METRO SIEGE - A technical preview lets you play some of the levels that are in development for the Amiga (1MB)!

What an incredible amount of Amiga news we've had this month, from the in-development game of Galaga, to the latest releases of Ninja Carnage, and our personal favourite Shift. Well here we are with another Amiga news story, as we've just been told through Facebook, that BitbeamCannon, Enable Software and JOHN TSAKIRIS, has made available 3 playable levels, with the choice of two characters via the first technical preview of 'Metro Siege'. A mind blowing new Amiga 500 brawler that's coming to an Amiga near you in the near future.

Here's the latest from the Facebook post linked (here). "The Metro Siege development team are proud to announce the release of !!! METRO SIEGE - Technical Preview #1 !!! Now you can play some of the levels we've been developing for Metro Siege! The game play and assets in this preview are still a work in progress and will change before the final release! The release includes 3 playable levels, with the choice of two characters".

There are three versions of the game included in the release:

  • (1) The ADF version suitable for any 1mb Amiga
  • (2) The Hard Drive version suitable for 020+ Amigas with 2mb of ram
  • (3) The CD32 version - suitable for CD32 consoles

The latest version will always be available at:

https://metrosiege.com/download/

For info on character moves see:

https://metrosiege.com/moves/

If you want to chat with the team n discord, please use the invite link:

https://discord.gg/GEApATew5x

And finally to finish off the article, the team have also said they hope you enjoy this preview, and have more exciting releases planned for the near future!

51 comments:

  1. music+sfx at the same time, nice pixel art, good colors, big sprites, if gameplay is good than congrats.

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    1. on my A500 I can only have music, don't know why... Game's great however ! Congrats

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    2. The gameplay is very good!

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  2. It's got the same horrible, floating movement animations as the Amiga beat-em-ups like Body Blows and the abominable Street Fighter 2 port

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    1. Hopefully fixed prior to release :o

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    2. Oh yeah, unfortunately it's all true, it has nice graphics, nice colors, the Amiga can have more or less the same characteristics as the Super Famicom. Those who made Shadow Fighters and Fighting Spirit know what I'm talking about!

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    3. There is nothing wrong with animations. A speed of them match up gameplay mechanics system. If they were faster it would be harder to execute some moves properly.

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  3. Fantastic ! It looks like a 64 colors game, no less. Animations are smooth. Gameplay is interesting but pretty harder with the guy. A great game !

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  4. It looks fantastic but I honestly think those foreground poles need to go, loads of the action seems to weirdly take place behind them where you can't see what's going on!

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    1. 100% with you about those foreground poles. I can vaguely recall playing a game with that same issue but I know I quickly gave up on it! If they are keen on having something in the foreground, for it not to spoil the game it needs to be small.

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    2. I disagree. A player is not forced to fight behind the poles. You can easily move forward or backward to set your fighting space for your liking. Not to mention those poles are not even that big to be annoyance.

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    3. My comment on the poles was based on the YouTube Clip (plus another game). I've since played the demo & as you say you can usually get out of the way of the poles plus they aren't going to be on all levels. They create depth so I see the benefit ... personally they are a minor niggle rather than the significant annoyance I thought at first glance.

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  5. Onestamente siete FOTTUTAMENTE FANTASTICI !!!!!!
    Amiga the King Return !!!!!!!
    Metro Siege potrebbe diventare il nuovo "metro" di paragone per i fighting a scorrimento !!!!
    Good Work !!

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  6. Just played the demo and It's amazing. Really smooth, colorful and amazing sprite work. The music is also awesome.

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  7. superb-go for it

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  8. Absolutely amazing this. I don't understand why people have issues with this while fawning over simple monochrome games.

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  9. Really nice, I more into 8 bit but it make's me want to undust my old A500 to try it instead testing on winuae

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  10. Love everything about this! My only gripe is that the two protagonists appear to be from different game worlds: “Alex” couldn’t be a more generic college jock whereas “Kim” (love her pixel art!) looks like she belongs in a sci-fi dystopia.

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    1. My EXACT thoughts... She plays better but they need to make her outfit more 1980's Style. She looks like she is from the Future or taken from another game and dropped in here.

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  11. When I saw it running on video I always said, nice graphics, but the gameplay looks ugly to me, but after I tried the demo yesterday, WOW, it's really amazing that something like that runs on my amiga, man, I have to give you kudos, the game looks really good, and now I can't see playing the final version, with the full game!!!
    congratulations again!

