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Metal Slug 7 Review

DS Review by Simon Parkin

4 March, 2009

For over thirteen years now, SNK has been releasing much the same videogame over and over again. In mechanical, visual and thematic terms, Metal Slug's developments are measured in minutiae: tweaks to format indiscernible by all but the aficionado. What other series continues to use the same sprites, sound effects and ideas found in its debut more than a decade ago?

Perhaps the secret of Metal Slug's success lies in its predictability then. There's an assurance that these firecracker shooters will always offer the same precise run-and-gunplay, presented on a backdrop of a slapstick war waged by coward Nazis, dripping zombies and mecha-camels. Indeed, Metal Slug's expressive hand-drawn sprites, birthed on that Bentley of 16-bit consoles, the Neo-Geo AES, are kept alive through choice, not necessity. Metal Slug's disastrous foray into 3D in 2006 ensured that for this, the seventh sequel to the series, SNK Playmore has retreated to a Tom and Jerry cartoon approach to the crimson horrors of war. It's a wise decision to stick to tradition, and one taken despite the fact that, for the first time ever, the console version has no arcade release to which to adhere.

Metal Slug 7's fundamentals remain immovable despite the platform change. As ever, you control a single soldier (one of six men and women), and must work your way through 2D environments shooting enemies before they shoot you. You've no health bar: it's one shot one kill and your default pistol (or machine gun if you're playing on 'Beginner' difficulty) is holstered next to a clutch of grenades. Scattered throughout each level are a number of ageing POWs, naked save for a linen cloth that cups their modesty, who supply you with new weapons. Finally, should you find any vacant vehicles along the way, you can ride them into the glorious cannon fire.

'Metal Slug 7' Screenshot 1

In the cave levels you must watch out for quicksand spots, difficult to make out on the DS screen. These hold you fast till you either wiggle your way out of them or take a missile to the head.

But beneath these top-line consistencies are a number of design changes that in some ways alter the way the game is played. These tweaks aren't quite as visual as those in previous games, where eating too much food would explode your character into a grotesque fatty or where puke from a zombie would turn you into one of the undead (while allowing you to play in this new guise). Rather the developer's focused on mechanical changes such as the ability to hold two weapons at once and cycle between them, and introducing new weapons such as the super blade and Tesla gun which affect on-the-ground tactics.

While the series has always been in part about high scores, here that focus is sharpened by way of the coins that spew from fallen enemies and masonry, their value increasing exponentially as you collect them, Mario-style. A score multiplier system, which is kept up by chaining enemies at a steady rate, adds another layer of complexity. When the gauge is maxed out, all destroyed enemies and objects release coins for a short period, ramping up the spread of possible scores for each level. Considering this new focus, it's a shame that the game's leaderboards are cart-specific. While you do get to compete across leaderboards for each of the game's three difficulties, the option to connect to an online scoreboard would have been a meaningful addition.

In technical terms, the game performs well on the DS, although it's clear that some graphical concessions have been made to the hardware. Some background textures aren't hand-drawn and the scaling effects as the levels scroll are incongruous to the pixel-perfect heritage of the series. There is some slowdown when the screen fills with blood and bullets but this has always been the case with Metal Slug, and what's normally a technological shortcoming acts as a useful mechanism for helping you through the most tortuous bullet mazes. Less easy to forgive is the lacklustre level design, which provides only glimpses of the flair and creativity that defines the earlier games in the series. Caves and mountainsides form the stock locations, their drab, samey colour schemes leaving you longing for the vibrant diversity of Metal Slug 2 and 3's rich vistas.

'Metal Slug 7' Screenshot 2

The game keeps a record of which POWs you saved in each level, by name and rank. The compulsion to collect 'em all is strong but, as many are well-hidden, this will take time and effort.

Almost no use is made of the DS' hardware capabilities. The top screen houses all of the action while the touch-screen displays a heavily pixellated version of the level, which can be scrolled around to show the locations of weapons and POWs. Outside of the main game, the Combat School - first encountered in the PlayStation and Saturn ports of the first Metal Slug - makes a welcome return. Here you can flirt with a brusque, blonde Drill Instructor who challenges you to complete levels against the clock, collect specific items in a level or simply to destroy objects within a time limit. This section adds significant value, particularly as, for the first time in the series, there is no multiplayer mode to improve longevity.

