A few days before the release of Metal Slug Tactics, we try to take a more in-depth look at the gameplay of this title.

It is now clear that Metal Slug Tactics will be a new experience compared to the old titles. In fact, from Run and Gun we will move on to a Tactical/Strategic RPG with Roguelite elements. We have so far seen two gameplay trailers, from which really interesting gameplay elements emerge.

Let’s start with the Central Hub

Before each mission we can manage both the characters, their skills and their weapons in the central Hub. In this place we will manage the skills and perks of the protagonists, as well as their weapons. In fact we have a workshop where you can equip primary and secondary weapons, and then improve them. In fact, all weapons have slots in which to put the mods that we obtain as rewards for missions. Before leaving for the game map we can only choose 3 characters to take on the mission.

Missions, Objectives and Characters

In Metal Slug Tactics we navigate a map where we can choose missions. It is not yet clear whether we can choose or have a forced path to follow. Missions have primary and secondary objectives. By satisfying the secondaries we should get rewards and upgrades, in addition to completionism of course.

Characters gain experience once the mission is successfully completed. Furthermore, we will be able to choose one of 3 skills for each character which will broaden the choice and gameplay. This implies that to improve all the characters we should do a good turnover. I believe there is also the possibility of repeating the missions played in order to level up the characters. 

Each character has active and passive skills (we’ll talk more about them later) that can be used in certain situations. It will be fundamental to choose the right team to obtain the best synergies.

Metal Slug Tactics: The Battlefield

Once the battle begins, we must choose where to place the characters. From what I’ve seen there are two deployment zones to choose from, from there on the turn begin. Each character has one movement point and one action point.

With the movement point we move the character within its range of action, as in any strategic game. The action point is used to shoot or use a special ability. While the primary weapon has infinite bullets, the secondary is stronger, but has finite ammunition. So we will have to manage the ammunition and use them at the appropriate time. Weapons obviously also have their own range. From what I saw, friendly fire also appears to be present. So the positioning of the characters will be even more important. Given the fact that we can use classic covers that will give damage reduction in the form of blue shields.

Movement and Sync

Moving around the level generates two things: shield points and adrenaline.

The first seems to reduce the damage suffered, in fact each character seems to have the same number of life points (10). Adrenaline is the energy needed to activate special abilities. Each skill has a cost and by spending the necessary points we can activate them. 

Positioning seems to play a fundamental role for two reasons. On the one hand, movement generates shields and points to spend on the skill, on the other it serves to exploit the skill called Sync. The moment we attack an enemy who is in the line of fire of one of our companions, we get a free attack from him. This seems to be a key mechanic because the enemies seem to have a good amount of life points and do a fair amount of damage.

Plus there’s also the Slug mechanic. There appears to be a wide choice of craft that can operate without restriction as long as they don’t run out of fuel.

My Two Cents

I think Metal Slug Tactics could be a welcome surprise. It seems to have interesting and well-maintained mechanics with great attention to detail. We then have to see with the full version how much complexity and diversification this title will give us. From what we have seen, there are all the conditions for a pleasant and hopefully also challenging game in some respects. He also seems to have a respect and knowledge for the legacy that the title represents

I'm a musician (pianist), a nerd and a longtime manga lover. My gamer life started with a copy of Pitfall (1982) for Atari 2600, and so I grew up hand to hand with this medium until now. Later I started to look for what's behind the final product, its design and what happens behind the scenes of the video game world.