Edge: Computers don't do chaos particularly well. They don't like randomness, or clutter, or anything that can't be reduced down into a logical pattern. It's part of the reason why games that attempt hyper-realism can end up collapsing under the weight of their own pretension – because chaos is a fundamental part of real life.
But Metal Arms does chaos. It does randomness, lunacy, sadism, idiocy and comedy too, but what it does the best is chaos. The end result – something that could so easily have been a formulaic thirdperson run'n'gunner – was one of the liveliest and most personable releases of its generation, presenting a cohesive and believable gameworld, then allowing the player to run amok within it.