Metal Gear Solid: Portable Ops
Kojima and co. deliver with one of the PSP's finest. Full review within.
Published: February 12, 2007
Without hesitation, an emphatic opening cutscene throws you into the belly of the beast. It’s November 1970, and despite giving his resignation to the FOX unit six years ago following Operation Snake Eater, it seems Snake’s services as once again in demand. After being captured, drugged up and thrown in a South American prison on the elusive San Hieronymo peninsula, he’s become subject to the interrogative prodding of a conniving peg-legged FOX interrogation specialist, Lt. Cunningham, in regards to the Philosopher’s Legacy.
Soon after, you’ll meet up with a young Roy Campbell, who too has been thrown behind bars after he and his fellow Green Berets were ambushed by none other than the FOX unit. More questionably, the peninsula has been housing a Russian missile base that was only partially completed before being abandoned by the Soviets in an effort to retain a détente with the U.S. What begins as a mission to clear Snake’s name from the FOX rebellion and discover its true intentions and initiator becomes increasingly more complicated, as a commander named Gene has been plotting to build a perfect military nation for the soldiers on San Hieronymo (who themselves were disowned by the Russians right along their plans for the base), while his possession of a stolen nuke has been holding the U.S. or Soviet at bay. And given the frequent double-crossing and agenda-fueled schemes that so often befall MGS titles, and… well, just don’t expect to wrap your head around it all too soon as it unfolds.
Early on in the game, Snake makes a call to his old friend and weapons specialist Signit, who makes an acute suggestion: “If the rebels managed to get the local militia on their side, who's to say you can't do the same thing?” The plan sparks some hesitation, but as even Campbell becomes to warm up to the idea, it becomes apparent that Snake won’t be going at this mission alone.
And thus brings forth the game’s fresh new concept of heading out on the battlefield and, yes, actually recruiting enemy soldiers. The idea isn’t all to far-fetched: Campbell’s initial advice is to go after only those soldiers who are vocal about their grudges towards their leader, and a compelling discussion about the meaning of “loyalty” with your very first recruit more or less of sets the scene onward. It’s almost dumb logic to how recruiting soldiers actually works. Whilst in a mission, it’s no more than knocking an enemy unconscious (with either a CQC chokehold, a Mk22 shot, or ol’ fashion knockout techniques taking care of a that) and dragging him/her back to your truck (a headquarters on wheels, if you will, where an injured Campbell conducts business).
Make note, though, that despite their capture, these so-to-be allies will not immediately join your team. Not until a few days pass in the game clock (and after receiving some steep negotiation, we’d think) will they become available. You can choose to manually advance the days and nights (though only thrice at a time) or, more intuitively, just go about business as usual in completing missions and you’ll soon after be informed of their recruitment.












