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Review by Zigfried
February 28, 2010
Metal Slug XX is a remake of the DS's Metal Slug 7. After playing the new version, I don't think I can go back. The cartoony visuals have been expanded to a proper resolution, showing off the same zany antics we've watched for 14 years. Two-player simultaneous action has been added, creating a cooperative experience we've enjoyed since 1996. And it's still impossible to aim diagonally.
In other words, the PSP revision brings the seventh Slug up to the same tier as previous episodes. It's better than some, it's worse than others, but it won't surprise anyone who remembers the way soldiers point and laugh or anyone who thinks of Metal Slug whenever they see blue-and-white striped boxers. Players select a soldier, rescue POWs, collect familiar weapons, ride inside all-too-scarce vehicles, fight aliens, and bloodily massacre a faux Saddam's army.
Some of the boss fights are appropriately challenging -- such as a platform battle atop lava, during which a mechanical beast smashes through the platforms -- but most of the game beyond the second level is inappropriately difficult. Absurd crossfires abound, demonstrating little care for the concept of incremental improvement. Deciphering the enemies' attack patterns is difficult enough; random bullets from infinitely respawning soldiers often render survival impossible. Why would a player keep trying to improve in the face of such unfair odds? SNK apologists say the key is focus and perseverance. I say they must be talking about a different game; the key to Metal Slug XX is infinite continues.
If this sounds pointless and irritating, that's because it is. Metal Slug XX is not a game to be played seriously; it's a game to be played when time needs killing, and it's not even the best Slug for that. Metal Slug XX's two saving graces are the Ikari Warriors, Ralf and Clark. Ralf can melee-battle machines, and Clark hurls enemy soldiers through the air. Their unique attack styles don't make up for the canned enemy animations, tired humor, or unfair difficulty, but they do make the experience feel just a bit more creative and just a bit more involving than episodes four and five.
I never expected to harp on the same issues others have leveled against the series for years, but when SNK Playmore steadfastly refuses to reinvigorate the franchise, its flaws become more apparent with every episode. Metal Slug XX's historical importance relies on people expecting it to be bad. Common knowledge considers episodes one through three to be good; common knowledge considers episodes four through six to be bad. Congratulations, SNK Playmore: you've proven that you can almost compete with the standard set by SNK Oldstyle. That's great for people who are forced to play Metal Slug XX -- it's not so great for gamers actually hoping for something to match the stellar third episode's creativity. Even with the combat school missions and selectable soldiers, this game just doesn't feel fresh.
It's time for some new enemies, new weapons, and new jokes. Perhaps it's time for Cyber Lip 2.
//Zig
Most recent video game reviews written by Zigfried
One Chance (PC) [February 26, 2011]
Canabalt (PC) [February 23, 2011]
Splatterhouse (PlayStation 3) [December 09, 2010]
Rad Mobile (Arcade) [November 21, 2010]
Super Sprint (Arcade) [November 07, 2010]
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