Retronauts - 611: The Contra: Operation Galuga Wail
Episode Date: May 13, 2024Wrapping up Contra series with a look at WayForward's Contra: Operation Galuga, with Stuart Gipp, Thomas Nickel and John Linneman. Bandanas on! Retronauts is made possible by listener support through... Patreon! Support the show to enjoy ad-free early access, better audio quality, and great exclusive content. Learn more at http://www.patreon.com/retronauts
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This week in Retronauts, it's time for a Galuga whale.
Hello, welcome to Retronauts. We're not quite done with Contra.
This is going to be our, what, third Contra episode in a year
because I talked to Tom Hiller about Contra Operation Galuga prior to it coming out.
We did the four-hour-long contra ranking Hootenny,
which was very well received,
apart from the people who died during the course of listening to it,
which, you know, that was a shame,
but, you know, the risks you take in the podcasting game.
So, yes, the Uranauts have returned, or at least two of them,
and we're going to talk now in hopefully,
some relatively breezy detail about contra operation gluga which is now out and you can
play it and you can buy it with your hard-earned cash at least the cash you don't spend on the
retronauts patreon which obviously is not very much because you're pouring your entire life
savings into our beloved and important work i'm stewart jip who's joining me today we've
already heard your voice john so let's uh yeah i'm here i think i've lived in europe for a
quarter of my life now so i get to be a euro nut yeah the honorary you're in all
Yeah, full tell.
But who else is here today with us?
Hello, it's me again.
It's Thomas Nicol, and for today, I think I am quite locked and loaded.
Nice, nice, yeah.
You never want to come into a podcast, neither locked nor loaded, I think.
No, we really don't.
I'm loaded on all the podcasts.
It's the only way I can get through them.
Frankly, loaded doesn't really compare to Contra anyway, so...
It's true, yeah.
I don't think there's going to be a loaded episode, unless we do, like,
disappointing top-down shooters or something,
which we could be...
Games with really ugly baby characters in it.
Oh, yeah.
Let's see 3.
Yeah.
Let's go for that.
That would be quite...
I do think there could be a...
I think top-down run-and-gun could be an episode at some point, actually.
But that's not this one,
because this game contains no top-down running gun.
It's Contra.
Operation Galuga, the first Contra since Contra Road Corps.
So the first real Contra since what?
Contra Rebirth?
Yeah, I think so.
Probably. What was earlier? Rebirth?
The Xbox one.
I'm not sure.
Oh, God. Which one have I forgotten about?
The anniversary collection.
Hardcore uprising.
Oh, yeah, hardcore uprising.
Yeah, which one had come forth?
That was quite hardcore.
Doesn't have the word contra in it, though.
Man, if there only was a podcast about that,
talking about these games at length.
I know.
If only there was a podcast, if only there was a podcast that in a detailed manner
went through every single game in the entire series,
wasn't on a phone for hours, and one mini podcast awards.
For example, longest podcast.
You can't have everything, so we can't win it.
In non-facious terms, yeah, if you missed it somehow, we did do your contra-ranking
hootnanny, which was extremely detailed, and if I dare say so myself, very good indeed.
So you can go and listen to that with this current cast plus Audi who's not here today
because they're too busy making games or something.
Yes, contra operation
Gulga
Way forward developed as with Contra 4
and brings along quite a lot of
contraforisms to the table
it's out now
and I think it's fair to say
the reaction has been quite mixed
and I'm going to
just lay all my cards on the table
and say I think that there are quite a lot
of reviews of this game that didn't
really play it that much
is that a controversial take
a controversial take
I don't know
because I think there are people
or there are outlets who have
maybe beaten it on story mode once
and then gone well I'm done with that
which you know you'll have every right to do
but you know Contra's not really about
playing it once
but before I get into my
alienating myself from all my colleagues
what did John let me start
well it's a breezy sort of overview manner
what was your take on Operation Guliga
did you enjoy it
I'm interested in there's going to be dissent here
It was sort of a love, hate, love kind of thing where I was excited for it with the trailers, but then I made the mistake of downloading it first on Nintendo Switch, only to learn that the Nintendo Switch version is extremely bad, probably should have been canceled, and it made a very, very bad first impression, but I grabbed on PS5.
I had some issues, which we'll talk about, but I was like, all right, fundamentally, there's a good game in here, so I bought it.
And I have turned around on it.
And I do think it's a good game.
Not a great Contra, but it's a good Contra.
And we'll get into why as this episode continues.
We absolutely will.
And Thomas, how did you receive this gift of Contra?
So it was a bit similar to John, actually.
What happened is I saw it in the direct, of course, and thought,
hell yeah, new Contra way forward.
What could possibly go wrong to quote a famous person?
So I was quite enthusiastic.
I saw the demo.
I did not play the demo on Switch, luckily, so that's good.
I got the demo on PlayStation 5, played for a bit, and found it okay.
The demo, I think, is a bit of a disservice to the entire game, actually.
Then I got a review copy of the game because I am a reviewer,
and I had the honor to write a review of the game.
And what I played then in the final version was a lot better, I think.
And I think this game is one that really grew on me over time.
So I had a nice time at first, a better time when I sat down to really get into it and finish the game.
And when I was done, I had a really good time because then I just had what I need to know and what I need just to really enjoy what else there is to on offer.
Yeah.
My experience, I mean, I think I dodged a bullet because I never played it on the Switch.
Oh, God.
I played it on Steam entirely on PC, and I found it just, you know, slick and perfect, played perfect for me.
It's probably a good choice, yeah.
Yeah, I mean, my review of this, not to sort of plug it, is on the Retronaut's website,
and it's a very kind of gushing review because, as I've mentioned earlier,
I do feel like maybe a combination of the demo plus lingering, valid anti-Kanami sentiment,
sort of in a modern gaming space, may have done it sort of a disservice.
Do you think that is a thing, anti-Kanami sentiment?
because from what I've seen, always they announce
I'm thinking everybody is, oh yeah,
thank God, Konami is back,
there's a new Konami game,
and only afterwards they get maybe disappointed or not.
Maybe I'm mistaken.
I just, you know, there was that whole hashtag
fuck Konami thing,
and everyone always goes on about Pichinko.
But I think that's long ago
and a whole different ballgame in a way.
Fair enough.
So that was something I wanted to bring up, actually,
is do we think that Konami is not back,
but do you think they're on track?
with their old properties.
I wouldn't say that necessarily.
They've certainly improved from the Pachinko only days,
but I think Pachinko is perhaps losing some of its luster anyway.
So if I might make a comparison about Konami in this regard.
So if you buy a fish from the market and you saw the fish,
it might move a little bit because the muscle is spasming and so on,
even though the fish is dead.
That's how Klan feels to me right now.
They're dead fish with muscle spasms.
You've heard it here first.
By and large, some of the issues they've made is that they've just selected partners that I don't think are up to the task of doing the job they've been asked to do.
And then a lot of the collections they've released, the last, the Contra, the Rogue Corps and various other things they've put out have all been good ideas.
But when you look at the execution, you're like, this could have been done much, much better.
However, I will go to bad for the collections, because I think these turned out really well with the documentation and everything.
I think that was really nice.
Come on.
I think they're acceptable.
