like she didn’t really know what to do. I wasn’t too crazy about the movies they put in there, but the 3D was quite effective. The only unfortunate thing is that you can see the pixels of the PSP pretty well, so it looks like you’re actually watching a “bricked” image, if you can understand that.

Metal Gear Acid 2 is an awesome sequel, definitely one of the games that define the PSP for its visual quality, capabilities, and possibility of having add-on things, like the Solid Eye, for specific games. A lot more excitement is to be had with the second Metal Gear Acid, and more bosses integrated into the overall gameplay stresses that point. If you liked the first Metal Gear Acid, you’ll find enjoyment with Metal Gear Acid 2.