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Metal Gear Solid: Peace Walker

Metal Gear Solid: Peace Walker

  • Publisher
  • Developer
    Kojima Productions
  • Release date
    29 Apr 2010

MGS: Peace Walker is an action-adventure stealth video game and is the third action-based Metal Gear title made specifically for the PSP, following Metal Gear Solid: Portable Ops and its stand-alone expansion Portable Ops Plus, and the first in the series released for a portable platform to be directed by series' creator Hideo Kojima. This is the first title in the series to alter the traditional tagline "Tactical Espionage Action" to "Tactical Espionage Operations", referring to the base building and mission mechanics of the game. Set in 1974 in Costa Rica, the game follows the exploits of returning protagonist Big Boss (previously known as Naked Snake in Snake Eater and Portable Ops, now known simply as Snake) as he runs the mercenary unit Militaires Sans Frontières (Soldiers Without Borders). Peace Walker consists of two primary playing modes: "Mission" and "Mother Base". "Mission" are the actual action sequences of the game, where the player must infiltrate an enemy territory, whereas "Mother Base" is a crew managing simulation mode similar to the "Comrade System" in Portable Ops. Missions Players get to choose which missions to play from the "Mission Selector" screen. There are two main types of Missions: Main Ops are the primary story-based missions in which goals are determined by the narrative and must be played in a strict order in order to proceed. Some Main Ops missions include illustrated cutscenes that involve bits of interactivity in order to proceed. Extra Ops are optional side-missions that involve much more elaborate goals ranging from simple target practices to obtaining secret documents. When the player completes a mission, his or her performance is evaluated afterward. A player's score is penalized with a lower rank and reduced heroism for excessive killing and frequently being discovered, whereas players who are stealthy and subdue enemy soldiers non-lethally will be awarded appropriately. Players can replay previously cleared missions for higher ranks. Players can go through missions as Snake or as an MSF soldier (male or female). Some missions will only be available to Snake, and likewise for MSF soldiers. The game adopts certain mechanics from Metal Gear Solid 4, such as the ability to move while crouched, the over-the-shoulder shooting view, the CQC system, and the ability to search held-up soldiers. The truck from Portable Ops, where players can bring subdued enemies for recruitment, has been discarded in favor of the Fulton Recovery System, which players attach to subdued soldiers and prisoners. The Wi-Fi recruitment system from Portable Ops has been modified so that instead of tapping the Circle button to obtain a strong enough signal from an access point, the player will have to knockout soldiers using CQC to accept them. The cardboard box used to hide from enemy soldiers is now available in two-man versions called Love Boxes, which have different variants. The Surround Indicator in Portable Ops can also be used only when it is equipped in the item box and players will also develop and use an early version of the Soliton radar system from Metal Gear Solid. The game features the camouflage index system from Snake Eater, but the player does not have the ability to change camouflage uniforms during a mission as the point index will be entirely based on movement, position, and the size of the weapon equipped in the weapon box. The player can also use marking devices to call in artillery strikes or resupply drops. Movement is done on the analog stick; actions such as co-op actions use the directional-pad; melee actions, which include multiple throws into crowds of enemies, use the R button; and weapons use the L button with the R button. Players will be unable to move or shoot while lying down and while pinned on a wall. The player can set the control system according to that of Portable Ops, Guns of the Patriots, or Capcom's Monster Hunter. Before starting a mission, the player can determine his or her character's item and weapon load-out, including the character's uniform. The player's carrying capacity is limited and any excessive items that the player obtains during a mission will be transferred over to Mother Base's inventory. There are four primary types of uniforms that can be worn by the player. Jungle Fatigues — The default uniform for Snake and MSF Soldiers. A balance of stealth, defense, weapons, and inventory. Available in multiple camouflage patterns. Naked — A shirtless version of the Jungle Fatigues, players using Naked uniforms move fast at the cost of lower stealth, weaker defense, and fewer items. Sneaking Suit — Resembles the sneaking suit worn by Snake in Snake Eater and Portable Ops, it allows players to move without generating foot noises and have higher camouflage compared to other suits while moving, but restricts them to five items and six secondary weapons. Battle Dress — A heavily armored suit that allows the player to carry a third primary weapon and absorb heavy firepower, but at the cost of a lower item carrying capacity, slower mobility and a lower camouflage index. A variant outfitted with a helmet is also available, which increases the defenses. Mother Base The Mother Base is an abandoned OTEC research platform in the Caribbean that serves as the MSF's headquarters. Aside from managing the combat, medical, intelligence, and technology research teams seen in MPO, the player can assign personnel to the mess hall crew to feed the troops and keep up their morale. Rebellious or injured personnel can be brought to the brig and sickbay, respectively. The player will also have a chance to capture military vehicles that appear in the game as minor boss opponents, such as armored personnel carriers, tanks, and attack helicopters. Up to 350 soldiers can be recruited; excess staff caught in a mission must be discharged and up to 50 vehicles can be captured over the course of the game. Items and weapons are not procured on-site, but rather they're developed by MSF's R&D division based on blueprints obtained from missions. New items and weapons can only be developed when the player has sufficient GMP and certain MSF divisions have both reached the required level. Once development of an item has been completed, the R&D staff will automatically mass-produce them for the entire army. Outer Ops is a new game mechanic where players can deploy their combat unit soldiers (with the exception of Snake and other unique characters) and captured vehicles on certain missions against computer opponents. Each assault force codenamed from Alpha to Hotel has eight slots for assigning vehicles or soldiers, who can gain combat bonuses such as additional hit points and Psyche points, and generate income for the team. Depending on the scale of the enemy's firepower, MSF soldiers who are defeated during the battle can either die or be brought to sickbay for treatment. Vehicles that show damage in one mission will still show damage unless they are taken off the front for repairs, while decommissioned vehicles will be stricken from the inventory. Multiplayer The Comrade System from Portable Ops has been removed in favor of a cooperative play mode called "Co-Ops", which allows two players to play most sneaking missions and four players in boss missions. There are several actions that can take place when two players are next to each other. 'Snake-in' allows players to hold on to each other as one player leads the way, also allowing the players to fire on the move. Other co-operative actions include holding up closing doors, performing CPR on fallen comrades, sharing items, and acting as a spotter for other players whose vision is obscured. Versus Ops are multiplayer matches played over special versions of certain maps. The player has a choice of whether to organize individual or team deathmatches, base capture and quetzal capture missions. Only certain items or weapons unlocked in the single-player campaign can be used in the mode. Each match can gather up to six players with restrictions included, such as life and psyche points not regained and limited time for CPR revivals.