Felix the Cat collection, and everyone's pissing a moment.
We've got Felix the Cat back.
Yeah.
But anyway, let's get to Operation Galuga here.
Yes, let's definitely do that.
So I think this game has still one hard obstacle to overcome, and that is it's downed
only right now, I think.
No, it's not.
It is.
Well, there...
Right now it is.
That's true.
You can order a physical version.
Fight.
But at limited run, which means, of course, Europe is...
pretty much screwed at this point
and the thing is what I did
before we did this podcast I had just
asked around a little bit on various
enthusiast message boards
about the game and the general consensus
was yeah it looks nice
I want to wait for the physical
interesting yeah I agree I agree
there's nobody I would
and I mean this with at most respect to your
chosen online communities but there's
nobody I would less listen
to than enthusiast's message board
I think.
I based that on the fact
that I've been on
many enthusiast message boards
and maybe I chose
the wrong enthusiast message boards,
I don't know.
Yeah, I'm on the old M-Games one
which is still a rather nice.
Okay, yeah, that's like...
Well, okay, I'll give a shout-out
to the insert credit message board.
That's pretty good.
Right.
Not anti-shout to reset Eric.
Fuck off.
Anyway, moving on.
No, I kid.
I love you guys.
You're the best.
I love it when you get mad
about things that are really easily preventable.
So, yeah,
Contra Operation Galugel, the main mechanical thing that was being brought into this game, I would say, is the new sort of overload system where you can sacrifice your currently held weapon for some sort of OTT effect, like a huge spread of missiles or drones that will come and help you out, or even if you unlock it in the perks like the healing.
So did anyone else find that they completely forgot that they exist, isn't really used them?
Yeah, certainly.
I used it at later bosses.
there it was rather useful sometimes.
I think before we get into the nitty-gritty, though,
we should talk about just sort of like the state of Contra, as of 2024,
the state of Way Forward, the history with the series, all of this, right?
So obviously, Way Forward made this, and Way Forward goes back always at this point,
shall we say.
They have a good track record overall.
And in fact, Tom Hewlett, he was, I believe, a producer from the Konami side on Contra 4.
Yeah.
and has a lot of passion for the series.
And I was happy to see that he got to work on this one as well.
But a lot has changed with way forward since Contra 4 as well,
and that they used to be primarily a pixel art-focused game with their own technology.
And however they did it, their pixel artists were extremely good.
I guess it varied per project.
But in the case of Contra 4, they actually had Hank Nieberg do the artwork for it, I believe.
He was one of the main guys on it.
Hero of gaming.
He's a god of Pixar, right?
Let's say Lionheart, Avengers of Lomax.
There's many, many things.
Flink.
Battleax.
All incredible-looking games.
Battalax, yes.
So, yes, it's an excellent, beautiful-looking game contrafore.
But there's this point where Way Forward kind of transitioned away from their own technology
and started to develop games, and I hate to say, they started to develop games in Unity.
And I don't want to knock Unity.
I've used Unity.
I think it's a powerful tool in the right hands,
but I have to say it is often misused, might I say,
or at least developers fail to leverage it as well as they could.
Not all.
There are definitely some very impressive unity projects out there.
Would that be around half genie Hero?
They really sort of went into that.
It was after that.
It was after that.
Right.
That one was okay, actually.
Yeah, I liked that game a lot, but yeah.
But once they transitioned fully over to Unity projects,
I noticed some things coming out of one way forward.
First of all, the visual quality largely declined, partially due to the, I think that
their 3D artists aren't as, they're not able to match the quality of the pixel art
in 3D.
And 3D is expensive in its own way and difficult, so I get it.
But the bigger problem is that the performance started to suffer.
The frame rates went down.
Wayforward was all about 60 frames per second, and suddenly they kind of weren't.
or they were but only to some degree
and there was a lot of technical hiccups and problems
and some of that stuff does plague Contra
which ties into some of my issues with it
but I still think Way Forward's track record
was good enough that it made sense to bring them in as a partner here
and really right now
I can't think of too many other studios
that would have been quite the right fit right at this moment necessarily
Well, who made
Blazing Creme?
No, that's Joy Masher.
There's, my good buddy Danilo and his friends down there.
The thing is, though, is those guys are a very, very small team, like three or four people.
Like, there's not many.
I don't think that they, I think they could have actually done a better game than this, to be honest.
But I think that there's a lot of time required there to make it happen.
And I suspect Konami wanted a larger sort of a.
established development studio rather than the small indie, though I would have loved to have seen
what he could do with the Contra IP.
Yeah, I think anyone who played Blazing Chrome was probably thinking, like, what if this
was Contra?
So, yeah.
So basically, we come to this when this game was announced, and I think coming off
of Rogue Core, which we talked about in that ranking episode, Rogue Core is largely seen as
a bad game.
I would say it's the worst Contra game.
It's a disgusting game.
And it's weird because I never understood why it was greenlit, why they felt it was a good idea.
It was clearly, to me, made by people that didn't understand Contra, the appeal of Contra, what people would want from the series.
And they tried to modernize it and put in mechanics that feel very smartphoney in many ways.
I think we mentioned it on the episode, but for me, on a baseline level, a Contra game where your weapons constantly overheat and you have to stop using them is a massive.
a fuck-off. Fundamentally a bad
idea. So to come back to
John's what he said, I think the game
is phony, but not smart.
Correct.
Yeah.
So there we go.
That's kind of where we were at.
So when this comes in, way forward, they've had some rough patches recently,
but they're still largely, I would consider a very good developer overall.
And they know how to make good games, right?
And I would say, as we'll get into this, they have made a good game with Contra.
And it is absolutely well made.
But I think to begin with, I want to start right at the beginning when you first start the game.
I actually think the first stage is the worst looking stage.
And I think the second stage is the most boring stage.
And then the game starts to get really good.
That's interesting.
I agree with that because in the review, which as I mentioned is quite a gushing review,
because I got a lot out of this, which we'll get into.
But I think opening with like, I don't want to be.
too uncharitable, but it is very much just like, oh, it's this again. It's this first
level of Contra 4 again, you know? Kind of. And it is. It's just, it's the same. The design is
very different from 4 because it doesn't have the grappling hook or the tall stage necessarily,
but it is, and they're intentionally trying to go back to that original jungle aesthetic of
the original contra. That's what they're going for. And I get it. It's just the actual way that
the 3D, the lighting, everything looks there is not good. It's, it's an ugly stage compared to what
comes later.
And also, I think this, the story mode stuff is a good idea, but I think the presentation
of it is also very lackluster.
And it just having those like static, high-res images of characters popping up often with
no voiceover or just, okay, voiceover.
It just, it feels, it feels very cheap and not that interesting.
And unfortunately, that's how the game opens if you're not playing in the more arcade-like mode.
So when you put all the things together,
you see how it kind of makes a bad first impression, right?
You really got to stick with it then.
I think that, yeah, that married with the fact a lot of people were going to be picking this up on Switch.
Oh, which is...
Not a great idea.
But for me, the story mode stuff, I agree with everything you've said.
It doesn't bother me that much because it's the kind of thing where I play...
I'm going to play that mode probably one time.
And then I'm never going to watch the story again.