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  12. Really amazing!! Now THIS is a fantastic game for Amiga 500!! Great graphics,fantastic animations,great sound and playability and lots of combos and moves! The best brawler so far for amiga 500 and a contender for Genesis "Street of Rage 2" in my humble opinion! It really demonstrate the versatility of scorpion engine and with only an OCS and 512+512kb of ram!! Great work guys and i hope it will finished soon! Cheers from Italy!

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    1. Predseda of LemonAmiga.com14 July 2024 at 20:34

      This is not Scorpion Engine production.

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    2. Really?! Well i'm more impressed then! They are like the old genius coders from the past,if you're right!!

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  13. Tried the demo. Darn windows keyboard slow key popup all the time. But it plays well and looks brilliant. Will give it a spin with my joypad later

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  14. Don't make any of the changes suggested here. Leave the poles in foreground. Movement is fine. Excellent work!

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  15. Complimenti..Ottimo lavoro...il miglior picchiaduro x amiga...li ho testati su i miei A500...A500 plus e sul 1200 con blizard mk4...

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  16. Plays great - I really liked it. I don't think it has the floaty movement of Body Blows or SF2 for the Amiga like mentioned in the above comments. Maybe some minor tweaks on the movement in a few spots, but it plays beautifully. Just as it is, it would've been a smash if it was released back in the day. It obviously draws a lot of inspiration from Final Fight but with a different flavor, and is definitely a good thing. All we need now is some one to port the Streets of Rage series to the Mig (Scorpion Engine?), and release a decent port of Double Dragon - and the Amiga will officially be a beat em' up platform! :)

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  17. I just have One Question to developers. Why in 2024..almost 40 years later do we make games that only require 512kb RAM? Like if there is just ONE single Pathetic Amiga user that still only has 512kb RAM then HE needs to change..not Game developers. NEVER EVER make a game that requires anything less than 2mb of RAM, infact it should always be 4MB requirement (2mb CHIP and 2mb FAST). I would say 90% of ECS Amigas out there have 2mb RAM at least. If SNES can have the SuperFX chip in a Cartridge and cheat that way... Amiga's standard should be 2mb RAM. This will alow more colors and Overscan Screen instead of black borders. PLEASE stop the 512kb low spec requirement.

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    1. I am not a developer of it. But this game's minimum requirement is Amiga 500 with 1MB of combined RAM as it was a standard back then and it is a challenge here. Not 512kb RAM. So it is to show what can be done with it by having better knowledge, more time and better tools. Also the devs are going to consider expanding the game with elements of AGA standards based on Amiga 1200.

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    2. I do not know where you are going with this! What would make the game so different with more RAM? What you say about 2MB chip is also not normal at all for people with Amiga 500 and that is what most people have. It is not 512 requirement. It is 1 MB. The point is to show what could have been done from back in the day. Just like sceene productions there is very rart to see demos that require more than

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    3. Tons of people just rock a standard A500 with extra 512k and a Gotek.
      Don't just judge by your known bubble.

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    4. A500 1Mb user here! Ask yourself: Why are you still using a 40 year old computer...if you're so keen on upgrades? Are you angry because your memory is unused?
      I find it really amazing that 95% of games/demos run on stock A500 with 1Mb running of floppies. Amazing!
      It would hate it it requirements where upgraded every year (more memory, faster CPU, better GPU, HD etc.)

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    5. A500 2MB Chip RAM upgrades are expensive but for 1MB Chip there is a motherboard modification, simple on common rev 6A boards, often these already have the 1MB ECS Agnus needed; its not hard on the next most common Rev 5 boards.

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    6. totally agree for those understand the hardware. A500 should be used with at least 2MB of ram. You are just slowing down the chipset. The Amiga is designed for more ram. In our time there is not need to follow the old methods

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    7. Some people here still do not understand that it is not about making a game for high end Amiga specification, but about showing what is possible on standard based on Amiga with 512kb chipset + 512 of additional memory.

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  18. Finalmente un picchiaduro a scorrimento degno di nota , il Megadrive ha Street of Rage e il Snes Final Fight , l'Amiga a Metro Siege ...W L'Amiga ...saluti dall'Italia :)

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  19. Tried the game on my real Amiga is it plays fantastic! I like everything you done here! It there is one thing that could be nice is an option for hard mode.

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  20. BTW the demo can be played also on Amiga 1000 with at least 512kb chip ram and 512kb or more of additional memory, and loaded Kickstart 1.2 from a floppy.

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  21. Amiga 500's standard is 512kB+512kB and they're going the extra miles to make this a legit A500 game. It's part of the exercise, part of the fun. Other amazing games in development, like Grind or SotU, aiming for the same memory restriction for the exact same reason as well. Kodus for doing so!