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AGM score 91%
IGN 9.5
GameSpot 9
Metacritic 89
m1 abrams
male protagonists
political thriller
run 'n gun
anti-tank mine
digital distribution
destructible environment
breaking the fourth wall
e3 2009
third-person perspective
ski mask
ithaca 37
playstation trophies
customizable characters
game reference
modern warfare
rivaling factions
modern military
red vs blue
a.i. companion
first-person perspective
alternate historical
tragic hero
4 player co-op
saving the world
original soundtrack release
product placement
artificial intelligence
quick time event
new protagonist in sequel
end credits songs
war veterans
dark past
reluctant hero
exploding barrel
healing food
dynamic soundtrack
player owned houses
cutscene menu
late title card
over the shoulder
double barreled shotgun
smoke grenade
pack-in game
cover system
collector's edition
chest-high walls
weapon modification
secret achievements
close quarters combat
frag grenade
character gains beard in sequel
e3 2010
breast bounce
motion capture animation
hair physics
cardboard box
in-game button reference
post-credits plot twist
developer cameo
pacifist playthrough
breakable glass
multiple gameplay perspectives
stealth kill
gun holster
screen splatter
night vision goggles
svd dragunov
gamescom 2009
sexualized women
pre-order exclusive
playstation home tie-in
tokyo game show 2009
aluminum can
surveillance camera
russian accent
opening credits during gameplay
censored version
supply drop
persistent bullet holes
audio cassette
central intelligence agency
genius-level intellect
moving bodies
sneaking mission
minion missions
the patriots
night vision
fulton extraction system
cassette player
promotional drink tie-in
audio logs
cutscene equipment mismatch
porn magazine
motion comic
movie reference
tommy gun
mauser c96
super suit
creator's name on the box
infinite pockets
metal gear
soft drink
shoulder swapping aim
riot shield
call sign
m4 carbine
in-game advertising
on-site procurement
air duct
secret history
limb targeting
hide in a container to get past security
stealth camouflage
fn fal
fim-92 stinger
m72 law
double agent
ruger mk ii
chaff grenade
portable cover
the patriot
narc cola
tape recorder
posthumous credit
bleeding out
comic book cutscene
waking up captured
militaires sans frontières
m84 stun grenade
stun baton
steyr aug
barrett m95
buddy jump
developer avatar
m21 sniper rifle
tokyo game show 2010
tank boss
walther wa 2000
m90 shotgun
carl gustav recoilless rifle
m1917 revolver
h&k g11
mountain dew
pepsi nex
m47 dragon
metal gear solid: peace walker
metal gear solid: peace walker game
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About Metal Gear Solid: Peace Walker