I did enjoy the sort of contra fan service touches and the story.
Spoilers for the story, by the way.
like when Brad
a character named Brad turns up
and you just know
that that guy's going to be
a wolf man by the end of the game
you know
it's very satisfying
well so that's funny
thinking of Brad
I think he pops up
in the second level
on the on the bike right
when he first appears
and that actually highlights
one of my problems
that stage is very long
you're just riding your
you're floating jet bike
along this path
and then Brad shows up
about halfway through the stage
and it's just exposition
for what feels like a very long time
and it just absolutely destroys the pace
and if you're playing with the more difficult rules
which is how I like to play it
rather than using the life bar just with the one hit death
and everything and you end up having to redo that whole stage
it sucks
but yeah you know it's just a thing
the pacing is a bit off in parts in the game I think
out of the first stage
I mean there's complaints of stage being too long
I think for the first stage this really applies
because I think you could have
condensed many
sequences
but my main
point is
you know
all on the scene
with a
helicopter crashing down
right
yes
that's a
it's a nice idea
but it's just
it takes too long
you stand there
what's happening now
what's coming now
oh it's coming now
so this takes
all the speed out
and also for me
destroys
a bit of the
replay value
for that stage
it's like a bit
for me
it's when the
kind of
the fan service
crosses over
into maybe like
maybe you shouldn't
have bothered
with this because they're doing an homage
obviously to the Contra 3
bombing.
And that all means. That takes like 10
seconds if that. And to be honest
with you, when I play Contra 3, even that
bit now I kind of get like, okay.
Yeah, it takes a little
bit of time. So having a bit that takes
maybe like 20 to 30 seconds
of a
relatively unimpressive
helicopter crash. Yeah, that to me
is not great. I can see where you're coming from.
with the first impressions, because it is a game that it took me a good, a while to really be like,
okay, yeah, I'm feeling this.
And it was in stage three that I started to really kind of feel it.
Yeah, stage three, yep.
Stage two on replays, I don't mind too much, because usually I'm told up enough that it is very trivial.
But at the same time, it's very trivial, you know what I mean?
Even on the hardest mode, it's kind of just like, yeah, whatever.
And that's not great for contra.
I don't particularly like the boss on that stage either
but that's the hero there
but coming up from that
from stages like three through what and eight after that
I was pretty much engaged the whole
the whole way through
I was kind of curious because the demo stage is a
melding of stages one and three
right yes
so I was like where's the demo gone
but then of course when that turns up
I think as its own stage it's paced much better
agreed
when it's married with the first
Well, not so much, but what kind of, what I found is, like, when you've got a game that has eight levels and two of them on your first playthrough are maybe just, it's not especially interesting, that's a hard kind of seller.
I mean, people are just going to stop playing it, like, which is a problem, because they're going to miss the good stuff.
Yep.
I think, I think, okay, so, I think, we'll get to the good stuff, but I want to talk more about these presentation issues and everything.
So early on, we mentioned hardcore uprising, right?
And however you feel about the game, it sure as heck makes a strong first impression that bright blue, vibrant sky, everything.
That's a PS3 era game that I think looks visually much better than this.
And so when you come into this in 2024, you're just like, oh, so it has that issue.
Then there's just like the intensity.
Like you remember playing hardcore, the original hardcore, the hardcore on Mega Drive the first time.
the speed of everything.
When that level opens, the very first stage, you go crashing into, like, it's
scrolling so fast, your eyes can't keep up.
One of the best openings to any game from it, yeah.
It feels freaking great.
The thrash metal means they're going to drive for a drive as well.
And they have none of that energy in this.
It's just kind of slow.
And then, lastly, on that front, I have to say it, if you listen to it on its own, it's
quite good.
But in the game, I think the music's not good at all.
It does not work.
It doesn't deliver the energy that you want from Contra.
It feels like these kind of quiet, almost like, Hollywood-esque takes on contra themes.
So they're kind of interesting to listen to.
But again, it just doesn't have that raw intensity you want.
So the whole game just kind of has the slower, kind of laxadaisical feel to it.
And that's why I have that relationship where there was a period where I thought this isn't that good.
Do you, I mean...
You know that? Sorry, still.
No, well, I was going to say, really, the soundtrack thing, like, for sort of two points.
on that really quick ones.
One of them, of course, I mean,
the thing is, it's a bit of a Band-Aid,
but you can switch the soundtrack
to another one.
That is true.
However, as I say, that is a Band-Aid.
But I don't know what happened with Vert,
with Jake Kaufman and Wayford,
but he seemed to just stop doing stuff for them.
Yeah, I think that's a very complicated situation,
as I understand.
Yeah.
However, whatever happened with Jake
and between them and way forward,
and I think Jake definitely went through some tough times.
as well.
You're right.
I agree.
Jake's music was part of Wayforward games.
And when they lost,
when Jake and them basically stopped working together,
I think Wayforward's games lost a lot.
Well, I mean, I was playing yesterday, this is relevant, I swear, I was playing half Junior Hero on my Steam deck, and I was doing, like, the Mermaid Factory stage, and that's a bop. Like, that's a hell of a bop. And I was thinking to myself, like, I like, I like, I like this game, but I, I wouldn't.
I mean, I love this game. I do. I think it's a great game, but I wouldn't love it if it didn't have this soundtrack. And then when I play Chanty and the Seven Sirens, which is perfectly fine, I don't want to play it. I don't want to finish it because of that doesn't have that vibe. It's the music. The lack of the music, that game turned me off too for the same reason. It's like without that kind of soundtrack to it. And I think that is a pillar of any great retro style game is great music. It loses something. And it's really important. And unfortunately,
Operation Galuga just doesn't get it right.
You know, that is a thing
where I see a bit of a connection.
The problem is
the game seems to
take itself a bit too seriously sometimes.
Now, we are contrary.
We are the new game. We are so big. We are like
this movie, story experience.
And what they, of course, had to do,
they took all that stuff that the developers in the 80s
just, yeah, we like Arnie,
and we like alien, and we like other stuff.
Let's just make a game out of all of this.
And then they tried to make a story
out of this.
And then, of course,
I also want this
Hollywood-style soundtrack
in it.
And this makes me
think of
these movie trailers
where you always
have this
the pop song
in a slow epic version,
which I hate
to my bones at this point.
And this is how
stage one feels to me.
You have this
sort of musical sludge
clattering up
the audio,
and at some pieces
parts it even starts
with La Contra.
And then,
when I went into the
challenge mode
with the other music,
Right, now we're talking.
This is how it just sound like.
No, I think the retro soundtrack, I think you can buy it in the game,
but also you just get given it if you own the other contra-cult,
the other Konami collections, right?
Like, there's a Castlevania one.
There's like an arcade-hicks one.
But I think you can unlock them, right?
Yeah, you can.
The Canami code unlocks one as well, I believe.
The problem, though, is like, I bought all these collections on Switch,
and then I'm like, the Switch version of this game is terrible,
so I bought on PS5 and, whoops.
Yeah, it's an interesting choice, isn't it?
The thing is, though, is they actually got really good composers to work on it.
They got Hibino-san, who's been along with Konami.
Yeah, T. Lepas is in there, right?
No, he's not in there.
