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Metal Guns Fury : beat em up

Category: Action, Arcade Plays: 34 Rating:
(0.0 / 0)

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Game Overview

Metal Guns Fury is basically a throwback arcade beat-em-up with guns, lots of guns. You pick from four commandos, each with their own look and weapon偏好, and then you're dropped into this island overrun by these weird evolved slugs. The visual style is pixel art but detailed--explosions are big, blood splatters, and the environments get wrecked as you fight. It feels chaotic in a good way. You're mashing buttons to punch, kick, and shoot, but you can also grab weapons from the ground or hop into vehicles like tanks and mechas, which just adds to the mayhem. The game doesn't take itself seriously; the story is cheesy and the dialogue is silly. Who would get hooked? People who grew up on Streets of Rage or Metal Slug, or anyone who just wants to turn off their brain and smash stuff for an hour. It's not deep, but the action is satisfying and the difficulty ramps up enough to keep you on your toes. Some levels are destructible, so you can use the environment against enemies, which is neat. The coop mode is where it shines--playing with a friend makes the chaos twice as fun. Just don't expect a narrative masterpiece or anything; this is pure arcade action.

About Metal Guns Fury : beat em up

So Metal Guns Fury is a side-scrolling beat 'em up, but it leans way harder into shooting than most games in the genre. You pick one of four commandos, each with a different starting weapon and a special ability -- the sniper can do a slow-mo aim shot, the heavy guy has a ground pound that stuns everything around him. The game throws you into levels like "Slug Beach" and "Factory of Filth" with a simple goal: walk right, kill everything, survive. Your left stick moves, face buttons do melee and jump, triggers shoot and dodge roll. The dodge roll is crucial because enemy bullets are fast and plentiful.

The core loop is: you enter a screen, enemy waves spawn from doors or out of the ground, you blast them with your primary gun while mixing in punches and kicks to build combo meter. Higher combo meter unlocks temporary special ammo drops -- like explosive rounds or a flamethrower that melts groups. You also collect scrap metal from killed enemies, which is the currency for upgrades between levels. Between missions you visit a garage where you can improve your weapon's damage, fire rate, reload speed, or buy new ones altogether. There's also a skill tree tied to your commando -- stuff like unlocking a second dodge roll or making melee hits refund a bullet.

Difficulty spikes hard around level 3, "The Swamp of Regret". That's where you first see the snipers -- they sit on high platforms and take a chunk of your health if you don't dodge. Later, armored slugs that require you to break their shield with a charged melee before they take damage. The game loves throwing different enemy types at you at once: a charging rhino-slug that knocks you down, flying ones that drop acid, and a big armored brute that spawns little ones. Managing crowd control with your limited ammo (reload is manual, you need to time it) is where the satisfying moments hit. You figure out that a well-placed grenade (picked up from crates) clears a clump, then you rush in with melee to rebuild combo.

The destructible environments are real -- you can blow up barrels, walls, even bridges, which sometimes reveals hidden scrap caches or alternate paths. One level has a collapsing bridge section where you gotta sprint while shooting, which is tense. Vehicles show up in specific stages: a tank level where you sit on a mounted turret and enemies swarm from both sides, a mecha segment where you stomp through a lab. These break up the pacing well.

Boss fights are where the game asks you to learn patterns. The first boss is a giant slug with a machine gun arm -- you bait his slam, dodge the bullet spread, then unload during his cooldown. Later bosses have multiple phases with new attacks, like one that splits into two smaller ones that shoot lasers. The game doesn't hold your hand after the first level; it expects you to figure out enemy tells and crowd positioning. Upgrades make you feel powerful, but the difficulty curve is steep enough that dying and retrying a level feels earned, not cheap.

One annoying thing: the checkpoint system only saves between stages, not mid-level, so a long level can be a real test of patience if you die near the end. But the combos feel great, the weapons have punch, and the pixel art is detailed with some nice explosion effects. It's a solid arcade-style shooter that rewards aggressive play and smart resource management.

Tips & Tricks

The tanks aren't just for show. Thing is, they soak up damage like crazy, but if you're not paying attention, they'll get you cornered. I lost a run in the third area because I thought I could just roll over everything--nope, those slug artillery pieces will stun-lock you if you don't break off. Speaking of breaking off, the environment destruction matters more than you'd think. Blowing up walls early can reveal health pickups or shortcut paths, so don't just focus on enemies. One mistake I kept making was hoarding my special weapon ammo. You get more drops than you expect, so fire those rockets and grenades liberally--especially against the big armored slugs that rush you. Another thing: the melee combo into gun shot cancel is a lifesaver. You can start a punch string, then instantly fire your gun without the normal reload delay. It's not explained anywhere, but it makes crowd control way smoother. For the boss fights, learn the pattern where they telegraph a charge attack. If you sidestep instead of blocking, you can counter with a full clip to their weak spot--that's how I finally beat the crab mech. Lastly, don't sleep on the mecha summons. They cost resources, but the invincibility frames while boarding are worth it to dodge a nasty room-wide blast.

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