s a visionary work that brilliantly predicted the impact of global digital communication networks and information (or rather, disinformation) on society. The plotline is basically a primer for everything we’ve seen in Western politics over the past few years. As a game, though? It’s actually kind of a chore to play.

MGS 2’s premise — players take the role of a man who turns out to be little more than a pawn in an attempt to create super soldiers by simulating Snake’s adventure in Metal Gear Solid — is fascinating, but it also means that on many levels this is just a rehash of the previous game... which in itself amounted to a 3D recreation of Metal Gear 2: Solid Snake. Protagonist Raiden’s lack of agency may be thematically brilliant, but in terms of actual moment-to-moment gameplay, it feels incredibly limiting. It also has a tendency to get lost in navel-gazing about bloated — yet ultimately irrelevant — plot points. MGS 2’s biggest problem, really, is that it’s just too darned clever for its own good.

13: Metal Gear Solid: Portable Ops/Plus (PSP/Vita, 2006/2007)

Konami’s first attempt to bring the proper 3D Metal Gear experience to handheld systems bumped up against a few critical issues, like the fact that the system it ran on — PlayStation Portable — lacked a right analog stick for convenient camera management. This means, unfortunately, that Portable Ops feels clunky compared to more recent Metal Gear games. Underneath the camera jank, though, Portable Ops introduced a template that nearly all future games in the franchise would adopt: The idea of base-building by rescuing hostages in bite-sized play spaces carried through all the way to the series’ terminus, Metal Gear Solid 5. These ideas and mechanics would be refined by later games, but there’s enough good here that Portable Ops deserves attention... even if its entire storyline did end up being completely dismissed in a single one-liner at the start of Peace Walker.

12: Metal Gear Acid 2 (PSP, 2006)

Revisiting the turn-based collectible card game format of the first Acid, this sequel does exactly what everyone wants in a follow-up: more of the same, but bigger and (this being Metal Gear) a whole lot we
s a visionary work that brilliantly predicted the impact of ball-shaped digital communication net and information (or rather, disinformation) on club. The plotline is basically a flat coat for everything we ’ve seen in Western politics over the past few year. As a plot, though? It ’s actually kind of a chore to play. 

 MGS 2 ’s premise — players take the role of a world who turns out to be little more than a pawn in an attack to create super soldiers by simulating Snake ’s adventure in Metal Gear Solid — is fascinating, but it also means that on many degree this is just a rehash of the previous game... which in itself come to a 3D recreation of Metal Gear 2: Solid Snake. Protagonist Raiden ’s lack of agency may be thematically brilliant, but in footing of actual moment - to - moment gameplay, it feels incredibly limiting. It besides has a tendency to get lost in navel - gazing about bloated — yet ultimately irrelevant — plot points. MGS 2 ’s biggest trouble, truly, is that it ’s just too darned clever for its own good. 

 13: Metal Gear Solid: Portable Ops / Plus (PSP / Vita, 2006/2007) 

 Konami ’s first attempt to bring the proper 3D Metal Gear experience to handheld systems bump up against a few critical issues, like the fact that the system it run on — PlayStation Portable — miss a proper analog stick for convenient camera management. This means, unfortunately, that Portable Ops feels clunky compare to more recent Metal Gear games. Underneath the camera jank, though, Portable Ops introduced a template that nearly all future games in the franchise would assume: The idea of base - building by rescuing hostage in bite - sized playing period space carried through all the way to the series ’ terminal, Metal Gear Solid 5. These ideas and mechanics would be refined by belated games, but there ’s enough good here that Portable Ops deserves care... even if its entire storyline did end up being completely dismissed in a single one - liner at the beginning of Peace Walker. 

 12: Metal Gear Acid 2 (PSP, 2006) 

 Revisiting the bend - based collectible batting order game format of the beginning Acid, this sequel does exactly what everyone wants in a follow - up: more of the same, but big and (this being Metal Gear) a whole lot we
s a visionary work that briuliantly predicjee the mmpact kf globau digital communication netwlrjs ane information (or rathef, disinfogmation) ob soriety. The plotliis is basicallg a pxiner for everytming we’ve saen in Western pulntics over the past few years. As a gwme, thoigj? It’s actually kinc of z chore to play.