And then they got Yuko Komiyama, who has been, she worked, I guess, on Monster Hunter,
games, among other things, and has generally done some really great soundtrack work as well.
So it's like, they have good musicians working on it.
I just think that the direction they went doesn't work for this game.
So, yeah.
I mean, I'm not going to lie.
T did not work on this game.
Oh, right.
You would have known if he did.
Yeah, yeah.
Maybe I just saw him retweet the soundtrack or something because they had some mates on it or something.
Yeah, that's probably what happened.
But whenever I play this game, I'm usually playing with the old retrochins on which.
Apparently, he did one track on it.
Oh, hooray, vindication.
So.
It looks like you've been contrary.
addicted. Oh, boy.
So, yeah.
Oh, that's do. That was, you know what?
That was worth. That was worth missing
that just to get that going. That was amazing.
Thank you. I'm actually really proud.
It's probably the best thing I've ever done in my entire life, actually.
Might be.
Yes. But anyway, we should
probably talk about some of the good stuff about this game as well.
Well, I mean, I think something that interested me was the feedback online that I was
seeing. I saw, and again, I'm looking at different places to everyone else.
So, you know, maybe this is just my perspective.
Of course, it's just my perspective.
But I saw a lot of, oh, my God, stage six, that this is dreadful.
I can't do this.
And I died so much in stage six, and I was loving it.
I was just like, yes, this is more like it.
Like, there's so much in that stage that I absolutely adore.
And it's really long, and that's actually part of the joy of it for me, because it's
constantly throwing, like, you go in all over the place, up, down, left, right, all these.
You've got these bits where you're running through these crystals that are, like, refracting you,
so you have to kind of try and judge where bullets are coming from
while you're sort of sideways or upside down.
And it's only momentary.
So it's not like a complete...
You have reverse controls now, fuck you.
It's not like that.
It's just these moments where you have to stop for a second
and think about how you approach it.
And all the traps popping out everywhere.
You know, you can play this game either with full 360 aiming
or with the eight-way old traditional aim.
And I don't think I could do it with eight-way.
I just don't think I'd have been able to finish the game.
But for me, once you get past those first two stages,
it just kind of goes up so much and stays there all the way to the end.
That's when the cool stuff starts coming.
That's the key, isn't it?
Like, right away, you get to stage three, it's the village.
It's like, all right, this is starting, like, it's starting to look better.
And you're starting to get into the groove.
It feels less tutorial-y, if that's even a word, it's not.
It looks more interesting.
It looks more interesting.
The scenarios are more interesting.
It feels like at this point, they sort of trust you with the game a little bit.
where the first two levels are like is trying to like get people accustomed to what
contra is but it takes way too long to get there yeah and I think it's just like the way
the multi-tiering of the stage works feels really natural with that sort of like village area
like running on the roofs and the balconies and just like the wood scaffolding all that stuff
starts to work well and yeah it feels to me like it works better with your different loadouts like
if you've got a guy who can double jump air dash or a guy who can slide yep both very valid
different like approaches you can take
maybe we should
talk about the characters a bit
because that's a big component of this game
and there's quite a few of them in there
but the main difference is
in fact when even getting onto the characters
which do have their own abilities
you've also got the option to select
and equip two perks which are very
for me feel very like
yeah we know like this is kind of hard
we want to create this
customised sort of difficulty
and I think that they succeed at
that quite strongly because if you really if you want I mean you're going to breeze through it if you
want to have an easier time just give yourself 6 HP you know um but if you feel more confident
and you want to just dash through bullets without taking damage equip that and you know choose your
eight way choose your 360 you know play easy normal hard you want one hit KO it's there's so much
customise ability is that even a word customize ability I think so yeah I think it just delivers for
more or less anyone like I like a beginner
could get good on the lower skill level and ramp your way up. And the game does reward you for that
because the more difficult you make it for yourself, the more credits the game is going to give
you, which you're going to use to buy more perks and more unlockables and such. So I think
they created a rewarding kind of a loop there. Like, there was a lot of talk about the credit
economy being quite stingy. And I was finding, if you just run the first stage on hard mode,
you're going to get like $2.50 minimum, I think. And that's quite a lot, you know.
And, of course, the more stages you beat consecutively, it multiplies the number of credits you get.
So, I don't know, when people say that the credit economy is stingy, part of me just thinks, like, are you just not playing the game?
Well, no, they say it when they just finish the story mode first, because you don't get match after the story mode.
You don't?
But, I mean, not too much, but afterwards you can just start cashing in.
Yeah, yeah.
I guess that's where it differs for me is that I wanted to play these levels again.
even the first couple because as I say the second stage
which I do think is probably the nadir of the game in general
for me it was quite breezy it was just sort of free money
but then of course the later train stage I thought was exceptionally good
and that's pretty long as well
the ice train doing all the ice one yeah that one
they did a really cool job of even though it was quite long
I thought they did a good job of making it challenging
you've got to really keep your eyes open and where everything is
and even though it is familiar the robot joining the
party as in aka sort of as in hardcore i thought they did really well um but well i mean what was
your sort of like general sort of load out that you used when you played or did you not use perks
because you're rock hard i did not use perks uh i ended up just i mostly played it with the one
hit death mode with no perks that's and wow yeah and it was hard actually which is what i was
looking for actually yeah that's that's where i found the most fun i actually felt like i think
think the perks are cool as an option to make sure people can get through it and enjoy it.
But for me, it just, that dying and learning is a huge part of the process for me.
And like, it does, that's, that's basically what helped me fall in love with the game in the end.
It's like, it does actually do that quite well where, uh, it, it, it is tough when you play
it in contra classic mode.
And it does force you to sort of learn and memorize the stages, like the classic ones.
Yeah.
And I found that really rewarding and fun.
See, I'm not at that level, and I've beat the game with HP sort of pluses initially
because stage six, as I mentioned, it took me to school.
It was hard.
And not only is it a hard platforming stage plus dodging everything everywhere all the time,
but then you've got to fight big fuss at the end, and that's rough too initially,
when you don't know what he's going to pull out at you.
So I would get to that boss and lose it and die and have to start over a lot,
and I was loving it.
I was in Cloud 9.
I was just like, yes, finally.
I'm getting my ass.
Same, same.
I mean, I got destroyed on this, on that mode.
Like, I did actually have trouble getting through the game in that way, but I loved it.
Yeah.
So, yeah, I went for some of the trades that let you keep your weapons when you die, because these makes just the bosses on the first go a lot more enjoyable.
Yeah, I think I used the start with the spread gun a lot because I'm a big fan of the spread gun.
You know, I like things that spread.
Butter, for example, you know.
Yeah.
We're going to be able to be.
I'm going to be.
I'm going to be.
The thing about
you.
sure I find, though, is that which
weapon you use, this is
the things that classics do well is that
every scenario kind of has like the optimal
weapon, so you kind of like try to time
when you get the next weapon, you know
when they're going to come out.
I did find that a little bit trickier in this
one, due to the, I guess, with the way the weapons
were working, but I eventually kind of
got into a groove and found it and
yeah. And also, I
think what's a big deal here is that the weapons
are all very fun this time.
They are. They are. And some
other characters have different variants of the weapons
as well, which I thought was interesting.
