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MGA: METAL GEAR AC!D
#1
I recently played through METAL GEAR AC!D for the first time. I thought I'd type up some of my thoughts since this site is currently devoid of any AC!D talk. I owned it when I was a kid and played some but frankly didn't get it. Fast forward however many years and I am now an adult who loves Fire Emblem and so I actually got it this time. That being said, as any of you who have played it at all know, it's not as simple as just a tactical RPG. The game is also a deck-builder which can both fuck you over and bless you. The cards are largely themed around other Metal Gear games which is neat, with many of them having abilities based on characters or weapons throughout the series.

GAMEPLAY
I found MGA's gameplay to be very effective. Due to the random nature of the cards you are constantly reassessing what you should do based on the hand at your disposal. Partnered with the (mostly) turn based nature every round can feel like a rush against the clock to execute your plan before the enemy can get in the way. Each card and action has an added COST that correlates to its power meaning it's not just a case of using the best cards as soon as they come up-the more you do the more time after your turn the enemy has to spot you or stop you. Sometimes it's best to do less and let the guards rack up a higher COST of their own.

In a strange way Acid is the originator of the deployment system seen in Peace Walker and MGSV. You can buy card packs and individual cards to bolster your collection and edit your deck in-between stages. This is vital as certain sections of the game need you to have certain cards equipped. This is one area where the game loses some points as you often aren’t aware of which equipment is needed. Obviously for secrets and collectables this is fine, but there are stages where a NIKITA is needed for instance and you won’t be aware until you’ve loaded in. A small briefing before deployment to let you know the most important equipment wouldn’t have gone amiss. I deployed against Metal Gear with nothing but non-lethal weapons, for instance. Imagine if Snake tried that in MGS1?
There was an option to automatically generate the ‘best’ deck possible which perhaps would include adding any necessary equipment for the next stage but I never used this so I’m unaware if that’s what it does.

The boss battles all stood out from one another and did manage to mix up the mechanics. Though really there are only three bosses-Leone, La Clown, and Metal Gear KODOQUE. You fight the former two twice but the fights are differentiated (La Clown's more so). All the fights require good use of the game's team dynamic to win. Leone's for instance has one character draw him away with noise as he can only be damaged from behind. La Clown's second fight somewhat falls apart mechanically-story wise you're meant to be unaware of which target is her but since you can see how much life and equipment enemies have you can easily figure out which one is her. I couldn't quite tell if this was an oversight or if it was just a moment of ludonarrative dissonance and you were always meant to know which one she was. In the end it was probably one of the weaker boss fights in the game despite the fact Leone's second fight was much the same as the first but with some enemy soldiers and new moves thrown in. The Metal Gear boss fight separates your characters and has one sabotaging the mech from inside and the other fighting it from outside. It was a cool setup and made the fight feel suitably desperate as both characters did everything they could to take it down.

One critique is that the game isn't very easy to do non-lethally. There's only a handful of non-lethal cards with even CQC and the Mosin-Nagant being lethal in this game. The game does encourage non-lethal play as you are rewarded with cards for completing missions without any kills, but in execution your options are quite limited. Still, it does feel rewarding when things fall into place and you do manage to get through without resorting to lethal force.

STORY
The game’s continuity is completely divorced from the main MGS canon and in all honesty it really works. Solid Snake is the only familiar character. New accompanying characters include: Roger, a not-Campbell who works for the CIA and is Snake's codec contact, Alice, a young girl with PSI who assists Snake with her abilities, and Teliko, the last remaining operative from the squad sent in to infiltrate prior to Snake. They all fill their roles effectively enough and are well designed. Alice was the highlight for me. Her and Snake butt heads a bit and it does a lot for Snake's early characterisation.

