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Metal Slug Tactics Developers On The Series’ Future

Metal Slug Tactics is what happens when you take a long-running 2D run-and-gun shooter from SNK and then turn it into a turn-based aggression-focused gameplay. And it works, thanks to the comedic grittiness of the source material and the oodles of weapons, skills, and Slugs you can use in turn-based fashion.

We talked to the game’s creative director from Leikir Studio, Aurélien Loos, on the process of making Metal Slug into a tactics roguelike game and its future.

KKP: Congratulations on the launch! What will you be doing post-launch?
Aurelien Loos: Thank you! We’re currently celebrating by working hard on patches! In a game this dense in terms of gameplay, there are always elements to improve!

KKP: The game was set for a 2023 release, but was delayed to 5th November 2024. Was there any particular reasons as to why? 
AL: Several factors influenced our production time. The first was COVID! We launched production and two days later we were in lockdown.

The second factor was the pixel art in isometry, which is very time-consuming to produce.

The third was related to gameplay. As we’re injecting the run-and-gun philosophy of the classic series into the game, which brings a new way of playing a TRPG, we had a lot of work to do to ensure that players could learn the game’s particularities in the right conditions.

KKP: How tough was it to translate Metal Slug’s run-and-gun in a turn-based format?
AL: Honestly, it wasn’t easy. But it was very stimulating to do!

As we were incorporating the notion of movement, managing the surplus of enemies and the notion of fundamental positioning, it took a lot of iteration to find the perfect balance.

The rules of gameplay, dodging, adrenaline and synchronization remained virtually unchanged throughout production, but we had to ensure that the player was not cognitively overloaded. At the start of the project, each character carried five weapons. There were just too many choices to make each turn!

KKP: Speaking of roguelite/roguelike, why did you structure the game in that popular format?
AL: The game’s game design remained virtually unchanged throughout production. The roguelike aspect was there from the start.

As to why? For us, it was a way of bringing back one of the DNA elements that is key to the license. Because roguelike, by its very nature, can be assimilated to playing the game in an arcade.

KKP: When you go through multiple runs with different characters, you sometimes trigger talking scenes between the characters you pick, which is a great touch lore-wise. Who decides how these go?
AL: Our narrative designer wrote these scenes. We put into words the characters’ existing backgrounds. Fans have never had the opportunity to have access to these stories, and it’s one of the strengths of the TRPG to have more space to tell them.

We were very free on this subject; SNK trusted us to respect the license. They did, however, validate the secret epilogues of each of the characters, as this affects their future.

KKP: The main roster for MST is perfect, if I’m being honest. Having said that, would your side be thinking about adding new playable characters from other SNK properties in the future?
AL: That would be great fun! There are a few characters from SNK that spring straight to mind.

KKP: The Metal Slug series has a ton of memorable fights and bosses. How did you cherry-pick which ones you want to bring back in Metal Slug Tactics?
AL: We used the bosses that made an impression on us when we were kids. It was a pure joy as a fan to be able to work on these bosses and bring them to life in an isometric view.

For the mids bosses we had less of a gameplay constraint; we had the opportunity to create a brand new character in the Metal Slug universe, and that’s another huge honor.

KKP: What’s in store for Metal Slug Tactics’ future? Can we expect DLC down the line in the next few months, or next year?
AL: We’re concentrating on the release of the game. We’re a very small team and we want players to have the best possible experience.

KKP: Can we expect aliens and demons in future updates for the game like in parts 3 and 4?
AL: I’d love to!

Metal Slug Tactics is out now for PC and consoles.

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