However, where it matters most, Metal Slug 7 delivers. The shrink from arcade to DS screen in no way cramps the experience, offering the same amount of exacting control as it ever did. The new weapons and vehicles add little to the formula, but the strength of the foundations upon which the game builds is self-evident. If SNK Playmore can match its mechanical creativity with the kind of level design ingenuity displayed by the SNK of old, then Metal Slug 8 could well be the series' high point. One thing's for sure: as with Metal Slug 7, it will no doubt be a game we've, one way or another, already played many times before. And we won't even mind.

7/10

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Comments: 1-50 of 59 in total | next 50 »

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Der_tolle_Emil
04/03/09 @ 10:32
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This is out already? Nice, I will so get this. I really enjoy all the Metal Slug games.
Rev. Stuart Campbell
04/03/09 @ 10:37
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This is a terrible review. MS7 has a radically different metastructure to all the previous Slug games, specifically designed to both make it more suitable for handheld formats and to massively extend its replay value. But almost every review just goes "Oh, another Metal Slug, it's the same as all the others". Is it bollocks. The designers who radically overhauled a tired formula and have created by far the best Metal Slug ever as a result deserve better respect for their efforts than this lazy played-it-for-20-minutes cobblers.

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KujiGhost
04/03/09 @ 10:41
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How does the metastructure of the game differ from the ones that came before?
JohnnyWashnGo
04/03/09 @ 10:43
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I have such a love/hate thing for MS games. They look nice and give the impression that they will be fun to play, but I hate playing them. Thay are so frustrating :(
Rev. Stuart Campbell
04/03/09 @ 10:52
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"I have such a love/hate thing for MS games. They look nice and give the impression that they will be fun to play, but I hate playing them. Thay are so frustrating :("

MS7 is much less so than the others, because of the way it's been designed and structured. A good review would have told you that.

"How does the metastructure of the game differ from the ones that came before?"

In too many ways to list here - it took me over 2,100 words, talking mostly about the metastructure, to do it justice when I reviewed it.

http://worldofstuart.excellentcontent.co...

But next month's RG offers a detailed look at just how the series has changed over its history in order to arrive at MS7.

KillerMonkey
04/03/09 @ 11:07
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What exactly is this "metastructure"?
goz
04/03/09 @ 11:09
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I didn't play the game for twenty minutes.

What do you mean by the metastructure being different? You get a level select and you have to clear rooms before being allowed to move on (which happened in previous games but less so). The Combat School has been present in console versions since the very first game so this certainly isn't new. It's less featured that the one SNK laid down in the very first game.

In mechanical, visual and thematic terms the game has changed very little over its history. I argue that the team has improved the systems that underpin the game here, but that it falls short on the visuals and the level design - which I'm sure would be the common conlcusion.

What exactly are you saying?
JHuxley
04/03/09 @ 11:12
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"by far the best Metal Slug ever"

No. Just...no.

If you want a radical overhaul of the MS series that's perfectly suited to handhelds, you need look no further than Metal Slug 2nd Mission on the NGPC. By comparison this is a rehash of an increasingly average arcade-led series bizzarely shoehorned in to hardware that's not only inadequate for the job, but also offers features that are criminally underused.
seasidebaz
04/03/09 @ 11:17
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The shrink from arcade to DS screen in no way cramps the experience

What? But it said earlier that this ISN'T an arcade game?
Rev. Stuart Campbell
04/03/09 @ 11:18
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"I didn't play the game for twenty minutes. "

Less?

It takes about 40 minutes to play through all seven levels on Beginner difficulty. (Beginner is for girls and homosexuals, but forgiveable for a reviewer with limited time who needs to see as much of the game as possible.) The review says:

"Finally, should you find any vacant vehicles or willing animals along the way, you can ride them into the glorious cannon fire."

