Metal Slug Tactics has felt like it has taken way too long to finally release. More than three years after its initial reveal, the game is finally here and it’s a bold but confused take on the tactics genre that has some big strengths. But, those are counterbalanced with a number of roadblocks and obstacles that often get in the way of the enjoyment you can have with it.
To start things off, this reviewer is coming at this as a turn-based tactics fan with no personal history with the Metal Slug series. When it comes to offering something for genre fans, Metal Slug Tactics succeeds, mostly. The game is actually structured as a roguelike, so you and up to two other characters you select from the Peregrine Falcons will head out and take on various, small missions in isometric grids one by one until you gain full control of an area of the map.
Within these missions there is a great amount of enemy variety, solid bosses, and creative environment design. Leikir Studio has implemented some interesting twists on the tactics genre too within the moment-to-moment gameplay.
Upon each turn, you are able to move and perform an action. These can be standard shots with a gun, using your special weapon (which has limited ammo per run), or using one of the many Adrenaline Abilities that you will pick up in between missions and upon levelling up characters. These are often support abilities or situational damage abilities that you won’t need to use all the time but can have devastating effects when used at the right moment.
Using your weapons works as you would expect, allowing you to fire and shoot anyone you have direct line of sight with on the grid. Adrenaline Abilities are earned upon gaining Adrenaline Points within a mission. These are accumulated as you move. The further you move, the more Adrenaline Points you have to spend during your turn, encouraging a bullish, vanguard-like playstyle that nudges you out of cover and forces you to take the initiative.
Moving also gives you armour, which can allow you to tank shots further pushing you towards an aggressive playstyle. This injection of the series' run-and-gun spirit is rather refreshing for the strategy genre and separates this from other tactics games that can often feel very stagnant as you sit in one spot during fights.
Additionally, Metal Slug Tactics includes a mechanic called Sync Shots, which means that if two characters have direct line of sight on a target when one attacks it, the other will follow up with another attack, effectively giving you a free hit. Sync Shots are another fantastic shakeup to the tactics formula that forced us to rethink how we looked at a grid of enemies and try to plan for future moves or place characters in specific positions to make the most of these special two-for-one attacks.
However, stapled onto these mechanics are strange features and gameplay design choices that feel like they are actively blocking you from getting to the enjoyable parts. One key sticking point for us is that if you decide to use an action before moving, you completely lose access to any ability to move. It's run and gun - in that order, and that order only.
Not only is this incredibly frustrating and restrictive, but for the most part it feels unnecessary. In a game built around movement and creating opportunities for yourself, being locked into having to move before attacking makes some fights and situations hard to win. Enemies can often block off paths, or you can be cornered with no real escape. So if you want to try and give yourself some breathing room or line up a Sync Shot, you need to attack and kill an enemy, wait a turn, hope you don’t die, and then move. This happened a fair bit, especially in the first 10 or so hours.
Speaking of those initial hours, they are oppressive, brutal, and at times fatiguing and tedious. Because you won’t have a wide array of characters, upgrades, and Adrenaline Abilities due to the roguelike structure, a lot of the fights in the early game you just can’t win. So, you need to die and then get back to that point, hopefully with stronger weapons and more flexible Adrenaline Abilities, to be able to actually progress.
While this is the point of roguelikes, with Metal Slug Tactics being a strategy game, everything moves slowly. Missions can take up to 5-10 minutes each, and with up to a dozen or so in each area (depending on the path you take), having to go through each one again to collect resources to spend back at your base in between runs is a slog, especially when you are underpowered while doing it. This isn’t Dead Cells or an action roguelike where you can just sprint back through an area and get back to where you were in a few minutes.
Plus, the game gets off to a terrible start with a horrifically unfriendly and wordy tutorial that chucks everything at you in a 20-minute blitz and then lets you loose. The mechanics in Metal Slug Tactics are complex, and we actually had to watch the gameplay overview trailer after finishing the tutorial because it does a better job at breaking down them in a digestible way.
Also, the text and UI size on the game’s menus and throughout the experience is ridiculously small. This is a huge problem in handheld mode, where we often had to squint or put our head closer to the screen to read what was being displayed.
On the plus side, as you are going through the game again and again, you are greeted with flawless animations, an excellent soundtrack from Tee Lopes, and some really nice sound effects and visuals when using Sync Shots or fighting bosses. Leikir Studio didn’t drop the ball with the presentation at all here, although we did suffer from some frame rate issues in handheld mode during particularly busy missions with a lot of enemies or attacks being used at once. Nothing egregious, but noticeable.
Conclusion
There is a good game here, sometimes a great one. Excellent art and animation, smart gameplay twists, and a genuinely refreshing pace really add some exciting new depth to the tactics genre and are huge positives. But it takes a while for the experience to smooth out and actually become enjoyable, and restrictive gameplay design choices don’t do it any favours, either. Metal Slug Tactics is one for the tactics fans looking for a fresh take, but just know you’ll have to put in some work to see the best parts of it.
