Metal Slug Anthology
The best reason to dust off your GameCube controller so far
They don’t make silly, shoot-everything-then-go-right games like the Metal Slug series anymore… unless you count the most recent entry in the 7-game Metal Slug Anthology, which just hit arcades this year. So, um… yeah, okay, they do still make games like that. What they shouldn’t do is force you to use funky new control schemes that don’t suit the old gameplay.
The title of this side-scrolling shooter refers to “super vehicles” that come in the form of tanks, submarines, mech walkers, mules, camels, elephants (they shoot lightning out of their trunks, of course) and whatever else the weirdo developers could turn into a mobile dealer of destruction. When you’re not inside one of them blasting enemy soldiers, alien attackers, abominable snowmen and terrorist dictators to smithereens, you’re doing it on foot, swapping weapons like laser rifles, bouncing grenades and flamethrowers in the process. Walking the line between cuddly and deadly gives the Metal Slug games their charm.
Anthology rounds up Metal Slugs 1 through 5 (plus the upgraded/fixed version of Metal Slug 2, dubbed Metal Slug X), then throws in the just-released-in-arcades Metal Slug 6 to give all the arcade editions a single home on the Wii. Known for its difficulty as much as its art style, the Slug series has its share of duds (Slug 2 still shows some slowdown, while Slug 4 lacks both imagination and length), but if you like one, you’ll like them all – especially when you and a pal aren’t shoving quarters into a coinbox to finish the game cooperatively. Metal Slug 3 still feels like the best of the bunch, but new kid Slug 6 ain’t no slouch. The merciless difficulty, creepy alien enemies, enormous stage-ending bosses and the addition of Ikari Warriors/King of Fighters alumni Ralf and Clark to the character roster all feel like natural extensions of the 10-year-old franchise. Even the novel new melee moves feel comfortable after a few plays.