Metal Gear Solid: Peace Walker is released by Konami in 29 Apr 2010. The game is designed by Kojima Productions. Metal Gear Solid: Peace Walker is a typical representative of the Strategy genre. Playing Metal Gear Solid: Peace Walker is a pleasure. It does not matter whether it is the first or a millionth hour in Strategy, there will always be room for something new and interesting. Thrilling levels and gameplay Metal Gear Solid: Peace Walker will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.

In addition to it in 29 Apr 2010 released games such as:

In addition to Metal Gear Solid: Peace Walker, the representatives of Strategy games also belong:

A complete list of games like Metal Gear Solid: Peace Walker can be found at AllGame here.

Metal Gear Solid: Peace Walker is versatile and does not stand still, but it is never too late to start playing. The game, like many Strategy games has a full immersion in gaming. AllGame staff continues to play it.

Metal Gear Solid: Peace Walker is perfect for playing alone or with friends.

At AllGame you can find reviews on Metal Gear Solid: Peace Walker, gameplay videos, screenshots of the game and other Strategy representatives.

The story

This section tells the history of the world of Metal Gear Solid: Peace Walker

Four years after the events of the San Hieronymo incident, Big Boss—who prefers his original title, Snake—and Kaz Miller have established Militaires Sans Frontières, a small mercenary faction, on the Colombian coast. They are approached by Ramon Galvez Mena, a professor at the University of Peace, and his student, Paz Ortega Andrade. Galvez attempts to hire MSF to investigate an army that has discreetly occupied parts of Costa Rica. Snake refuses, identifying Galvez as a KGB agent, but is convinced when Paz plays a recording of The Boss. When Snake arrives in Costa Rica, he begins to suspect that the mystery army has brought nuclear weapons with them. Enlisting the help of the Sandinista Liberation Army, he tracks a shipment to a research facility deep in the mountains. His suspicions are confirmed when he witnesses Hot Coldman, a senior CIA agent, announce his intentions to fire a live nuclear weapon as part of a project code-named "Peace Walker," a fail-deadly nuclear tank. Snake reveals himself to Huey Emmerich, one of Peace Walker's designers, who agrees to help him stop Coldman. Following Huey's instructions, Snake ventures deeper into Costa Rica, searching for Dr. Strangelove, the designer of Peace Walker's artificial intelligence systems. He discovers that Strangelove has based Peace Walker's primary control systems on The Boss' personality. She demands to know whether The Boss genuinely defected to the Soviet Union, or if she died on a mission that was covered up, going so far as to torture Snake for information. Snake escapes custody and attempts in vain to destroy Peace Walker, a quadrupedal nuclear launch platform. He chases Peace Walker across the Nicaraguan border to an American airbase on the shores of Lake Cocibolca. Discovering that the base has been occupied by Soviet soldiers, Snake infiltrates the facility to confront Coldman. Coldman reveals the purpose of Peace Walker: he believes that nuclear deterrence is a flawed theory, relying on humans to retaliate in the event of a nuclear exchange, whom he believes to be unwilling to destroy their own race. As an impartial artificial intelligence, Peace Walker would guarantee retaliation, and Coldman intends to fire a warhead to prove it. Suddenly, the facility is overrun by Soviet soldiers, led by Galvez, who reveals himself as Vladimir Zadornov. Zadornov intends to hijack Peace Walker for the Soviet Union, but the standoff is broken by the arrival of MSF and the Sandinistas, giving Snake enough time to destroy Peace Walker. In the aftermath of the battle, Zadornov is captured and Coldman mortally wounded. In his dying moments, Coldman activates Peace Walker's data uplink, convincing NORAD that the United States is about to be hit by a Soviet nuclear strike. Snake contacts NORAD, and tries to convince them to stand down, but senior members of the armed forces refuse and plan to retaliate. With a nuclear strike imminent, The Boss' personality takes control of Peace Walker's damaged artificial intelligence and drowns Peace Walker in Lake Cocibolca, severing the connection and ending the threat. Some time later, Zadornov repeatedly escapes from MSF, arousing Snake's suspicions that someone has betrayed them. Paz reveals herself to be the traitor, using Zadornov's escapes to seize control of Metal Gear ZEKE, a walking tank designed by Huey to act as MSF's deterrent against foreign intervention. Acting as an agent of Major Zero—now using the name "Cipher"—Paz issues Snake an ultimatum: surrender MSF to Cipher and become his deterrent, or else she will fire a nuclear warhead on America, at which point they will be branded a nuclear-equipped extremist cult, and the world will unite in their pursuit of MSF. Snake prevents the launch by crippling ZEKE, and Paz is thrown into the ocean. In the aftermath, Snake reconciles with his memory of The Boss and accepts the title of Big Boss as he rallies the soldiers of MSF to prepare for a fight for their survival, declaring them to be living in "Outer Heaven".