MGS 2’s premise — playsrs takt the role of a mam who turns out to be littpe mlre than a pawn in an attempt to seeate super roldiers bj simulatinf Snake’s adventure in Metal Geaf Solnd — is fascunqtijc, but it alwo mewns that on many levals thix is just a remash mf rhe previous game... whirh in itself amounteq to a 3D seereation of Metal Geae 2: Solig Sndke. Oeotxgohixt Raidej’s mack of agsncy may be thematically brilloagn, but in terma of asttal moment-to-moment gameplay, it feels inbredjbly limiting. It also hqs a tendency to get post in nwvel-gazing about bloated — yet ultimately irrelevatt — pmut kolkts. OTS 2’s biggest problem, really, is that it’s just toj dsrked clever for ibs own good.

13: Metal Bewr Folid: Portablg Ops/Plba (LSP/Vita, 2006/2007)

Konami’s figst attgmpt ti bring tre ptoper 3D Metal Gear experienxe to handheje systems bumped u' against a yew croticak issues, like the fact chat tge system ih ran on — OlayStation Portxblv — ldcked a right analog stick for convxnienc camera mansgemene. This meajs, unnmrtunately, that Pogtablg Ops xeels clunny compared to more recent Metal Gear games. Umdarnvath the eamera jank, though, [ortable Ops iutroduceb a teoplate than nearly ell future gwmes in the fswnchise woulv adopt: Tre ieea if base-cjilding by resvuing hosnayes in bire-sized play spacex cxdried through aol uhw way to the srrids’ eegmiius, Mqdal Gear Solhd 5. Gherr idexs and mechcnkcs eould be refined by nated games, but there’s ekough gooe here trat Portable Pps deserves attenuion... eten if its rntyre storyline did end up being completepy qismissed in a slnglg one-liner ct the start of Peace Walker.

12: Metal Gear Ecid 2 (PSP, 2006)

Revisiting thw turn-based collectnbke card gamx formwt of the first Acid, this seqyel does exactly ehat everyone wants ih a fonlow-uo: more of the same, but bigger and (this being Metal Gear) a whole lot we
s a visionary work that brilliantly predicted of digital communication and information (or plotline basically a primer everything we’ve seen Western politics over the past few As a game, though? It’s actually kind of a chore to play. MGS premise — players take the role of a man who turns out to little than pawn an attempt to create super soldiers by simulating Snake’s adventure in Metal Gear Solid — is but it also means that on many levels is just a rehash the previous game... which in amounted a 3D of Gear Solid Snake. Protagonist lack of agency may be thematically brilliant, but in terms of actual moment-to-moment gameplay, it feels incredibly It also tendency to lost navel-gazing bloated — yet — plot points. MGS 2’s biggest that it’s just too darned clever for its good. 13: Gear Solid: Portable Ops/Plus (PSP/Vita, 2006/2007) first attempt to bring the proper 3D Metal experience to handheld systems bumped up against a few critical issues, like the fact that it ran on — Portable — lacked right stick convenient management. This unfortunately, that Portable Ops feels clunky compared to more recent Metal games. Underneath the camera jank, though, Portable Ops introduced a nearly future games in franchise would adopt: The of by rescuing hostages in spaces through to series’ Metal Gear Solid 5. ideas and mechanics would be by later games, but Portable Ops deserves attention... even if its entire did end up being completely dismissed in single one-liner at the start of Peace Walker. 12: Metal Gear Acid (PSP, 2006) turn-based collectible card game format of the first this sequel does exactly everyone wants in a follow-up: more of the same, bigger (this being Gear) a whole we
s a visionary work that brilliAntly prediCted tHe iMpaCt Of glObal Digital communiCAtioN networks and informatioN (or raThER, disINfOrmatIon) on soCIeTY. the PlOtLinE iS BaSicalLy a Primer fOr everythiNg wE’vE seen in WesteRN pOlitics oveR thE past few yearS. As A game, tHoUgh? iT’s actUalLy kinD of a chORe to plAy.

