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The Metal Slug thirtieth anniversary this week is a second to cease and remind ourselves that video games and sport artwork needn’t at all times be concerning the race for realism, and perfection and creative benefit can arrive in lots of varieties. When the primary Metal Slug was launched in 1996, the world was chasing polygons and 3D, pixels have been out, and for 30 years, the concept was that greater constancy meant higher, however SNK’s pixel artwork masterpiece sits within the nook, stubbornly impressing and nonetheless outclassing video games with greater budgets and extra ‘realism’.
Because right here’s the uncomfortable reality: realism may need been a mistake, or no less than, the push for realism over all the pieces else, stifled many builders in that 32-bit period, as though the likes of Castlevania: Symphony of the Night put up a struggle, there was nothing placing 3D worlds again within the field as soon as Doom, Tomb Raider and Tekken launched.
This kind of detail meant the new, mighty PlayStation couldn’t manage to run the game properly. Upon release in ‘97, it was plagued by slowdown, compromises, and long load times (the Sega Saturn fared a little better) – luckily, I spent my student loan on a NEOGEO AES and could play the game as SNK intended. In its own little moment of rebellion, Metal Slug represented a game art form that refused to die and indeed showed up the limitations of ‘new’ hardware; that impact continues today, as indie devs push back against expensive photorealism in favour of artistic expression.
I love that its legacy remains focused on how games feel, because Metal Slug wasn’t chasing realism but artistic expression and the fun of limitless exaggeration. The game’s machinery designs are iconically ludicrous caricatures of war machines, their bulbous cartoon designs rumble and jiggle, and crumple and collapse piece by piece under fire in the most satisfying way. Nothing in Metal Slug simply explodes, but breaks apart in lovingly made, hand-animated stages, where everything from the little gaggle of soldiers to the end-stage boss feels like an authored moment. (Take a look at Bitmap Books’ art book series for SNK art, including Metal Slug.)
A stubbornly unrealistic classic
30 years later and gaming is still chasing realism, whether that’s with Unreal Engine 5 or in-house engines like RE Engine, which has, no doubt impressed in Resident Evil Requiem and Pragmata, and Crimson Desert is a technical achievement but can feel disconnected and clinical in a weirdly real way, and so even against this Metal Slug remains a standout achievement, because it still looks incredible and offers the kind of emotional connection few modern games can get close to, because the more realistic a game becomes the less personality and curation it offers.
In the modern era Metal Slug still feels as defiant now as it did in 1996, like it refused to become obsolete or hide, having been released on every platform, including PS5, Nintendo Switch as well as retro consoles like Evercade VS-R and Super Pocket’s SNK edition, and continues to inspire in its own unique way, and maybe that’s why it still lands, because it reminds you what happens when artists are allowed to go too far, when destruction isn’t handled by a physics engine but by someone deciding exactly how a tank should buckle, when character animation leans into caricature and timing rather than perfect anatomy.
And you can see that thinking ripple outwards, in games like Owlboy, Replaced and the upcoming Croak, not just in how they look but in how they move, that same belief that more care, more frames, more excess is the point, not something to optimise away.
Better still, the Metal Slug 30th anniversary is just the start of the game’s ongoing comeback. Later this year, we’ll get the remade NEOGEO AES+ and Metal Slug cart. SNK has revealed a new game, or even games, in the series is on the cards, and while I hope it means more pixel art and not the failed Metal Slug 3D experiment from 2006, if the developer sticks to the series pillars of excess, expression, and personality, even a third-person shooter could work. Right now, I’d take more of SNK’s oddball, cartoonish shooter in any way I can.
Visit the Metal Slug 30th anniversary website for the newest information, together with new artwork.
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