North American cover art
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Developer(s) |
Success Crea-Tech |
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Publisher(s) | |
Director(s) | Masato Kimura Satoru Komiya Mizuho Sasa |
Producer(s) | Katsunori Nagashima Masaru Saitō |
Writer(s) | Naoki Mutō |
Composer(s) | Satoshi Kadokura |
Series | Metal Max |
Platform(s) | PlayStation 2 |
Release | |
Genre(s) | Role-playing video game |
Mode(s) | Single-player |
Review scores | |
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Publication | Score |
1UP.com | 4 out of 10 |
Famitsu | 30 out of 40 |
GameSpot | 6.3 out of 10 |
GameTrailers | 5.2 out of 10 |
IGN | 7.0 out of 10 |
X-Play | 3 out of 5 |
Dengeki PlayStation | 33 out of 40 |
Total PlayStation | 8 out of 10 |
Metal Saga, known in Japan as Metal Saga: Sajin no Kusari (メタルサーガ ~砂塵の鎖~ Metaru Sāga Sajin no Kusari, Metal Saga: Chain of Sandstorm), is a post-apocalyptic role-playing video game developed by Success and published by Atlus and Success.
Metal Saga is the fourth game in the Metal Max series, and the first to reach the United States. Like previous games in the series, it follows an open, non-linear style of gameplay. The game received a mixed reception for its unconventional gameplay and dated graphics.
A sequel titled Metal Saga: Season of Steel (メタルサーガ ~鋼の季節~ literal Metal Saga: Hagane no Kisetsu) was released in Japan in 2006 for the Nintendo DS, there are currently no plans for the sequel to get a western release. A mobile phone incarnation of Metal Saga was also released in Japan in 2007. And a web game called Metal Saga New Frontier was released in 2010.
The game mechanics are similar to that of most role-playing video games. Players travel between points of interest on an overworld map, during which point in time they can be attacked by randomly encountered foes. Within towns, players can rest, repair vehicles, sell items, and other typical activities. The "dungeons" in the title are usually caves or abandoned buildings. Such hostile locations are relatively small, with much of their complexity being due to their maze-like nature (and the lack of an auto-mapping feature).
Combat is individually turn-based, utilizing a staggered initiative system (e.g., characters on foot are faster than those in tanks). Any canine member of the party acts on his or her own, automatically attacking foes at random. For the remaining characters, players choose among a limited number of actions. While characters do have some skills which can be used during combat, these cost money to use (rather than using a separate mana/skill point pool) and often cannot be used when within a tank. As a result, skills are not necessarily as attractive as in other such games. Although certain weapons are clearly intended to be used against certain foes, characters cannot change arms or armor during combat.