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  22. The game looks pretty well done, I just can't stand the nauseating color scheme.
    Why so much blue and orange? What do you guys have against red and green?

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  23. For ALL the people responding to my Mention that in 2024 Amiga games should definitely require 2mg or 4mb RAM.....I could care less whether my RAM is used or not....its anout the IMAGE of the Amiga compared to the consoles we compared them too: SNES, Genesis etc. an Amiga game can NEVER be inferior to a Genesis....this means lazy, or bad programming..and if SNES was STILL standard hardware yet had StarFox, then Amiga can use 2mb or 4mb and still be standard. Street Fighter 6 disk swapping is another reason. And tell me how come sooo many amiga games like ProjectX, PacMania, Zool 2 use Full screen Overscan requiring only 1mb most of them? 2mb will allow more GRAPHICS and colors to be tossed around! and more of the game loaded into RAM, more speed between scenes etc. TO me anything less shows we Amiga users have been lying and deluded about what the Amiga can do. anything sub 16bit Arcade quality is just that...sub par. STandards are important and OVERSCAN FUll screen is one of them. Another is Music AND SFX at the same time..its substandard to NOT have that. And by the way..carefully examine the Software Broadcast Titler 2 can do with 1mb RAM.... Over 128 colors onscreen, Multiple resolutions on screen at once....all while using MORE power than any game. The Amiga is capable....not many know its tricks and secrets.

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    1. Most of arcade conversions from that era were Just lazy Atari st-f ports which required no more than 512 KB of RAM...ports bad and carelessy programmerd for a machine without hardware scrolling,blitter,copper and with only 16 colours on screen.Programmed often to be release on time for xmas holiday and often designed ,graphically speaking,on a zx spectrum,then recolored for st and then brutally squeazed ,sometimes in Just One or two days on Amiga 500...so it's not a matter of RAM,Just of bad programming.I Remember to you that Amiga ocs with 512+512 KB of ram Is capable to display masterpieces like Lionheart,Disposable Hero,Ruff'Tumble,Mr Nutz,Battle Squadron,Black Crypt,Simon the Sorcerer,Legend of kirandya ,Flashback Fighting Spirits and many many others...and,aside of that,arcade conversions very well realized like Toki,Pang,Rainbow Islands ,Ninja Warriors etc..needed only half a meg to play...

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    2. Yes, it is not a secret that many games were rushed. And many games you mentioned were specifically designed for Amiga. That is why they are better. Also not a surprise that simpler and scaled down arcade conversions were made for half a meg.

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  24. You are still wrong about it. The devs are not interested in making a game on a boosted Amiga as it is not the same challenge. And we did not have any beat'em up on the same level like Metro Siege is being shaped on Amiga. Even on A1200. Also full screen overscan is not not necessary as long as aesthetics and functionality are great.

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  25. Impressive - that's what a proper beat'em up should've looked and played like on the Amiga back in the day; instead they not only were very rare, they were also terrible. In truth, the whole platform suffered from really bad development with rushed games that very often were just ports from lower spec machines - usually direct, haphazardly made Atari ST conversions. In terms of pure capabilities, gaming-wise the Amiga shouldn't have been that much behind consoles like MegaDrive and SNES and could've traded blows with them - some games that received proper development focus were, in fact, superior on the Amiga compared to the 16-Bit consoles (e.g. Desert Strike).

    The biggest limitation the Amiga had, perhaps, was the controllers or better, lack of good options - the vast majority of us used the cheap+crap one-button QuickShot joysticks from the Atari 2600 & C64 era, which were absolutely terrible (try one today to see what I mean - I ended self-building a joystick out of Sanwa arcade parts) and on top of that, their popularity caused developers to never really implement the 2-buttons joystick support the Amiga had, as actual multi button joysticks were rare and nobody had 'em.

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    1. Overall Desert Strike was better on MegaDrive especially because no loading times and better controls. BTW Master System controllers work on Amiga as well.

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    2. I adapted a generic megadrive controller back them, remember paying like 5 bucks for it, worked amazingly and I manage to make 2 buttons work on it, but yes, very few games actually supported it...

      Another example of a game that could be better on Amiga than on 16 bit consoles was Toki, also completely ruined by the one button scheme...

      In the end of the day, Amiga users were to blame for Commodore downfall...

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    3. Yeah Mega drive pads could be adapted easily for Amiga. Hired Guns even recommended it and literally had instructions to rewire the MD pad in the manual.

      I also had a 2 button joystick, the quickshot maverick, where the second button worked great on many games like Turrican 2, James Pond 3 and some others. I really liked that joystick.

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