The setup isn't too dissimilar to other Metal Gear games: Terrorists have hijacked a plane on which the likely candidate for the next president of the USA is a passenger. Their demands are a research project being conducted on foreign soil and Snake has to infiltrate the lab to obtain it and avert a disaster. For most of the game I found the story really compelling! Things were being set up and distrust was being sown amongst characters with some interesting reveals and plot developments unfolding. Unfortunately, I found it all kind of fell apart in the final act. This may be because I thought I’d figured out what was going on and in some ways preferred the version in my head to what ended up going down, but even with that aside the finale feels very rushed and as if stuff sort of just…happens to wrap the story up. There is no satisfying conclusion to the story's many threads despite attempts at resolutions throughout. It almost feels like the story shied away at the final hurdle which was very underwhelming.

PRESENTATION
I think the game has a lot of style! While it's character models make use of MGS2's as a base they get the job done well enough and the art is very distinct from Shinkawa's or Wood's rendering of characters which helps give AC!D its own identity. The designs throughout are well done. Snake's is just different enough from MGS to differentiate, looking like MGS1 and MGS2 Snake were mashed together. Teliko's design has a lot to love with her camouflaged chaps and big puffy sleeves but I do feel it's held back by the thonged bodysuit being a bit much and wish she just had a sneaking suit base instead.
The UI, graphics, and sound design throughout help make the game feel exciting when in reality the action is quite slow-moving, with a lot of pizzaz being injected through visuals and jingles when triggering card effects or completing a mission. When triggering a character card a short clip of said character will play along with a song snippet from their game of origin. This is cool at first but I found I was skipping this every time after a while as it just served to slow down the pace of things in a game that can already feel a little sluggish. The graphic design itself almost evokes the Designer's Republic: lots of block colours, bold text with smaller fine print dotted around, and basic shapes intermingling. It works really well and contributes to the game's cool yet functional feel.
The music hits. The whole soundtrack is great but the alert theme is one of the best in the franchise and Alice's theme has this eery quality to it that I find so cool, just to highlight a few: Alert Theme, Alice's Theme.
One thing I found a bit strange were the card pack "adverts" that played upon a new type of pack becoming available. Made to feel like a shopping channel advert or something it just felt a little left field when stacked against the rest of the game's vibe. But I suppose it's no weirder than MGS4's install shows.

I didn't collect anywhere near all of the cards in the game and with many cards being complete game changers there's a lot of replayability. The game does have an AD-HOC mode called Link Battle that I didn't get to try for obvious reasons where you face off against another player and try to collect items on the map without being spotted by your opponent. This would be a great chance to flex your rare cards to another human and it's a shame that it's not something I'm likely to be able to do in this day and age as I'm sure it would be a real motivator for going back to the game and trying to collect as many cards as I can the same way MPO's multiplayer motivated me to find great soldiers to show off. Maybe one day we can all spoof AD-HOC lobbies on our PSPs to give it a go...right guys?....right?

Overall Metal Gear Acid is an incredibly unique spin-off that adapts the series' stealth gameplay and feel really well. I had a lot of fun playing it and felt it never let its loop go stale, frequently throwing something into a map to mix it up just enough to keep things fresh. If the story went anywhere instead of just backtracking on itself it could have been a great blend of classic MGS tropes and its own new thing, but as it stands I'd say it's the biggest mark against Acid. It definitely has some teething problems and elements that were a bit clunky and awkward but for the first Metal Gear entry on PSP I feel it was very strong and really fit the system and its aesthetic to a tee...maybe even more than Portable Ops-if only because of Acid's bolder design choices. I can't imagine a franchise as big as MGS making a tactical RPG deck-builder spin-off today. I do miss the era where these stranger spin-offs were more prevalent. It's sad how even by the time of the Vita this sort of thing was so much rarer; I always lamented the never-realised BioShock Vita game that Levine described as a "Final Fantasy Tactics style thing set in pre-fall Rapture." Give us BIOSHOCK AC!D, coward!