Metal Gear Solid: Peace Walker - game review

Author: Przemysław Zamęcki
Date: 2010-06-25 07:31:00
The review was based on the PSP version.

With each subsequent part of the Metal Gear Solid series, Hideo Kojima coaxes in numerous interviews that this is actually the end, that everything he had to convey to the crowds of players has already been passed on and in the future he will not return to the Snake adventures. Apparently, however, the Japanese designer still does not lose his sense of mission and stubbornly admits his pacifist message. The dream of a world without wars and an atomic bomb is so clear every time that it would not have been possible without falling into banality. By the way, Kojima writes great stories that - although they are undoubtedly sometimes too pathetic and sometimes rub against kitsch - addictive and, most importantly, reach hundreds of thousands of fans. This is also Metal Gear Solid: Peace Walker .

PSP somehow has no luck with outstanding titles. In fact, there are maybe a dozen or so, which for such a long period of stay on the market certainly does not improve the well-being of Sony management. However, it is this small machine that is a real mecca for the MGS geeks, which in various varieties came out on PSP already exactly six. That's a lot, considering the fact that for over twenty years for large consoles and computers (including of course MSX, because it was on this platform in July 1987 that the Metal Gear brand debuted) little more appeared.

At an early stage of production, Peace Walker was called simply the fifth, full-fledged part of the saga, which further emphasizes how important it is for the whole cycle. And this is indeed the case, because the story begins in 1974, exactly ten years after Naked Snake was sent to stop the traitor of the United States, his mentor and the actual creator of special forces, The Boss. There is probably no person today who would not be remembered by the incredible duel of the two in Metal Gear Solid: Snake Eater.

In the mid-seventies, Soldiers Without Borders (Militaires Sans Frontieres) under the leadership of Snake (aka Big Boss) still do not have a decent seat and the real turn of fate is for them a visit of a professor-agent KGB who offers Snake a permanent base on the shores of Costa Rica, in exchange for erasing the increasingly CIA from this country. Unfortunately, the state cannot deal with this problem alone because of the constitution which is restricting its movements and which prohibits it from having any armed forces. Naked Snake sets off for another adventure, this time to Latin America, where, which probably will not surprise anyone, comes face to face with the new Metal Gear model, establishes friendship with partisans and faces another portion of various weirdos, and above all heavy equipment in the form of armored infantry transporters, tanks or fancy futuristic killing machines.

The story, as usual, is the game's strength, although to fully appreciate it, you need to really love the ideas of Hideo Kojima, who in his own style addresses many important topics, with the nuclear threat at the forefront. The characteristic way of conducting dialogues, unfortunately, will not convince people who have long put a cross on the series. Here, nothing has changed compared to the previous parts, except that most conversations are conducted not directly during the mission, but before it begins. This is due to the fact that almost the entire campaign can be switched to two or four people in cooperative mode, and the number of players depends on whether we are dealing with a regular mission or a boss encounter. Anyway, trying Peace Walker as a cooperative game is not only allowed, but advisable. Especially in the case of battles with bosses, which are at least difficult and often require several approaches during lonely play. In addition, part of the location has been designed in such a way that it is simply easier to get to some places with the help of a companion.

At the same time, co-op does not in any way capture the game of honey when passing it from A to Z alone. It is simply an extremely nice addition that significantly extends its service life. And not only him, because absolutely every mission in Peace Walker can be repeated any number of times, trying to get a better score. In addition, there are numerous side quests, and even comic cutscenes, which masterfully develop the story. There is no wonder, because their author is Ashley Wood, an Australian cartoonist, whose work fans could admire, among others in Metal Gear Solid: Portable Ops and Metal Gear Solid: Digital Graphic Novel. Mention should also be made of people playing different characters who really did a great job. The voices are well chosen, and of course David Hayter, who, as usual in an equilibristic manner, adds a hoarse personality to the main character.