On which level(s) of MS7 will you find animals to ride? You'll find plenty in other Metal Slug games, but where are they in 7?
Rev. Stuart Campbell
04/03/09 @ 11:23
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"If you want a radical overhaul of the MS series that's perfectly suited to handhelds, you need look no further than Metal Slug 2nd Mission on the NGPC."

Indeed the two NGP Slugs are radical overhauls, but they don't resemble the main series bloodline any more than Metal Slug 3D does, and are therefore not "Metal Slug games" in the traditionally-understood sense of the term. And in any case they're nowhere near as good as MS7. Having just spent a solid week doing nothing but play Metal Slugs, I'm quite confident in that statement.
dripping_brain
04/03/09 @ 11:25
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Blast-from-the-past-me-do! It's Stuart Campbell!
goz
04/03/09 @ 11:27
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I finished the game on Beginner and got most of the way through on Normal. I completed a number of the Combat School challenges and went back to collect as many POWs in the log as I could because, as I said in the review, I found that pretty compelling.

The line about animals was a mistake - fair cop. I actually rewrote that overview of the mechanics para from my Metal Slug Anthology review for EG, which is why it slipped in there.

Bagpuss
04/03/09 @ 11:31
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Lol....Rev Stuart Campbell.

I thought all you did these days was to pontificate about Scottish Nationalism on the BBC Scotland blogs...


A true old timer of the scene....

FenderMaster
04/03/09 @ 11:35
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Fantastic game, the second best 2D platform shooter on DS (after Contra 4). It looks and plays absolutely wonderfully, and has a levl select option. The level design is a little bland, but there is a nice green level with waterfalls. I'd give it an 8/10 easily
playgen
04/03/09 @ 11:37
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Ah balls, saw review, wanted to buy, but its not even out for another 3 months here!
Rev. Stuart Campbell
04/03/09 @ 11:37
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"The line about animals was a mistake - fair cop. I actually rewrote that overview of the mechanics para from my Metal Slug Anthology review for EG, which is why it slipped in there."

Fine, but if you reviewed Anthology then you've got even less excuse for saying that the twin-weapon system and the coin-collecting combo thing are new to MS7, because both of those appeared in Metal Slug 6.

(Oh, and just for the sake of accuracy, Combat School first appeared in the Neo Geo CD conversions of MS1, not the later Saturn and Playstation ports.)
JHuxley
04/03/09 @ 11:38
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"Indeed the two NGP Slugs are radical overhauls, but they don't resemble the main series bloodline any more than Metal Slug 3D does, and are therefore not "Metal Slug games" in the traditionally-understood sense of the term."

Yes, but that's my point. Trying to shoehorn the Metal Slug experience in to the DS hardware was pretty much a non-starter. Metal Slug 1st/2nd Mission worked so well because SNK understood the NGPC hardware wasn't up to the job and built the game from the ground-up to suit.

They've done a good job with MS7 considering the circumstances, but even disregarding any technology issues it's still a poor relation to the first three games in the series and suffers from the dull, unimaginative level design that begun with MS4.
HEAVYface
04/03/09 @ 11:38
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so ms7 sticks to the same formula evident for the last 13 years.....but is also completely different?

brain hurts....

actually all i want to know is, if i liked MS 1 to X, but didn't like the more recent ones includidng the GBA version, should i buy MS7?
Edited 1 times, most recently on 04/03/09 @ 11:45
Rev. Stuart Campbell
04/03/09 @ 11:46
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"Trying to shoehorn the Metal Slug experience in to the DS hardware was pretty much a non-starter."

Except it wasn't, as it's been done brilliantly. All of the tedium (zombie sections, fat mode) has been stripped out, and the game has been redesigned and restructured to be suitable for five-minute bursts with meaningful goals, ie perfect for a handheld. Prisoner-collecting offers considerable replay value for the main mode. Combat School is several times bigger than it's ever been. All difficulty settings now offer all stages and have separate high-score tables. All of these are empirical improvements on any previous home Metal Slug, yet the core gameplay hasn't been changed.

