Metal Gear Solid Peace Walker

My review for one of the most impressive titles for the PSP, which I owed a second try for almost a decade now. It did not dissapoint

Metal Gear Solid is a very cool franchise, that is apparently a bit of a mess when it comes to its story and the connection between each game and all of that.

I am not as attached on it as I am on Resident Evil. I did not spend countless hours watching video essays about Metal Gear, or Hideo Kojima or the history of it all.

I first came in contact with the series when Metal Gear Solid V: The Phantom Pain came out back in 2015. I remember I saw the first part of a let’s play of some Spanish YouTube creator and was very intrigued by the idea of stealth, and the graphics.

It didn’t take long for me to find out about Peace Walker for the PSP. I eventually tried it out, but I gave up on it after 4 hours or so, when one of the boss fights proved too much for my teenager brain who refused to look up a guide. It was one of the first games I tried on the system based on internet recommendations, no friend of mine had talked about Metal Gear to me before!

Nowadays, the franchise seems to be back on the spotlight with the Metal Gear Solid 3 Delta remake, and with Konami more active in the gaming world overall—they are going to release a new 2D Castlevania soon!—so I thought I may as well check this game. After all, if I beat the archaic Resident Evil games, a PSP title shouldn’t be that hard, right?

I played it on original hardware, no save states or fast forwarding was used for this title, yay!

Cover of the game
Cover of the game

Story

In this game we follow Snake, or Boss, or Big Boss (again, confusing story or something), a highly trained soldier/spy/agent who has abandoned his allegiance to any nation, and decided to form his own military organization: ā€œMilitaires Sans FrontiĆ©resā€ (Army Without Borders, MSF for short) with the goal of providing aid to smaller nations and do good things overall—as much good a private army can do at least?

Anyway, the story is set somewhere in the 70s, and begins when a mysterious professor and a teenage girl called Paz (Peace in Spanish) ask him for help to uncover a military operation in Costa Rica. While Paz is oblivious to the situation and is genuine in her pursue for pacifist ideals, Snake and his friend Kaz can tell the ā€œprofessorā€ is has some ulterior motives at play here. Alas, they agree to help out given Paz’ enthusiasm, and because there’s something fishy going, and Snake wants to seek answers.

As Snake makes his way through enemy terrain, finds new characters, and learns more about the secret military activity in the region, we will realize that there are nukes in Costa Rica, unmanned AI technology, and worst of all, a Metal Gear, a bipedal weapon able to deliver a nuclear bomb from any position in any terrain, called the Peace Walker, powered by an AI built on the image of Snake’s very own mentor. Snake’s mission is to do everything in its power to stop a nuclear launch that would send the world into disarray.

Explaining all that in just two paragrphs feels like a diservice to the game, honestly.

The story is full of twist and turns, revelations, betrayal and ethical dilemmas. I cannot stress enough how strong the writing and plot development of this game is. There are a couple of things that go on a bit of a roundabout way, but I found the conflict to be extremely interesting, and I loved the characters that we met along the way.

There are also lots of cassette tapes with extra dialogue before every mission, which contain story and information about the characters, areas, history and concepts mentioned within the game. These are fully voiced, so it never feels like you are just reading a whole encyclopedia of each character. I listened to all the tapes and it was very entertaining.

Snake’s development is great too. He has a cool demeanor, but we’ll soon see that there is a lot of regret and trauma in the things he has done in the past. Either way, he has a lot of great moments and fun interactions with the characters during cutscenes and on the cassette tapes, doing his best to inspire others and command the situation.

The rest of the cast is not far behind, Kaz is cool, Paz is inspiring, we’ll meet other characters like Amanda, who leads los Sandinistas, a resistance who want a revolution to free themselves from the americans and corruption, and are happy to join you to achieve it. There’s more characters and they have a lot to say, but no need to mention it all here.

Overall, I really loved it all, the dialogue, the discussions on nuclear deterrence, the political intrigue, plenty of conversations about AI and its military use. All of it is handled quite well and it even holds up and feels familiar with some of the things going on today, 16 years after the game’s release. Good stuff.

Snake looking very cool with a drawn comic artstyle
Snake looking very cool with a drawn comic artstyle

Gameplay

The game features two phases, which reminds me a lot of something like Fire Emblem, normal missions, and base building management.

The missions are done in a map divided by section (similar to old school Monster Hunter), each section with enemies patrolling in a certain pattern, carrying weapons and ready to alert everyone as soon as they spot you.