You've got the additional two-level weapons
where you collect the same weapon twice, it gets more powerful.
But what I liked, and I'm coming
back to the sort of overload system now, which was, as we mentioned,
is the big mechanical new thing here.
I thought what that did is it made trash weapons
have a purpose.
Because, like, you find a homing.
You don't want the homing.
But if you've got a spare weapon slot, you can equip the homing
and you can use its overload, and that's going to help you out.
Especially if you've got, only if it's good,
but anything's better than nothing.
And also, if you have the overload heel perk,
that's a free point of HP right there,
which I thought was a very nice feature as well.
Did anybody of you ever play a series Zenshi Spriggan
on the PC engine, a vertical shooter?
Yes, of course.
That has this system where you can, at every time,
just detonate your weapon for a nice special attack,
and which makes you cycles with weapons all the time
because you get so many weapon pickups.
And it's a bit like this here,
because, okay, there's a thingy flying,
with a new weapon, so I shoot it, weapon drops,
I use my weapon overload, and I pick up the new ones.
So it makes me actively change my weapon around more often,
which is something I appreciate.
Yeah, I like that too.
It must familiar my experience,
although it took me a while, as I mentioned earlier, I think,
to even remember the overloads were a thing,
because I'm so in Contra.
I know the rules of Contra,
and then you're like, oh, shit, yeah,
I forgot, if I hold LT, I can scrap this weapon,
and it will give me like a nice little buff or a barrier
or something useful.
that's more useful
and I can stick with the weapon I love
and keep that in slot one
even have a perk on that means I never
lose it, maybe, you know?
And that was nice, I liked that.
I did find a sort of
maybe more so than other Contra games.
If I didn't have a weapon,
like if I died and lost my weapons,
I would find it very arduous
killing some of the bosses
because they just had a lot of HP.
Which is why I kept that perk.
Yeah, there's a good one to hold on.
So that's actually one of the benefits
though of playing with the one-hit kill mode
Because you die, you know, basically when you lose a weapon, you end up dying, you're done, you got to redo the stage anyway.
So usually when you do get to the bosses, you've already reached a point where you can get there with your weapon.
Yeah, yeah.
It's not one hit kill, but when I did eventually get good at stage six, it was because I could make it to the end with at least one decent weapon, you know, because I was learning to really, I know I keep coming back to that stage.
I think it's my favorite stage in the game
because it really does make you use
everything in your arsenal.
Like, all the platforming is there,
the traps that don't really appear anywhere else.
The situations that you get into that stage
are just not like any of the others in the game I found
because it doesn't have the forward momentum
that most contrast stages have.
It's very much more of a take your time, figure it out.
Right, right, right.
And I appreciated that a lot.
I liked, on a very baseline level,
I did enjoy the fact that the boss in the middle of it
was just basically the fan service man
because it's just like
he's doing Sparckster attacks at you.
Like he's doing the sword swipe from Sparkster
and it's just like, yes, yes.
Sparkser should be unlockable in the game, though, I feel.
Yeah, but speaking of which, let's maybe go back
to the characters, right?
Because that's what we start out with.
And that's something I really like
that you have these really different feeling characters
this time.
And they included the pro-protectors, so that's, you know.
Of course, that's also great.
But I mean, they're same as Bill and Lance, right?
They don't differ from them, apart from the looks.
What I really liked is when I had finished the game for the first time,
that I unlocked, what's his name?
Stanley, the Buckman.
Oh, Stanley, yeah, he's cool.
Oh, yeah.
Yeah, he has this very nice hovering move
that you can go out with a jump,
and that just feels wonderful every time I do it.
Yeah, I had a lot of fun with him.
You can really blow up the game with him if you could.
Because I think he's got the double jump as well.
Yep.
It was nice that another element of sort of custom
sizeable gameplay, really.
I do, it would be nice if you could fully
mix a match, like you could have a custom character
which had the custom, like, the abilities
of another one, but I think there are,
there's at least one combo for everyone in there, you know,
and beating the game unlocking
the hardcore cast as well,
although Brownie is wrong. Brownie is not
meant to be full human size.
It's a mistake they've ever done. Yeah, what's up
with that? Yeah, they
didn't incorrect Brownie. It'd be original
Brownie or the kind of
Moe Brownie from Contra rebut,
It feels acceptable.
It feels slow.
And actually, you know, Brownie's so quick and agile in the original game, right?
But I actually kind of felt, so a weird thought I had, I think the game's probably fine in terms of gameplay speed, really, but there is the sense that you're playing a 50-hertz version of what should be a 60-hertz game is the feeling I often had while playing this, where everything just felt a little bit slower than I would like.
I think it's, again, the 2.5D factor that's coming to play.
It might be that.
You know, if they couldn't do a full 2D game, I really wish they would have at least
considered trying to get to do 2D sprites.
Kind of like Hardcore Uprising did, right?
I'm, yeah, I mean, I've got to be honest with you.
Just my, again, it's my opinion.
I don't particularly like the mixture of 3D and 2D that Hardcore Uprising has.
Oh, man.
I love the way.
Or, you know what?
It is possible, though, because like, I think Shattered Soldier on PS2 has a much
faster feel than this, right?
it just it kicks your butt
it moves
so that that game I think got it right
and this one still it just
I like it but man there's just something about
the feel the animation and the
speed of everything just feels a little bit off
so
you finish this on one hit
kill John
well I'm still working
on finishing on one hit kill
I actually did do a play through
with the default life bar
first yeah and now
I've been, when I have time, I've been working on slowly getting through it with one-hit kill.
And so far, I think I'm on stage six.
It's not bad at all.
So I got past the ice train with that creepy, crawly guy.
Yeah.
And then, yeah, stage six.
Yeah, I know that guy from Castlevania.
He was cool.
Yes.
But yeah, stage six on one-hit kill is really brutal.
Yes, yeah.
Also, stage six has this slight tarragon feel to me.
Anybody agree here?
Or is it only me?
I can see where you're coming from.
because it's less of a running gun and more of a platformer with gun.
Yeah. Also, the setting and everything.
Yeah. Some of the weapons are very Turrican.
I think it's Lucia's spread gun reminds me of Turrican's arc, like, laser thing a lot.
You've got the, there's like, I mean, there's all sorts of stuff we haven't mentioned.
Like, there's, like, charge shots, the sliding, the grapple hook has back for some characters.
But the grapple hook, for me, the gravel hook feels vestigial without two screens in a weird way.
Because that was the real gimmick for me
The fun of the grappling hook
Was that you would go from the bottom screen to the top screen
It was super smart design
To connect those two screens together, right?
Yeah, yeah
I mean stuff like that Contra Force stage
Where you can see the aliens in the air duct above you
Oh yeah, the second stage
Yeah, that's really cool
And there is a fun staged in a lab in this game as well
But it feels a bit like a remake of that
Because it is just that stage really
like thematically, with a lot of the same enemies
like the exploding sort of zombie things as well.
Yeah, you know, it feels to me like
I think in far they had more freedom than with this one.
It's possible.
Well, so one thing I do want to mention here
since you mentioned the word remake is that
it does feel like they were intentionally
trying to take a lot of inspiration from classic Contra games.
And one of the areas you see that is in the boss design.