The one thing to suffer as a result of porting to the DS is that the backgrounds aren't as pretty. Boo hoo.
KujiGhost
04/03/09 @ 11:46
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"The nadir actually arrived fairly early, with the abysmal Metal Slug 3"
World of Stuart

Stuart, do you really hate Metal Slug 3? I always thought of it as the best of the bunch: branching paths, zombie Marco, ridiculous final boss... the list goes on!
Rev. Stuart Campbell
04/03/09 @ 11:48
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"actually all i want to know is, if i liked MS 1 to X, but didn't like the more recent ones includidng the GBA version, should i buy MS7?"

Yes. 3 and 6 are total shit, 4 and 5 only slightly less bad. Metal Slug Advance was a different kind of thing altogether. MS7 is much more in line with 1, 2 and X.
Rev. Stuart Campbell
04/03/09 @ 11:48
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"do you really hate Metal Slug 3?"

Yes. It's absolutely fucking awful.
JHuxley
04/03/09 @ 12:05
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"The one thing to suffer as a result of porting to the DS is that the backgrounds aren't as pretty. Boo hoo."

You seem to misunderstand. My complaint is that little to no thought has been put in to designing MS7 with the DS in mind. That not only includes the scaled sprites and backgrounds which lose much of the series' charm, but also the almost insulting underuse of DS specific dual screen and touch features. This is a complaint you can level at a lot of DS games, but even you must admit that MS7's map is a joke.

Why not release this game on PSP? I know the answer, and it's a sad state of affairs.

"Yes. 3 and 6 are total shit"

In what world is 3 total shit? Even if you prefer the first two games, 3 is not awful by a long stretch. And as someone who owns an MVS, I find your insinuation that the game is mostly adored by emulator whores amusing.
mk-1601
04/03/09 @ 12:06
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Oh Goz, always putting your head in the lion's mouth. :(
Edited 1 times, most recently on 04/03/09 @ 12:07
Golgo
04/03/09 @ 12:14
#26
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Ah, the Eurocunts forum in full swing again! How I adore thee...
Edited 1 times, most recently on 04/03/09 @ 12:15
HEAVYface
04/03/09 @ 12:15
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metal slug 3 looks absolutely gorgeous, but i have to agree it does get a bit tedious (zombies in particular) - the levels drag on far too long and you don't get enough extra weapons.

i always liked getting fat though, because not only do the sprites then closer represent my actual proportions, but your weapons are also powered up.
Rev. Stuart Campbell
04/03/09 @ 12:15
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"but also the almost insulting underuse of DS specific dual screen and touch features. This is a complaint "

No it isn't. If I'd had to lurch away from the buttons to poke the touchscreen at vital moments, or shout into the mic to throw a grenade, I'd personally have gone round and burnt SNK Playmore's offices to the fucking ground.

"In what world is 3 total shit?"

The world where people aren't completely clueless, tasteless morons. MS3 is a miserable, gruelling, unfair, slow, joyless chore from the very first level to the godawful, nine-hours-long last one.
lemonfist
04/03/09 @ 12:17
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Have you ever written a review of Metal Slug 3? I'd pay for that.
JHuxley
04/03/09 @ 12:21
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"No it isn't. If I'd had to lurch away from the buttons to poke the touchscreen at vital moments, or shout into the mic to throw a grenade, I'd personally have gone round and burnt SNK Playmore's offices to the fucking ground."

That's the best use of the DS features you can imagine? Think harder.

"The world where people aren't completely clueless, tasteless morons."

Well, this conversation has hit rock-bottom. Clearly in the World of Stuart only Stuart and people who agree with Stuart are allowed.
Rev. Stuart Campbell
04/03/09 @ 12:29
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"That's the best use of the DS features you can imagine? Think harder."

Metal Slug didn't have or need a touchscreen and microphone before, and it doesn't need them now. Gratuitous use of the DS' hardware features is the single most irritating thing about the console - it almost destroyed the otherwise superb Magnetica/Actionloop, for example, and pretty much entirely ruined Nanostray. Complaining that Metal Slug 7 doesn't use the hardware features is in essence complaining that it's a Metal Slug game. And if you didn't want to play a Metal Slug game, you've made a terrible error in reading about Metal Slug 7.