Snake has a variety of equipment: rations, radar, grenades, sleeping guns, assault rifles, and heavier weaponry which can be picked before each mission. One of the main items is the Fulton Recovery System, which let’s you take unconscious enemies or rescue prisoners, to recruit them to your team.

The movement set is great, you can walk or or crouch, lay down, hang from ledges. You can hide behind walls, knock to call an enemy’s attention, use close quarters combat (CQC) to incapacitate enemies, among other things.

As the adventure progresses, enemies will get tougher too, wearing better armor (which make the sleeping gun less effective) and be more resistant to CQC in general. Even then, most of the missions can be completed without ever having to fight or alert the enemy, this is the case even for some of the boss fights.

When a mission is complete, you return Mother Base, where MSF manages its operations. You can assign personnel to different teams, such as Combat, R&D, Medical, Mess Hall and Intel. The members of each team affect different parts of the gameplay. The most noticeable is the R&D team, which will let you unlock new weapons and level them up.

As you recruit more people, the base will grow, and members of the MSF can be sent to missions. The game has a CO-OP element similar to Monster Hunter, as many missions can be done in multiplayer as well, there’s also PVP modes. I didn’t engage in any of these though.

Boss battles in the game are pretty great. However, the limited controls of the PSP are a big negative. Aiming weapons is not ideal in any of the available control schemes and some of the boss fights will need some precision.

There are a few different styles of battle. Some are against military vehicles, which are accompanied by infantry. These can often be completed with pure stealth, using smoke bombs and approaching enemies from multiple angles to get rid of the infantry and make the captain come out of the vehicle, confused as to what’s going on. Of course, you can just dispatch enemies with gunfire if that’s more of your style. All the vehicles can be seized for your use in MSF, so the less you damage them the better.

Some soldiers surrounding a tank, a boss fight for Snake to defeat!
Some soldiers surrounding a tank, a boss fight for Snake to defeat!

The boss battles against AI machinery are different. They unmanned weapons are much bigger in size and feature a variety of attack patterns. However, the weakspot on them is pretty clear and you can make use of different equipment to stun them and allow you to deal a lot of damage.

The game features plenty of items to aid you on your way, but they can run out as well, so being mindful is important, although requesting aid is also possible with certain equipment you unlock later in the game.

All in all, I enjoyed the constant cycle of mission -> manage base -> listen to debrief files -> repeat.

There are also lots of side quests to train marksmanship, recover files or kidnap recruit more members for MSF. You can also replay any mission and get more resources like that.

As you recruit more personnel, the base will grow and you will be able to send them to their own missions, which will let you level up faster and the like. You can eventually develop your own Metal Gear, but I didn’t delve deeper into that mechanic, since it requires grinding boss fight missions to acquire materials to build it, and I didn’t feel like doing so.

There is one big, HUGE bummer featured in some parts of the game though… the absolute worst quick time events ever. Many are pretty easy and normal, but some are truly horrendous stuff. For example, if you are knocked down, you’ll have to move your analog stick like a maniac to stand up again. There are also cutscenes featuring sections where you’ll have to press the same button AS FAST AS YOU CAN, and there will be some that just have a very very short time frame to perform. This is the one really big miss of the game, as there’s no accesibility option to disable these. Some people will never complete this game because of that terrible mechanic. Don’t feel bad about using the Turbo function of your emulator if that’s how you plan to try this game.

The Pupa, one of the many unmanned vehicles Snake will need to destroy
The Pupa, one of the many unmanned vehicles Snake will need to destroy

Art

The art direction is top notch. The game has incredible 3D graphics that are truly at the top of what the PSP can manage, shoulder to shoulder with the God of War games on the system. All the characters, weaponry and vehicles are modeled with incredible detail. The most impressive feat of course is the size and the scale of some of the boss fights, which rival Monster Hunter’s Ancient Dragon quests, with textures and character models similar to Portable 3rd.

Maybe the comparisons make no sense to you, but seriously, it’s mindblowing. The game is as close as it gets to PS2 quality, and with the small screen it’s just perfect. The performance is also fantastic, without any noticeable performance issues other than the loading screens which could be a bit long for a modern day gamer.

Every action of the game has animation work to match, when you walk, faster or slowly, the way enemies react and change behaviour, etc.

Huge props to the UI design as well. I found managing the base became a breeze, with a very practical UI that hasn’t dated a single day. The menus were cool and there was something to read or learn at any time.