There are a lot of bosses in this game
that are straight up sort of remakes
of classic contra bosses
throughout the entire series
which I am actually a fan
of I thought that was pretty cool because they did
they did enough new stuff with them
like usually when the bosses would appear
the patterns would be different
or you know it's like this is a familiar boss
this design you know this design but
how you beat them changed
and I thought that was a fun way to sort of
give you that homage feeling
but still present a new challenge
yeah I mean for me
as you've met as we've said
repeatedly, it's that first stage where you fight
the building, the wall boss
that I thought was very, a bit too familiar
because I've done that so many times
and even the expansion on it when it
comes up in the background is just merging
the stage one and two boss from the original
contra, really. Sure, I mean, I know what you mean, but I still,
I think that's kind of cool. Yeah,
it was cool, but
I guess the fights with, say,
big fuzz is completely different. Like,
he has some of his familiar attacks, but he executes
in a completely different way.
Completely different.
And the fight with the Hugh Jelian.
Which guy is big fuss again
because I'm not the familiar with the names of the...
Big blue robot that pulls the walls apart at the end of the three.
With his fists through and like pulls it back.
And it's the raddest thing in the world.
Oh my God, back in the day, that was just...
Good stuff, yeah.
I mean, we talked about that in the other episode,
but I still get chills thinking about that.
Seeing that back in the early 90s,
like the way the music changes the sound effects of him coming through.
Gosh, that was intense.
That was so good.
Yeah.
So I think that the familiarity stuff, they do enough to twist it in this game after those first couple of stages.
Yeah, yeah, yeah.
I agree.
With stage two, my main issue with it, it's just kind of flat.
Like, I mean, like, you're just kind of going right.
Yeah, you just go right.
Not much is happening.
There's that dialogue sequence with Brad.
And if you have the right weapons, you really can just sit in the middle and aim left from right,
ultimately and kill everything.
boring. I really think that stage needed to be about half as long. They drug it out too far.
But, man, the overall stage design, though, I think, like, we've kind of been saying, like, once you get past that, it really does pick up a lot.
And it gets really interesting.
And I genuinely enjoy that part of it.
Did we like, how do you feel in general about the boss battles in this game?
Like, do you have any particular favorites?
I mean, always, the guy in level, at the waterfall, of course, is always amazing, I think.
I was going to say, yeah.
Stage three at the end there.
Yeah.
When he comes up over the building, yeah, that's amazing.
That's a nice homage as well, but it's like, that's actually a really cool sequence.
Yeah, I really enjoyed that boss fight.
I thought it was a good mixture of challenging affair.
Though I did hit a bug in challenge mode where one of his attacks would always kill me even when I dodged it, which was annoying.
But yeah, I think that's a known one.
He's got this attack where he puts his claw in the foreground.
And then it's not meant to hit you because it's in the foreground, but it would always hit me.
he does this
thing you're supposed to dodge
and I would dodge through it
and it would still kill me
and then I went online
and it turns out that was like a known thing
so I'm assuming that's getting patched out
but yeah
boss battles
I got a kick out of I think all of them
overall even as I mentioned
even though the building is familiar
I did enjoy the fight
it's a good building
yeah especially on the harder modes
when it really makes you think about positioning
like you've really got to be on your game
for the harder modes on that one
There's stuff coming from all sides.
It's great fun.
It's interesting.
I've been working on this Sunsoft video at the time of recording, and I played through
Sunsoft's Bay Route, not named after the city.
And I finally truly grasp how much of a Contra-style game that actually is right down to
it having its own version of the wall.
Yeah.
I mean, it is, wow.
So if you're also looking for a Contra game, you may never have played.
Go check out Beirut from Sun-South.
soft.
Yeah, that's B-A-Y space root.
R-R-U-T-E, or Rout, if you're in America.
Rout, yes.
No, B-R-R-R-E-R-T.
Oh, geez, I've been corrupted.
Yeah, unfortunately, it's all changed now.
But how did you feel about the finale in this game?
Because it really felt like they were doing a Metal Slug 3 in a sense there.
Oh, gosh, the escape ship thing?
Yeah.
Oh, gosh.
And just the alien, like, taking up the entire screen, and you're walking on it, basically.
I thought it was really bother cool.
Yeah, actually that part looked surprisingly good.
It was kind of massive and just like this, when you're standing on his hands with those eyes sneering at you and when you drop back down and just, it does, it has a really nice sense of scale that I appreciate that I think that is one use of technology that I'm not sure was fully possible in the past where they're able to do a gigantic multi-screen filling animated boss that you're,
fighting on. So in that sense, I do like that. I did enjoy the tension when I thought that
because when you're standing on the boss, you're like, this thing is hostile at any point
this could go south. Like, I don't know what it's going to do. But I thought it was fun and fair,
again, difficult, but fair. And it was a nice set piece for sure, yeah. Yeah. Now, do we,
I do feel like maybe one thing that is slightly lacking, which I've come to expect from contra
was set pieces here. Because while that's not necessarily,
necessarily a bad thing.
It did feel a bit more traditional,
more like the original Nes-Contra and sort of
like stage, here's
the stage. Whereas
when you get to stuff like hardcore, it really is
just kind of set-piece, set-piece. I think
that's what they were going for, though.
Yeah. More like the original contras. And I think that's
fine. I like that, actually.
I think maybe set-piece stuff is fun
and cool, but it got a little bit too heavy
in the later years. Yeah.
And even I love hardcore,
especially at the time, was very unique. But
that game is pretty much like set piece
the game. It is set piece for
yeah. Yes, I love it
as well, but it does bring some
aspects of it down for me. Which again, to me, it always
felt like they're like, let's
make a game that beats
treasure at their own game. You know what I mean?
It's a Konami
Treasure game effectively. Yeah.
And that's not the vibe I get from
this. You do not get that vibe here.
I think that's very clearly intentional.
They were not trying to make hardcore.
They were trying to make a contra run and gun
And they succeeded, I would say, very much so.
And when it does flow, when it's good, I think this, I mean, I'm not going to say it's up there with stuff like Alien Wars.
No.
Because I can't.
I think when this game flows, I would say it's up there with my favorites.
I mean, if I was to rank it, I honestly think I'd probably put it behind Super because I really did enjoy myself that much playing this.
And I'm still playing it.
That's great.
Well, I like it better than, I like it more than Shattered Soldier because I don't like the hit rate stuff in that game.
I find it make, I always feel like I'm failing if I don't get the hit rates.
The thing about Shattered Soldier, though, I mean, for the, I guess when I consider how I felt about Shattered Soldier versus how I feel about this now, I feel like Shattered Soldier made a stronger impression.
And yeah, the hit rate stuff wasn't great, but like the levels are super well designed.
It's basically hardcore too.
Yeah.
It has an awesome soundtrack.
It's extremely driving.
it just like it feels like contra putting its face or sorry putting its foot in your face yeah for sure
you know it's just it's like here you go eat some boot and it's like oh man here's some heavy
fucking i feel like mill house entering my name yeah bones that's not because obviously that's not
me bagging on a shadow soldier which you know it speaks for itself doesn't it i mean this is a
series that i think is so good generally with you know only a few exceptions that honestly
I mean, ranking it was difficult as hell.