"Well, this conversation has hit rock-bottom. Clearly in the World of Stuart only Stuart and people who agree with Stuart are allowed."

Oh, grow the fuck up. I have no respect for anyone who thinks Metal Slug 3 is a good game, and even less interest in pretending otherwise. If you don't want anyone to ever call you names, you might want to think about avoiding the internet entirely.
jonarob
04/03/09 @ 12:29
#32
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I'd like to know what sort of DS-exclusive controls would've made MS7 better? Personally, I found it refreshing not to find touch screen stuff and other DS functionality shoe-horned into a side-scrolling shooter which has always used d-pad/arcade stick and a couple of buttons.
evanac
04/03/09 @ 12:34
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Chipping in here out of nowhere I'd say Contra 4 is a good example of an old-school shooter making use of the DS. No touchscreen or mic nonsense, just a grappling hook to zip up to the top. I really liked that element.

Oh and I think you fellas should calm down a little. ;)
Gaol
04/03/09 @ 12:36
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Who would have thought Metal Slug criticism would be so contentious.

As for using the DS's unique features, I have to say that doing it for the sake of it is pointless. Just cause it has conventional controls, a mic and a touch screen doesn't mean that every game should try and use all of them. Plenty room for traditional games on the system with the amount they have sold.
jonarob
04/03/09 @ 12:36
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Yeah, Contra 4 did a good job, but I have no problem using a single screen for Metal Slug.
Razz
04/03/09 @ 12:37
#36
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7 for MS7! Arf!
JHuxley
04/03/09 @ 12:59
#37
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"Complaining that Metal Slug 7 doesn't use the hardware features is in essence complaining that it's a Metal Slug game."

Umm...I didn't ask for terrible touch controls. You assumed that's what I meant. I just want something better than the god-awful map they have currently that's a waste of my battery power. I mean, it doesn't even take up the whole screen. Why? Laziness.

"Chipping in here out of nowhere I'd say Contra 4 is a good example of an old-school shooter making use of the DS. No touchscreen or mic nonsense, just a grappling hook to zip up to the top. I really liked that element."

Yes, something like this. Just because you can't think of a good use for the DS features, doesn't mean there isn't one.

"Oh, grow the fuck up. I have no respect for anyone who thinks Metal Slug 3 is a good game, and even less interest in pretending otherwise."

Wow...you are an angry little man. Does it really matter that much to you that I like MS3? It's only a game.
Edited 1 times, most recently on 04/03/09 @ 13:03
Retroid [mod]
04/03/09 @ 13:02
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ROCKETTE LAWNCHAIR
crazyhorse174
04/03/09 @ 13:06
#39
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Just throwing it out there, but I dont like any of the Metal Slug games.

So there.
Rev. Stuart Campbell
04/03/09 @ 13:08
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"Does it really matter that much to you that I like MS3? It's only a game. "

You act as if posting on a comments thread cost money or something. But no, I'm just bored of idiots complaining about MS7 being just another Metal Slug without bothering to credit the extremely clever and effective way it's been adopted for the DS, or notice that it's actually a dramatic improvement on the last four which has taken careful notice of which bits of those games work and which don't. Especially if they then cite the abysmally shit MS3 as being some kind of standard to uphold.

So are we to assume that when you berate the game for not utilising the DS's hardware features, all you're actually saying is that you wanted a better map? Because (a) that's nothing to do with the DS hardware features, that's a game design decision - the second screen IS used for a map, you just don't think it's a good enough map, and (b) what on Earth do you need a map for anyway? It's a linear-path game.
romanista
04/03/09 @ 13:13
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@Goz, interesting that you find SF4 a so good new version of an old series, while MS7 changes the game in the same way?

and as others have said, how would DS specific things improve an MS game? (although an excursion to the other screen could be interesting)

i agree a psp version of this can be drop dead gorges, and as the psp would need games "perfectly suited for the handheld" instead of ps2 style full games. it would be a good idea, even though i don't have psp

JHuxley
04/03/09 @ 13:26
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"and (b) what on Earth do you need a map for anyway? It's a linear-path game."