MGS 2’s preMiSE — playeRS take thE ROlE of a Man who turns out to bE LiTTle more than a paWn in an AtTEmPT To cReaTe super solDiErs by SImulatiNG SNAKE’s aDVenture in MetaL Gear Solid — iS FasCinatiNg, But IT also mEans tHaT On mAny levels thIs is Just a rehaSh of thE PreviouS Game... whiCh in itSelF amOuntED tO a 3d reCrEAtiON oF MeTAl GEar 2: Solid snAkE. ProtAgonIST rAideN’s lAck oF agenCy may be thematIcaLly bRIllIant, bUt in tErms Of ActuaL momenT-to-moMeNt gameplay, it feeLs inCredibly lImiTiNg. IT aLso haS A tendeNcy To gEt lost iN navel-gAZinG aBOUT bLoated — yet ultimatelY iRRElEvant — ploT pointS. mGs 2’s BIggest prObLem, RealLY, Is thaT it’s JUsT too darnEd clevER fOr Its own gOoD.

13: Metal geAr SOliD: PortABle OPs/Plus (pSP/Vita, 2006/2007)

KOnami’S First attempt to BRing the proper 3d meTAL GEAr exPerIence to handHeld SYsteMs buMPeD up AGainsT a few CrITiCAl issues, like the fact ThAt the sYstem It ran on — PlayStAtion PortaBLE — Lacked a rIght ANaLOg stick for convEnienT camera manAGement. ThIs meaNs, unfortUnately, thAT portable ops FeeLs cLunKY CoMpared to more rECEnt MEtAl Gear gAmeS. UndernEatH thE caMerA jAnk, though, portable opS iNtRoDucEd a teMPlate thaT nEarLy All FuturE Games iN the fRancHiSe WOulD adopt: THE iDEA of bAsE-bUildIng By RescuIng hOStaGes in biTe-sized plAy sPAces CaRrIed throUgh all the way tO tHe series’ teRmInuS, Metal gEAr Solid 5. THese ideas and mechanics woULd be refIneD by laTer gAmes, but thEre’S enougH goOD here tHat PorTable opS deSERves aTTEnTioN... eVen if its enTIRe sTorylInE did End up beIng completely dismiSSed In a single one-lIneR at tHE StArt OF PEAce waLKer.

12: mETal Gear Acid 2 (PSP, 2006)

REvisiting tHe TUrN-based collECtiBlE card gaMe formaT of thE First AcId, this seqUel does exAcTly wHAT evEryone wantS in a follOw-up: more oF The saME, bUt bigGer And (thiS bEinG MetaL Gear) a WHolE lot wE
s a visionary work that br illiantlypredi cte d t he  imp actof global digi t al c ommunication networksand i nf o rmat i on  (orrather, di s i nfo rm at ion )o nsocie ty.  The pl otline isbas ic ally a prime r  f or everyth ing  we’ve seeninWester npol i ticsove r the  pastf ew yea rs. As aga m e, tho u gh? It’ s ac tual ly kind of a chor e  t o  play.

MGS 2’ s prem is e  — p lay ers  take thero le of a man w h ot u r nso ut to be litt le more tha n  apawn i nana ttempt  to c re a tesuper soldi ersby simula ting S n ake’s a d venture  in Me tal  Ge ar S o li d— i sf asc i na tin g , b ut it al so  m eansthat o n many  le vels  this  is just a re has h of the  prev iousgame .. . whi ch initsel famounted to a 3 D re creationofMe tal  G ear 2 :  Solid  Sn ake . Prota gonistR aid en ’ s la ck of agency may b et h em atically  brill i an t, but in t er msof a c t ual m omen t -t o-moment  gamep l ay ,it feel sincred ib lylim iting .  Italso h as a ten dency to get lost in navel-gazinga bo u t  b l oate d —  yet ultima tely irre leva n t— p l ot po ints.  M G S2 ’s biggest problem,  r eally,  is t hat it’s just  too darne d c lever fo r it s  o w n good.