A very important element of the game, equal to the missions themselves, is the expansion of your base. Actually, it's about looking after her staff, which can be assigned to several tasks. It's a bit of role-playing game, because each person has different statistics that predispose them to specific goals. In this way we create a unit dealing with combat. It works somewhere in the background and is the primary source of income. The most important is the team of engineers that develops new inventions. From porn magazines to guns, rocket launchers, radars etc. In addition, each of these items can be expanded by adding further properties. Not only that, during the mission, when we use a given gun, for example, its level also increases. This is a very tedious and lengthy process, but if someone after a few dozen hours of fun is not enough, you will certainly notice progress. In addition, we assign soldiers to a food supply team, which is also very important, because a hungry soldier is a bad soldier who does not feel like fighting. No less important is the staff of the hospital, where the wounded go, and the interview, thanks to which we can get to know the data about the opponents before the mission ... and so on.

As you can see, the level of complication of the game far exceeds all previous parts. If you have associations with Jagged Alliance or X-Com , they are the most appropriate. Of course, MGS does it all in its own way, but if someone is not interested in wasting time on operating the database at all, one "click" can order everything to the console, which will take care of people's assignments. We acquire staff while performing missions. After knocking out the opponent, Snake ties him to a special balloon, which, after rising, is picked up by a helicopter circling around. There will be no new recruits, this base will not develop. This effectively forces the player to choose a calmer technique of passing the mission and sneaking, which, incidentally, works best for Snake. In most locations, you'll also find one or more partisans captured by the CIA, who we also join.

The campaign was divided into not very long stages, consisting of drastically even tiny locations. This, of course, was forced to some extent by the technical parameters of the console and with the quality of the graphic design that occurs in the game, somehow explains the authors. Unfortunately, nothing explains the omission of landings at the entrance to a new area, which, with a specific, stealth game often ends with repetition of the mission from the beginning. The game is saved only before the boss encounter and after completing the entire task. I don't have to write how frustrating this can be.

Fortunately, the quality of the missions themselves and the challenges we face are in no way inferior to those in other parts of the series. The game is great, but for the sake of accuracy I have to write about two more minuses that cannot be ignored.

The first of them, a little forced, is control. In Peace Walker, several schemes have been prepared to choose from, unfortunately none of them is perfect. This is also more a disadvantage of the console itself than games, but even when we choose the shooter scheme, all turns or precise aiming and so last much too long. This is especially evident during the clashes with bosses, which in most cases rely on open combat, face to face. Sometimes without protection we try to aim or choose something from the inventory and we are completely defenseless and vulnerable to fire. And when frustration is at stake, the handy dictionary of ugly words becomes more and more extensive.

The second issue is backtracking. A word that came into widespread use a few years ago and means the need to explore locations in which we have already been. Just in MGS: Peace Walker it is not so bothersome, because usually we do not have to go through all previously visited places, new shortcuts are opening, but it should be noted.

And I don't think there really is anything to fault. Metal Gear Solid: Peace Walker is a full-fledged part of the saga, in this matter Hideo Kojima did not compromise. Graphically, the production squeezes out seventh sweats from PSP, the sound setting is downright fantastic. It is also necessary to mention the music composed by Nabuko Toda, Kazuma Jinnouchi and Akihiro Honda, which is not even inferior to the compositions of Harry Gregson-Williams.

The single player campaign, cooperation and special missions for it, finally a simple multiplayer, in which up to six people can be measured in ad hoc mode, and all this combined with the progress made in the heart of the game, i.e. the base, it is many, many hours satisfying fun. In conclusion, I can confidently write that for me, as a MGS fan, Peace Walker is one of the best games on PlayStation Portable. If not the best. It's a pity a few weaker elements, but the ideal was really short.

Przemek "g40st" Zamęcki




Screenshots will help you evaluate the graphics and gameplay of Metal Gear Solid: Peace Walker.

Metal Gear Solid: Peace Walker - scene 1
Metal Gear Solid: Peace Walker - scene 2
Metal Gear Solid: Peace Walker - scene 3
Metal Gear Solid: Peace Walker - scene 4
Metal Gear Solid: Peace Walker - scene 5


If screenshots are not enough, you can enjoy creative videos from Konami

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