Regardless, it's super cool that we got two of these games. Acid² is supposed to trump Acid in every way, I started it immediately after finishing Acid and it seems to have taken quite a departure visually and added a lot gameplay wise. I'm super excited to play more of it.
This post may have ended up a bit rambley but I wanted to put down what I thought about Acid and hopefully get some discussion started. What did you guys think of Acid if you played it back in the day? And if you didn't, do you think you'll check it out at some point? Will you rise to the challenge of the inevitable MGF-MGA Ad-Hoc Link Battle global tournament hosted at your local pizza parlour after school?
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#2
I played both Ac!d games when they released.  I was still in college at the time and they were all I played in between classes.  I'd go to my car, park in the shade and just delve into both games.  I remember Ac!d had a story that I really liked.  It did a really good job of fleshing out every single character and building a really interesting story with some fun twists all over the place.  Lobito Island and FAR was a really great setting that captured the feeling of MGS1 but had a mood all its own and gets progressively weirder by the end.

Ac!d 2 is one of my favorite games in the series.  It is such an insanely replayable and enjoyable game that streamlines everything from the first game and improves on its gameplay in every way.  Way more boss fights, some really fun bonus mode that I wish was used in other MGS games, more varied enemies, way more cards and an insanely colorful and vibrant weird science facility.  It's easily the most colorful and unabashedly weird Metal Gear game that just throws canon out the window, but it's so much fun for it.

It honestly breaks my heart that we never got an Ac!d 3.  Closest was an iPhone card game that never released outside of Japan.

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#3
I started playing Ac!d last year but fell off of it with the first escort mission and I hated the section, especially as I felt the game didn't explain well how to properly utilise what they had. Need to get back to it at some stage though as I really enjoyed it up until that point.
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#4
(23-10-2025, 05:24 AM)Departed Wrote: Lobito Island and FAR was a really great setting that captured the feeling of MGS1 but had a mood all its own and gets progressively weirder by the end.
I think that sums up Acid's vibe really well. It's MGS1 through the looking glass. The transition from those early stages that are quite tame and normal to the Tower where guards of different colours are executing one another is great. It feels more akin to 90's comic books compared to MGS1's blockbuster film feel-and it's a great fit for Metal Gear. This is partly why the story's conclusion felt like a bit of a let down
MGA Story Spoilers:
(23-10-2025, 05:24 AM)Departed Wrote: Ac!d 2 is one of my favorite games in the series.  It is such an insanely replayable and enjoyable game that streamlines everything from the first game and improves on its gameplay in every way.  Way more boss fights, some really fun bonus mode that I wish was used in other MGS games, more varied enemies, way more cards and an insanely colorful and vibrant weird science facility.  It's easily the most colorful and unabashedly weird Metal Gear game that just throws canon out the window, but it's so much fun for it.
It's great that they got the chance to double down and delve even deeper, I can't wait to find some time for it.

(23-10-2025, 05:24 AM)Departed Wrote: It honestly breaks my heart that we never got an Ac!d 3.  Closest was an iPhone card game that never released outside of Japan.

I would love to see Acid return...even as a modern mobile game (The deckbuilding gameplay means a greedy free to play model could make the most out of whales who will buy any MTX currency Konami wants to throw in there). It would be far better to have a console revival but I don't see anything quite so bold in Metal Gear's near future.

(23-10-2025, 10:09 AM)NateDog Wrote: I started playing Ac!d last year but fell off of it with the first escort mission and I hated the section, especially as I felt the game didn't explain well how to properly utilise what they had. Need to get back to it at some stage though as I really enjoyed it up until that point.
I don't even really remember an escort mission. Is it just when you first meet Teliko? But yeah Nate get back on it, it took me a long time to get through it. I think I started around a similar time to you? Where I'm playing on the PSP it's very easy to put it down and not return to it for months and months.
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#5
(27-10-2025, 08:03 PM)Dirty Duck Wrote:
Quote:NateDogI started playing Ac!d last year but fell off of it with the first escort mission and I hated the section, especially as I felt the game didn't explain well how to properly utilise what they had. Need to get back to it at some stage though as I really enjoyed it up until that point.
I don't even really remember an escort mission. Is it just when you first meet Teliko? But yeah Nate get back on it, it took me a long time to get through it. I think I started around a similar time to you? Where I'm playing on the PSP it's very easy to put it down and not return to it for months and months.