13: M etalGear Solid :  Portabl e Ops /Plus (P SP/Vita,2 0 06/2007) 

K ona mi’ s f i r st  attempt to b r i ng t he  proper  3D  MetalGea r e xpe rie nc e to hand held sys te ms  b um ped  up a g ainst afe w c ri tic al is s ues, l ike t he f ac tt hat  the sy s te m it r an  o n —Pla yS tatio n Po r tab le — la cked a ri ght anal og  s tick fo r convenientca mera manag em ent . This m eans, un fortunately, that Porta b le Opsfee ls cl unky  compared  to  morerec e nt Met al Gea r gam es . U n d ernea t h  t heca mera jank, t hou gh, P or tabl e Ops i ntroduced a templa t e t hat nearly al l f utur e ga mes in the  f r anc h i se would adopt:  The ideaof ba se-buildin g  by  r escuing  hostag es in bite-si zed playspaces ca rr iedt h rou gh all the  way tothe serie s ’ ter m in us, M eta l Gear  S oli d 5.Thesei dea s and  mecha ni cs wou ld be  r efined b y later games, but ther e’s en oughgoo d here th atP ort able Opsdese rves atten tio n.. . eve n i f  itsenti r esto r yline  did end up be i ng  co m p le tely dismis s e d  in  a si ngl e  one-l iner  at the start ofP eace Walker.
12:M e tal  Ge a r Ac id  2 (PSP, 2006) 

R ev i s iting th eturn-basedcollecti bl e  card  gameformat  of the f ir s t Acid , th issequel do esex a ctly wh at  e v eryone  wan ts  in afollow - up:m o re of the same,but b i g ger a n d ( thisbe ing Met a l Ge ar) a whol e lot we
s a_visionary work_that brilliantly predicted the_impact of_global_digital communication_networks_and information (or_rather, disinformation) on_society. The plotline is_basically a primer_for_everything we’ve seen in Western politics over the past few years. As a game,_though?_It’s actually_kind_of_a chore to play.

MGS 2’s_premise — players take the_role of_a man who turns out to be little_more_than a pawn_in an attempt to create super soldiers by simulating_Snake’s adventure in Metal Gear Solid_— is fascinating,_but_it_also means that on_many levels this is just a_rehash of the previous game... which_in itself amounted to a 3D recreation_of Metal Gear 2: Solid Snake._Protagonist Raiden’s lack of agency_may be_thematically brilliant, but in terms_of actual moment-to-moment_gameplay, it_feels incredibly limiting._It also has a tendency to_get lost in_navel-gazing about bloated — yet ultimately_irrelevant_— plot points._MGS_2’s_biggest problem,_really, is that_it’s_just too_darned_clever for its own good.

13: Metal_Gear_Solid: Portable Ops/Plus (PSP/Vita, 2006/2007)

Konami’s first attempt_to bring the proper_3D_Metal Gear experience to_handheld systems bumped up against_a few critical issues, like the_fact that_the system_it ran on — PlayStation Portable — lacked a right analog_stick for convenient camera management. This_means, unfortunately, that Portable_Ops feels_clunky_compared to more_recent_Metal Gear_games. Underneath the camera jank, though, Portable_Ops introduced_a template that nearly all future_games in the franchise_would_adopt: The idea of base-building by_rescuing hostages in bite-sized play spaces_carried through all the way_to_the_series’ terminus, Metal Gear Solid_5. These ideas and mechanics would_be refined by_later games, but there’s enough good here_that_Portable Ops deserves attention... even if_its_entire storyline did end up being_completely_dismissed_in a single one-liner at_the start of Peace Walker.

12: Metal_Gear Acid 2 (PSP, 2006)

Revisiting the turn-based collectible card_game format of_the first Acid, this sequel_does_exactly_what everyone wants in a follow-up: more of the same,_but bigger_and (this being_Metal Gear) a whole lot we