METAL SLUG 2
Thirty seconds in, you're riding a camel with a Vulcan cannon and punching mummies. METAL SLUG 2 is the arcade classic that invented that sentence, and it still hits.
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I've come back to METAL SLUG 2 more times than I can justify on a spreadsheet, and every run reminds me why the original Neo-Geo crowd was right to lose their minds over it in 1998. This is a side-scrolling run-and-gun built on a three-button control scheme so tight you can learn it in one life and still be dying to bad luck on your tenth. The loop is pure: shoot everything moving, rescue POWs for weapon drops, survive the boss, repeat across six missions. Simple on paper, murderous in execution. What separates it from the first game is how much weirder and more generous the design gets. The roster doubles to four characters - Marco, Tarma, Eri, and Fio - though they play identically, so the choice is cosmetic. The weapon toolkit expands in meaningful ways: the laser gun cuts through a column of soldiers in one beam, fire bombs handle mummy hordes in Mission 2, and the rocket launcher does what rocket launchers do. Vehicles get weird fast: you pilot a Camel Slug (a Vulcan cannon bolted to an actual camel), a Slugnoid bipedal frame for vertical boss fights, and a fighter jet. The game also introduces character transformations - get tagged by a mummy and you shuffle along at half speed, stripped of your special weapon; eat enough food pickups and you go full obese, which slows your movement but inflates your bullet size in a way the game plays completely straight. None of this is explained. You're just expected to figure it out, which is very much the arcade DNA talking. The enemy variety is the real upgrade over the original. Early missions are standard military fare - rifle soldiers, tanks, helicopters - but the game escalates into cursed Egypt full of mummies, an urban level crawling with knife-wielding mutants, and a finale where General Morden's rebel army gets double-crossed by alien invaders and you end up in an ad-hoc alliance to destroy a mothership. The boss designs range from a building-climbing chomper machine to a final alien confrontation that lifts its climax straight from a certain 1996 blockbuster film. The bosses are consistently the highlight. Now for the honest part. The Steam version is an emulated port, and the emulator carries over the original game's notorious slowdown. When the screen fills with enemies - which happens constantly by Mission 5 - the framerate buckles. Some players find it tolerable, even charming; others find it genuinely painful. If the slowdown matters to you, Metal Slug X (sold separately on Steam) is the revised version that fixed the engine and tightened the enemy placement. MS2 and Metal Slug X cover mostly the same ground, but MS2 has its own distinct stage atmosphere and is the historical original if that counts for anything in your collection. There are also some achievement bugs that the community has flagged, patched imperfectly, and flagged again - check the forums before you chase the no-continue run. A controller is strongly recommended; keyboard controls work but the game rewards fast diagonal shooting that analog input handles much better. At its best, METAL SLUG 2 is about an hour of relentless, goofy, technically demanding arcade action that rewards memorization and punishes impatience. It is not a long game. It is not a complex game. It does one specific thing - tightly orchestrated chaos with hand-drawn pixel animation that still looks alive today - and does it with a confidence that most modern games spend three times the budget trying to approximate.

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Etiquetas
Requisitos del sistema
Mínimos
- Processor
- Pentium 4 2.4Ghz
- Memory
- 1 GB RAM
- Graphics
- Intel HD Graphics
- DirectX
- Version 9.0c
- Storage
- 500 MB available space
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Información del juego
- Desarrolladora
- SNK CORPORATION
- Distribuidora
- SNK CORPORATION
- Fecha de lanzamiento
- 14 abr 2016