Sure, sure.
I mean, apart from number one and two, that was like, you know, for me, that was a foregone conclusion.
But, yeah, but, you know, in a way, I think it's an inverted contra now, Galuga,
because all the great contras have this very strong first impressions.
Always, first level of hardcore, it's amazing.
First level of alien wars is amazing.
And in this one, it gets better over time.
It needs to grow on you, as I said.
And I think this is something that makes it.
for many people, difficult to get into.
Yep.
And that makes it also difficult to rank in a way.
One thing I think it's missing, though, and I know these weren't always popular,
but I really would have liked more of those unique stage designs, like the overhead stuff
or, you know what I mean?
Like, I know.
It can be controversial, but I think that was what made those earlier Contras special.
It's, and where it's like, all right, you're shifting what you're doing dramatically
per level, so it kept it feeling fresh.
And I think we really saw how important that was when they did the Game Boy Advance version of Contra 3.
And they replaced all the overhead levels with hardcore levels where it just made it all feel kind of samey and blend together.
Even though each level was good on its own, it just had a negative impact in the overall pacing and feel of the game.
And I think the bike sections in this one do not make up for that.
Yeah, I would say you don't need two bike sections.
The ice stage is enough.
And as soon as you're on the bikes, I mean, there's nothing in that ice stage that I think is unreasonable that it throws out at you.
I think what I would have liked to have seen here, if I may put out an idea, is if they had borrowed a page from neocontra, where they had at least a couple stages that were essentially more like a neocontra, where it's this overhead sort of differently-paced stage.
Because I think neocontra did the overhead stuff better than any contra on its own.
But that's all that game was.
but if you had just a couple stages kind of like that,
you could keep a lot of the mechanics that you have in the final game.
The only difference would be instead of maybe a jump,
you have like a dash.
I mean, Contra 4 had the shooting gallery stages,
and it surprised me that they didn't make a return,
because you could do some pretty spectacular stuff with that now, I think.
Absolutely.
Oh, 100%.
I mean, the sequence in Contra 4, where I'm going to say it again,
sorry, Thomas, a big fuzz is chasing you backwards.
Big fuzz.
through the stage
you've just sort of demolished and then you have
to manually close the doors on his head
by shooting the switches.
I think it's a really nice change of pace
and yeah I think maybe
if a couple of stages here had been that
or top down as you say
I would have been into it for sure
the Contra 3 top town stages get a lot of
flak but I think they're great fun
they're quite breezy, quite easy
I think a lot of people didn't fully understand
the controls at the time
even though you're effectively doing like modern sort of strafe turning where you know the d pad is just strafing around and then you use the RNL to turn so it's kind of like playing with a modern right stick camera system but from above yeah but at the time that kind of thing wasn't that intuitive or you know common so I think people really struggled with it but I think it's very intuitive and plays very well.
Thank you.
So overall, how do we feel about the length of the game?
Oh, I think it's a good length.
I mean, wouldn't you agree, Thomas?
Like, it feels like it doesn't overstay its welcome.
If it had been longer than this, I actually think it would have been a problem.
Because these games are meant to be replayed, right?
Yeah, exactly.
Yeah, and that's when they get good, as I said.
Yeah, exactly.
So, I mean, it's eight stages, and I think Contra 4 was, I want to say, nine.
Oh, yeah.
Contra 4's, I think, is overall shorter, but way more difficult.
Yeah.
But, of course, Contra 4 as well has the broken, breaks it up with a two or three base stages as well.
Yeah, yeah, the 3D ones.
I was quite satisfied with the length of this, but at the same time, I worry that even, because some of the levels are quite long,
I found myself thinking, like, maybe I would, maybe this would be better if some of these stages had been split into two stages.
Yeah, or just chopped up.
or just chopped up, yeah, because running through arcade mode,
I think it's just long enough to be a little bit arduous.
I mean, it's meant to be arduous, but you know what I mean in terms of way.
Yeah, it's a little bit on the long side.
Like, most contras are about an hour or a little less on a full run,
and I feel like Contra, I haven't timed it,
but I feel like this one is longer than that by a fair amount.
Pacing a contra game must be really hard to do.
Oh, I don't, you know what, for all the complaints I've had,
I still think these guys had an incredibly,
difficult job on this, and I think they did a pretty good job all things considered, knowing how
tough it is to make one of these games. But talking about length and not values, I don't like to
get into sort of pricing stuff here, but I mean, we haven't really talked about the challenge mode
at all, which is a vestige, not vestigial, it's a carried over from Contrafort, where it's like,
here's a section of a level, the rules have changed, it's either you can't shoot, or you only
have a certain amount of ammo and you've got to kill this boss, which is, you know,
prioritizing accuracy, basically.
And this stuff's hard as shit.
Like, there's
one early on where you fight the stage three boss,
but you only have about 60 shots
of a laser, and that boss takes about
50 to kill.
Like, if you are stray with your weapon
too much, you'll lose.
And I killed it with my
last bullet, and I didn't get the credit it.
It says you failed, because you ran out of ammo.
So I'm watching this boss die
and screaming, I didn't fail.
I'm still alive, and it's dead.
That's not fair.
But something that I think is a good addition for hardcore players and is maybe slightly a burden for me is the fact that the challenges aren't just you beat it anymore.
It's you either beat it or you beat it in the part-time.
And beating it in the part-time gets you more credits than beating it normally.
This is another way to earn contra coins or credits or whatever they are called in the game now, which you'll then spend on your perks.
but I'm one of those people
who gets frustrated when they get graded
so I like things to either be done or not done
so I don't know
maybe that's just me because
finishing one of those genuinely difficult challenges
and then seeing you've got two stars
because you didn't quite do it quick enough
I didn't like that but a lot of people are going to see that
crack their knuckles and just get down the business
so I guess that's the intention there
I think the unlocking
credits while it's nice
that you can choose the things you buy
it's not as cool as unlocking
like new characters
unlocking the interviews
unlocking concept are
unlocking old contra games
you can then play
but again
they were probably quite restricted
on that stuff now
so what they did
these times are over
probably
yeah it's a shame
yeah we can sell that separately
why would you include
and have
yeah
so did you guys tackle challenge mode
at all
did you have a good time
with that one
yeah I did absolutely
I mean
I like just to be
forced to use certain mechanics
or certain weapons,
certain characters.
So just I get to learn them
is something I really enjoy in games usually.
Yeah, I mean, that's how I
because I couldn't really,
I couldn't beat Contra 4 until I did
challenge mode and learned all the levels piecemeal.
Because you basically play through the whole game
multiple times, use only a bit at a time
with much more restrictive rules
and much harder than it actually is in the main game,
but just for short periods.
And then when you go into the game,
you're like, oh, I know this bit, this bits,
I can use this, I know this bit,
and it's a nice another nice way of training the player how to play contract right i guess you know how to play it the way it's intended to be played it does make me wonder if they if they had actually kind of doubled down and gone like no you can't have extra HP this is how it's going to be and it had been rebalanced that way if it had been received more favorably i don't know i have i feel like it didn't get that fair of a shake from either community or from like many outlets and it so bums me out because i think it's a better game than it's been
given credit for, broadly speaking.
Yeah, I agree.