My point exactly. And if you insist on using the second screen for a map, at least make it look half-decent.

"Especially if they then cite the abysmally shit MS3 as being some kind of standard to uphold."

Again, I never said MS3 was the pinnacle of the series. Personally I'd hold MS1-3 in equal regard for different reasons. I just can't believe anyone would think that 3 was 'abysmally shit' and try to claim that the majority of people who like it are emulation whores.
Rev. Stuart Campbell
04/03/09 @ 13:31
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"My point exactly."

I don't think any of us know what your point is. Several people have now asked what it is you want with regard to using the DS's features in a Metal Slug game, and we're still waiting to hear the answer. It seems that all you want is for the totally pointless map screen to be prettier, but that can't be it.

And why is it so hard to grasp that some people recognise that MS3 is totally shit? It is. It doesn't belong on the same planet as MS1, 2, X or 7, far less to be regarded as their equal. It's hardly the first time that a long-running series has had stinkers in it.
FenderMaster
04/03/09 @ 13:50
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Stuart, stop shoving your opinions down other peoples throats, it's all subjective.
Evolution
04/03/09 @ 13:54
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Not to mention you haven't really justified why MS7 is so radically different, except to point to your supposed 2000+ word review which you actually want people to pay for.
JHuxley
04/03/09 @ 13:54
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"I don't think any of us know what your point is."

Of course I wouldn't want them to use the touchscreen or the mic just for the sake of it, and I never actually said anything of the sort. As I mentioned before, SNK designed 2nd Mission from the ground-up with the NGPC in mind. Here they seem to have tried to shoehorn the arcade experience in to the DS, and IMO met with varying levels of success. It's technically impressive, but it would have made more sense on the PSP. If there was some obvious reason for using the DS (such as amazingly intuitive touchscreen controls or whatever) then I wouldn't have a problem. That is all.

And if you must drag up the feature debate, as several people have suggested Contra 4 makes good use of the second screen.

"And why is it so hard to grasp that some people recognise that MS3 is totally shit"

I have to say that you're the first person I've come across that thinks MS3 is totally shit. Some people don't like it, sure, and it's not unusual to think that MS1/X is the better game...but totally shit? Personally I'd say MS4 is the realy stinker of the series. Horrible, cut & paste level design.
FenderMaster
04/03/09 @ 14:12
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The difference with contra though is that the arcade original had quite a vertaically tall screen, whereas no precident exists in the Metal Slug series

+

as good as Contra 4 was, there was a gap between the screens acting as a blind spot, which occasionally made things difficult...
Rev. Stuart Campbell
04/03/09 @ 14:48
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"Stuart, stop shoving your opinions down other peoples throats, it's all subjective."

Good point. Quick, close down the internet!
Rev. Stuart Campbell
04/03/09 @ 14:55
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"It's technically impressive, but it would have made more sense on the PSP."

Made more sense to whom? Not the publishers or developers, who'd be targetting an audience half the size that buys a fraction as many games. Not gamers in general, because DS owners outnumber PSP owners by 2:1. Not buyers of the game, who'd be getting fewer features - the map's pretty pointless, but it's still a feature - in return for what? Possibly better backdrops? Big whoop. And if Metal Slug Anthology is anything to go by, the price of that would be massive loading delays, making the PSP version again worse that the DS one.

"And if you must drag up the feature debate, as several people have suggested Contra 4 makes good use of the second screen."

Indeed it does, and Contra 4 is a splendid game, but arcade Contra has always been a vertical-screen game and designed as such. Metal Slug has always been a horizontal-orientation game, and has therefore never had any need for a taller display. If you redesigned it to be more like Contra, it wouldn't be Metal Slug any more.

"I have to say that you're the first person I've come across that thinks MS3 is totally shit."

So? Everyone used to think the world was flat.
HuggyAtHome
04/03/09 @ 14:58
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Stuart needs a little herbal tea and a jazz ciggie methinks. Or maybe a thunderdome match up against Farticus.

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