Comments 42
Yeah i agree, something about the tutorial was just weird. The text size needs to be fixed. It's embarrassing you can't resize it. Even on steam there are complaints.
I've been super excited for this game, as a long-time trpg fan since Final Fantasy Tactics. I appreciate this review, especially if it could possibly contribute to patches making it a better game. Thank you!
Also, I'd love to see a writeup ranking or at least showcasing every trpg on Switch. Or maybe just the top 10 or 20.
As a big fan of Tactics I was kinda hoping for an RPG experience. Then again, I'm also a big fan of roguelites and I'm sure I will enjoy this one. Thank you for the review
Thanks for the review, still interested in giving this a try despite its issues - while your mileage may vary when it comes to the gameplay decisions (I bet some, not including me, will enjoy its punishing at least at first roguelike nature and I can't help but wonder if being able to move after actions would break the balance of the game) there are aspects that undoubtedly should be fixed like the text size, the frame rate issues and the tutorial and I have my fingers crossed most if not all of those will be fixed through patches and/or improved by Switch's successor in the case of the frame rate!
Thanks for the review. Sounds like this is one of the better MS spin-offs which is good.
As the first Metal Slug game to venture into the tactical roguelike genre this ain't bad but the no auto save feature does kinda bum me out a bit. I finished the first tutorial mission and exit the game at the hub screen so I could go catch my afternoon appointment only to return later and find out that the tutorial mission I just got through was never saved thus forcing me to redo the whole tutorial all over again. Other than that I think I could handle this entry just fine. If they should make a sequel I guess an autosave feature and some kind of simplify control would be nice. The dev who made this game seem like they had never made a tactical game in their life, who used analog sticks and shoulder buttons for managing movements, choosing commands, and aiming targets? Those analog sticks and shoulder button pressed should only be used for shortcuts. Even Ogre Battle 64 for the N64 doesn't force you to do that. Still I'll give it a 7/10 also, it's quite good.
Metal Slug fans beware! I unfortunately bought this game mainly for its aesthetics and well... the game at least for me is a big disappointment. I never played tactic games before, so the gameplay is really really confusing with no real explantation during the tutorial.
Metal Slug fans beware! This is a fantastic game that captures the vibes of Metal Slug perfectly, with lots of depth to its combat and a fun artstyle with lots of characters and references from the series. A very fun revival of the series, I've already put in many hours on my Steam Deck oled. The "tactics" part takes a while to get used to but once you figure out upgrades and adrenaline it becomes very satisfying to land multiple sync attacks in a row. The game stays difficult which is perfect as it actually requires you to sit and think about your actions.
On top of that, it's only $25. Really good price for a really good game, was worth the 3+ year wait as a Metal Slug fan.
Oh man...it's a roguelite??? Sigh...I had no idea. I was super looking forward to an srpg like this. It looked beautiful, full of depth, and like it added some neat wrinkles to strategy RPGs...but I just don't vibe with roguelites. What a bummer.
Cool, another game with ridiculously small text size, ugh. I was really looking forward to this, but I'll be skipping it as a primarily handheld player. I don't understand why we could produce games with good text sizes on the GB, GBA, and DS, but now we can't.
Great review. I got a Lite just recently, and I've been very surprised to find that text is so tiny across the board. I had assumed there was a responsive scaling system like modern HTML. Games can detect which device is being played, right? So I'd think alternatively developers would code in unique displays for each screen.
Concerning the game, the "must move first" mechanic does sound odd and restricting. But otherwise I this the design is brilliant. I never did finish Valkyria Chronicles because of the mechanic and level design, but the armor system seems to solve those issues. I'm always curious to see how games get patched post launch. It will be interesting to see what changes they'll make in the next three months or so.
The roguelike-lite or whatever it is features killed this for me. The graphics look great but I was expecting it to be more of a TRPG and it doesn't appear to be so. Add small text to that mix and it's a pass. I'm still bummed NIS and GUST seems to do the small text thing now too. Between the switch and steamdeck thats a lot of users that they are screwing over.
@Serpenterror autosave is something I bet they'll patch in before too long.
@R3TRONAUT have you been curious to try Mario vs Rabbids?
Can we expect a physical copy?
Text size: horrible
Inability to rotate the battlefield: inexplicable
Elevation confusion: horrible
Aside from that, it reminds me a lot of Into the Breach, which I love.
I do wish there was maybe 1 or 2 more battles per zone, however.
Semi-related: if you've got an Android, try Hoplite.
@Contes Limited Run Games is doing the physical and there taking pre-orders now.
Nice try, Saudi Arabia
I feel like most strategy games don't let you move after taking an action. Am I wrong?
@Contes I think Limited Run Games has the physical editions available for pre-order (standard and collectors). I don't know if other retailers will have it too though.
Damn... the font size is a deal breaker for me. I mean, I'm a 40-year-old kid and I'm most likely to play these kind of games on the Lite... c'mon!