Yeah that sounds right. I just feel like something to do with managing both characters or using some of her weaponry wasn't clear to me. Maybe it was because I was on and off with it, I remember it was when I was in Spain for Leelee's surgery last year so my head wasn't very focused probably.
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#6
(27-10-2025, 08:06 PM)NateDog Wrote: Yeah that sounds right. I just feel like something to do with managing both characters or using some of her weaponry wasn't clear to me. Maybe it was because I was on and off with it, I remember it was when I was in Spain for Leelee's surgery last year so my head wasn't very focused probably.
I think after a long break it can be very easy to forget what's going on with it. Teliko also functions as a bit of a tutorial-through-play in that her deck is outfitted with EQUIP type weapons (where you have to equip a weapon into a slot, and then equip a weapon of the same ammo type onto the same slot afterwards to actually be able to fire the weapon) whereas Snake's only contains the more straightforward USE type...is that what was confusing you if you can remember?

It's definitely a little weird but it works really well in the end. Fitting your deck out with all cards of the same ammo type means you sometimes are forced to use different weapons just because that's what you have, and has you thinking about card synergy a lot.
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#7
(27-10-2025, 08:17 PM)Dirty Duck Wrote:
(27-10-2025, 08:06 PM)NateDog Wrote: Yeah that sounds right. I just feel like something to do with managing both characters or using some of her weaponry wasn't clear to me. Maybe it was because I was on and off with it, I remember it was when I was in Spain for Leelee's surgery last year so my head wasn't very focused probably.
I think after a long break it can be very easy to forget what's going on with it. Teliko also functions as a bit of a tutorial-through-play in that her deck is outfitted with EQUIP type weapons (where you have to equip a weapon into a slot, and then equip a weapon of the same ammo type onto the same slot afterwards to actually be able to fire the weapon) whereas Snake's only contains the more straightforward USE type...is that what was confusing you if you can remember?

It's definitely a little weird but it works really well in the end. Fitting your deck out with all cards of the same ammo type means you sometimes are forced to use different weapons just because that's what you have, and has you thinking about card synergy a lot.

I think that was exactly it. I remember I had some of those cards myself and couldn't figure out how to use them at all so when I was in a position where I was forced to do so I just got annoyed. You know I've been eyeing up one of those gorgeous PSP 3000 systems from Japan (the red one in particular) for about 10 years now. I really need to finally get one and maybe then I'll finally do this.
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#8
(27-10-2025, 09:26 PM)NateDog Wrote: You know I've been eyeing up one of those gorgeous PSP 3000 systems from Japan (the red one in particular) for about 10 years now. I really need to finally get one and maybe then I'll finally do this.
How we tryna be

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(I actually only own a PSP Go right now but I love it with all my heart)
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#9
(27-10-2025, 11:50 PM)Dirty Duck Wrote:
(27-10-2025, 09:26 PM)NateDog Wrote: You know I've been eyeing up one of those gorgeous PSP 3000 systems from Japan (the red one in particular) for about 10 years now. I really need to finally get one and maybe then I'll finally do this.
How we tryna be

[Image: IMG-1372.jpg]

(I actually only own a PSP Go right now but I love it with all my heart)

I'm on my 2nd PSP and still have and use my Vita! Born in the wrong country generation.
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#10
Oh I love AC!D and its sequel, though I haven't played them in about a decade. I should really give them another go through, here's hoping they get thrown in the next collection.
The art still sticks in my head as very cool and rather unique, though AC!D 2's character designs go a little... far in places, I would say. 
I wonder, is there any other game that plays even a bit like it?
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