Metal Slug Tactics It powerfully pushes the boundaries of the much-vaunted run-and-gun arcade series. You can run when it is your character's turn, but it is a set number of tokens. You can shoot, but not quickly, and only after considering the most optimal objective and tools.
Is this just in the gap With SNK artwork and aesthetics from the classic era? Something like that, and you're welcome.
As a true fan once wrote: metallic slug The games are about “crazy vehicles, fun enemies and levels, and some of the best sprite designs you'll ever see in gaming.” In my opinion, you're getting a lot of that in Tactic. Turn-based and grid-mapped tactics have a natural tendency to feel slow and reduce characters to chess pieces that can do two or three things. Here, the characters and villains can't stop swinging their bodies, the guns, explosions and scimitars are big, and the rather over-the-top artwork keeps everything locked into an action movie vibe.
You usually have three characters in your squad, each with a couple of weapons (including, of course, a pistol with unlimited ammo). You face a whole isometric level of bad guys and you can see their attack range. Your missions are usually kill them all, kill several, kill some, kill the leader or, as a reward, rescue someone. You're fighting in vague but stylized locations around the world to stop an evil general from blowing up the world with his secret army.
Your team wants movebecause the more they run each turn, the more “adrenaline” they accumulate to power their special abilities and the more damage they can dodge. If they end up next to the coverage, even better. At the same time, you must position your fighter and choose a target that one of your other fighters can also aim at, achieving a “Synchronization” where both can fire at the same time. This game despises turtles and will actually show you a “tip” from your communications manager telling you that moving more makes you tougher.