Most of the cutscenes however, are not done with 3D animation.

Instead, this game features comic-style cutscenes, with dialogue bubbles and a scrappy-looking artstyle that looks absolutely awesome! I must admit that 16-year old me was very, very dissapointed by this for some reason, but reality is that the style holds up excellently to this day, and allows for some absolutely thrilling panelling and action shots. There are also some very emotional scenes, flashbacks and quiet moments that feature strong silouettes or changes in the color palette that are incredible to see, and realistic cutscenes wouldn’t be able to compare.

Snake looking very cool, this time in a high quality animated cutscene!
Snake looking very cool, this time in a high quality animated cutscene!

Music & Sound

The soundtrack has a very military style to it. It is actually very similar to what Into The Breach does, mostly staying in the background, but pretty present when you are managing Mother Base.

During missions, usually set in forests, swamps, jungles and military facilities, a lot of the sound will remain atmospheric, the chant of birds, the steps and hums of the enemy, the crickets singing, and trees swaying will be most of what you hear. Sound is another of the factors to take into account when making your way through each section of the enemy territory.

All the sound design is excellent too, and rather satisfying.

Music is affected by the actions you take, of course. If an enemy manages to get a glimpse of you, you’ll definitely hear the ā€œWhat’s that?ā€, as the music becomes more suspenseful and you feel the enemy getting cautious as it walks in your direction.

If you are completely discovered, the surprise sound that made the series iconic will play, and music will start to be more stressful, alarm bells will sound and the enemy radio will request for backup, as they go into an alert status. All of this is perfectly made clear with audio queues and I honestly love it.

The sound of the AI enemies is also worth bringing up. Each of the bosses has a certain character to it, and they will also ā€œsingā€ during cutscenes and during the fight against them, all of this is also a hint to get familiar with it, of course. It’s all rather excellent.

There’s nothing but praise for the voice acting as well. David Hayter is Snake, simple as that, and this was his last game before Kojima became kinda obsessed with getting a hollywood star to play the rule. Konami, for all its mistakes, brought him back for the Delta remake, so that’s fun.

The rest of the cast is equally amazing. All the extra story and details shared via cassette tapes is so fun to play through. I listened to all of it, it was really enjoyable.

Some more of the comic style artwork, the character design and contrast here is awesome
Some more of the comic style artwork, the character design and contrast here is awesome

Overall

What can I say? This is a fantastic title with excellent production and passion behind it, it plays like a miracle on the PSP and is only really limited by a couple of dumb decisions, and a little bit by the hardware itself. I loved going through all of it, but here’s a list with some good stuff, bad stuff and other thoughts about it:

The good

  • Story, voice acting, graphics, sound effects, music, UI design, it nails it.
  • The writing, the intrigue, thought provoking moments and suspense.
  • Artwork and cutscenes with a comic book style.
  • Missions are rather short and self-contained, perfect for portable gaming.
  • The cast of characters and the interactions with Snake are interesting.
  • Base management and some customization to upgrade equipment.

The not so good

  • Quick time events that are super obnoxious.
  • Limited controls due to the PSP’s lack of a second stick or L2 and R2 triggers.
  • Annoying button mashing and stick wiggling mechanics.
  • Loading times can be a bit annoying, nothing unusual for a PSP game.
  • Way too many extra missions can be repetitive.
  • Base management can feel like a grind sometimes.
  • There’s an extra ending that requires dozens of hours of grinding.

Some tips and reminders

  • You need to keep the arsenal in check for every mission, some things are only useful against bosses and the like.
  • Just use turbo button controls if you emulate, save yourself the button mashing headache.
  • Get familiar with the available control schemes of the game, some are better for boss fights such as ā€œShooter Modeā€.
  • Don’t forget to use the radio for extra tips! You can also get extra info from enemies under your grip.
  • Try to ~kidnap~ recruit everyone and there will be tools later to see which enemies are worth recruiting more later too!

There’s a couple more things I could say but I’ll leave it here for now. This game is truly awesome, I was on the edge of my seat multiple times and I really jaw-dropped at some of the moments and the fact that all of this was running on a PSP in the first place.

You can get this game on the PSP of course, but there’s a new release of it coming out in the Metal Gear Solid Master Collection Vol.2, which will release on August 27th 2026, so maybe waiting for it will be best!

Give it a try either way, it’s worth a shot.

This is day of 63 #100DaysToOffload

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