My SRPG interest has pretty much dried up at this point. The slog factor generally outweighs the enjoyment.
I was somewhat interested in this game, and appreciate the review, but will probably pass.
However, it does sound like there is fun to be had for fans of the genre and IP.
@Bunz I've played the demo and it's more like Into the Breach (ie with roguelite elements), than FFT or the average Japanese SPRG.
I only skimmed the review so maybe I missed it but it doesn’t look like the performance or sound lag was mentioned at all. Peculiar
I was hyper excited about this game but I’m not so sure now…
I’m sure I will absolutely buy it at some point but I’m dropping it down off the “buy now” list where it’s been for almost half a year.
I have that Goblin Slayer TRPG coming next next month which also looks fantastic.
The next one I’m looking forward to is that R-Type Tactics Cosmos game coming out.
Hopefully those 2 above are good too!
I like metal slug and I like the comparatively simpler jsrpgs from metal slug’s era (PS1 roughly) but this doesn’t sound like it’s that combination, which for me is too bad.
While I don't really like the choice, I've played several turn-based games where you need to move first or not at all. A recent example is Steam World Heist II, where in most cases firing your main weapon ended the character's turn. So, it isn't unusual for the turn-based games.
I've recently been playing through Wartales (via Steam, but I believe it's on Switch) which is a light TRPG. It feels less polished, but it's still fun. In that one, you have a set amount of movement, and you can use it in any order. So you can even move a bit, attack someone, then move again if you still have movement left.
A rogue-lite/like game I played a few years ago is Pathway. I see it didn't review great (5/10) on Nintendo Life by MItch Vogel, but I still found it a fun and engaging turn based game. I recommend it.
The microscopic text sounds like a complete dealbreaker. What on Earth were they thinking?!
Not exactly a fan of these tactics games unless they're an Advance Wars style of game.
This game was announced such a long time ago and delayed quite a bit. I was excited back then but I complete forgot about it, didn't even know it released. Horrible marketing cycle.
@JayJ I'm the same. I try to get into them but I end up stuck or just losing interest. Into the Breach was one of those games for me. I love Advance Wars however and completed both GBA games on Wii U VC.
It's incredible we're still having these issues with tiny fonts. Are designers working for years and years on giant 4k monitors and never checking their work at a smaller size?
It's especially bad for a game using a pixel aesthetic. That's missing one of the main points of pixel art and UIs, their clarity and legibility.
@CurryPowderKeg79 Snap, I think in this specific case I would rather wait 6 months for a physical release including the patches the game seems to need :/
Good read and fair and balanced review score for me. One for a slight discount purchase. Had a look at the visuals on some gameplay footage and they sure are sweeet.
Got this tuesday, it had a 10% early discount, so i thought even if the game is crap, i love the graphics..
I didn't have to much problem with this font (that actually sort of ruined FE:three house for me, i was going to play that on an intercontinental flight but gave up after 30 mins), but the first hour indeed is horrible, with the problems of auto-save too... (in a rogue lite,...so weird).. but now slowly getting into it..
oh and that other weird Metal slug game, (the converted mobile one) is now 30% off too.. for a few euros i might pick that up too..
@SillyG but now you actually have a good use for that cool old magnifying glass your steampunk grandfather left for you
Have this wishlisted for when it will get some juicy discounts. The beautiful pixel art is enough to tempt me to get it!
@nin10doom I fully agree with you. I like games with a story, which in most roguelikes is almost inexistent, and I don't like grinding and replaying the same missions over and over again.
On top of that, if you like tactics games, you can get Valkyria Chronicles, which is a full game with story, characters and so on, for a smaller price. This is actually one of my main issue with buying indie games now. On the one hand the developer needs to earn some money for his work, on the other hand why should I buy an indie game when I can buy a game like Valkyria Chronicles or Mario and Rabbids Kingdom Battle for a smaller price?
@alexsara I totally agree about weaker or non-existent stories and replaying the same missions over and over being 2 deterrents for roguelites. A lot of times, randomized elements like level layouts are also present, which means they weren't carefully crafted and thought-out like a human level designer would methodically put together. I'll hafta play Valkyria Chronicles! It's on my list, I just haven't gotten around to it yet.
If you only have a Switch Lite, DO NOT BUY THIS GAME.
If you complete more than one other area, missions in the final area will crash on load 100% of the time. I've deleted and reinstalled, I've moved from SD to system storage and vice-versa, I've restarted my system a billion times, nothing works. Dotemu has also not responded to my support emails. Save yourself the time and money until they (hopefully) push a fix.
This game has a lot going for it, but it is frustrating in your first handful of hours when you feel like you’re just waiting to lose so you can come back more powerful. That plus the game has crash A LOT for me.
Despite the issues, I’m still very glad I bought the game. It’s an absolute joy to play and there is a lot of satisfaction to be had from a well executed strategy.
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