I mean, everyone's entitled to their opinion.
Not far bit for me to suggest otherwise, but...
It's not for everyone.
I feel like my opinion should be considered the best opinion, you know,
and everyone should just kind of use that as a baseline.
Yeah, but of course, on the other hand,
your opinion is built on having played the game for a lot,
and a lot of people are just going ahead,
yeah, yeah, looks a bit, me, don't want to play it now, now, not for me.
So that's, of course, that's a pity.
This is a broad topic, but this is the first
Contra, traditional Contra,
that's been released in an era where people are making response videos
within minutes of it being released.
Oh dear, yeah.
And those response videos are generally marketed
with thumbnails of them making a disgusted, grimacing face
and impact bold text.
This new Contra is,
worse than a nuke
being dropped on your house
or something like that
because I saw a lot of that on YouTube
maybe I've just been watching the wrong videos
but probably yeah
I mean there's some real real altos out there
who really... You're going up against
a fan base that's
if you're a contra fan then
you know you must be pretty like
I don't know metal
although at least kind of hardcore in the first place
because it's not an easy series it's never been easy
I've been trying to beat Contra 1
like properly, and I can only get to stage five
and I get absolutely bodied.
I'll do it. I'll do it one of these days
properly. But
I don't know. Do you know what I mean?
I just worry, I just wonder how it feels
releasing a game that's targeted at kind of a
more sort of hardcore audience when that audience
is so...
Yeah, and do you know, do you know what their biggest problem is?
What is it?
It's the nostalgia of the Contra fans.
Yeah, maybe. Because imagine, Contra
fans have been playing these games for years.
There hasn't been a new one in years. So, of course,
for many of these people, the old classic games have been, in a way, inflated in their heads,
have become so much bigger and better than they ever were even, even if they are brilliant.
And to go up against this weaponized nostalgia of the fan base, that is pretty hard.
It's, yeah, because I've not seen a lot of positive coverage of this game, really.
I understand what you've seen has been different to my experience, but I don't know.
it just makes me, it's a little bit sad for me
because I thought this was really good
and I wish more people agreed with me.
Basically, my entire life
is just wishing people agreed with me about things
and finding that it happens all too rarely.
Indeed.
But I don't want to end this on like a downer really
because I feel like we're coming, like we've talked about everything
in this game now, I think.
Some might have been minimal exceptions,
But what I would like is for anyone, if people who've listened to this who have not sort of
form an opinion, I haven't played the game and I may be interested in doing so, like,
for the love of Christ's sake, play it on a console or play it on the PC.
Don't play it on the switch because that version's not there yet.
Like, I don't know if they...
Actually, I should probably maybe detail what's going on there in terms of like what...
So the issue with it is that, first of all, it's 30 frames per second, which is not really cool
for Contra, I would say.
but it's not even a consistent 30.
It's a 30 that dips.
It's a 30 with stutters.
There's huge pauses.
The whole thing just feels juttery and unsmooth.
In addition to looking absolutely terrible, like the resolution is lower, the details, the textures.
Everything's been cut way down on an already not amazing looking game.
When you compare that to Hardcore Uprising running on a PS3 at 60 FPS, no less, I mean,
hardcore uprising looks like a game that's a,
generation newer than the switch version of this.
That's the difference that we're talking about here.
And it's just a very frustrating thing to see it because I know the switch can do better.
I know Way Forward can do better, but however this played out, it just didn't come together
well on the switch.
And I know the switch market is a huge audience for them, but this just wasn't the
biggest problem.
And the thing is, yeah, this is argument.
The switch could do better.
this at the moment holds true for pretty much
every game coming out, and that's
a bit of a pity, because we all know what the switch
can do, and it is more than that.
It's also more than many other games recently
have delivered.
Not to get into rampant speculation,
but
the successor to the switch
was delayed, right?
Well, we can't
really call it a delay or not, you know what I mean?
It was never ever...
It was really announced.
Correct. Okay, okay. Maybe I don't know
where I heard that then.
But people expected it.
to be out by now.
There is a feeling based on things that had been
heard that it might have been delayed
but there's nothing official so we can't really
say that. Yeah. I do wonder
if when it drops there are going to be
games patched to take
advantage of what it can do.
I sure hope so. If it's backwards
compatible, which if it's not, I'm just not going to
buy it. I mean, speaking of which...
Oh my kidding, of course I'm going to buy it. Go on.
You're going to buy it, too. Yeah, I'm going to fucking buy it.
Completely
This RPG, Adrian Chronicle is coming out in a few weeks from this recording.
And when they started a Kickstarter for that game, they already said,
this game is coming for PS5, is coming for Xbox,
and it's coming for Nintendo's new hardware that will be out by then.
And, well, guess what? It's not out.
It reminds me of all of the...
Everybody expected a new Switch, a new Nintendo hardware to be out at this point.
Yeah, because, I mean, it's sort of the opposite of when there were a lot of
kickstaters for Wii U games that ended up becoming Switch.
games.
Yeah, where's my mighty number nine
for the Vita?
Yeah, well, I mean my
I want the 3DS port.
I've still got a pre-order.
It's coming.
2025, it says,
it's coming, okay?
Yes, excellent.
Gaming is coming back.
Back will save us all.
So, I mean, where do we end this?
Like, what is the final sort of word on this?
I guess from me personally, get past levels one and two.
Like, that is when it gets very good, because it is very good.
because it is very good to me.
I loved it.
I gave it five stars,
and I stand by that
because it's based on,
it's not based on tech for me.
It's not based on
other perspective.
For me,
I love this.
I'm going to go back to this.
I'm going to keep playing this
because it delivers for me.
That's why I love it.
I like,
I don't really mind the first two stages
because I just bombed through them anyway.
But that's the perspective
of someone who has finished this game
more than once, you know?
I know what's going to happen.
I know what's coming.
But that first impression is just not
there and it's a shame and I really
implore you to give it a go
it's I didn't as I said I didn't want to get into pricing stuff but this is what a
$40 game I believe so yeah
and it makes me wonder if this was a $30
or even $25 game which is not viable
probably how much more popular would it have been
like how many more people are going to drop the go yeah I'll give
that a go at 30 you know
I mean it's so tough to make a call on that
you can go out today and buy Metroid dread for
25 pounds in any shop you know I'm going to say it again
they screwed up by making
the demo itself I think doesn't show the game at its best
but the fact that you can download the demo on Switch
oh boy I mean it's just
it makes such a bad impression I suspect there is a fair number
of people that played it played the demo on Switch and said
whoa I am not I am not I am fairly sure that's the case
for sure yeah something we we should mention actually
even though it's not really related to this game apart
from cross-promo stuff, is just yesterday, I believe,
they put out an announcement trailer for a vampire survivor's crossover with Contra,
which I've got to say looks pretty good.
Which is hilarious, I think.
Yeah, I mean, I think that vampire survivors is, how can I put this?
I sort of hate it, but I like it anyway.
I play it anyway, you know.
For me, it does, there is something about it that I find compelling
that goes beyond the Skinner Box kind of mentality of level up,
watch number go up.
Once you get to the highest stages,
there is a lot of, like,
corraling of enemies involved.
But of all the things
to cross over with vampire survivors,
they don't cross over
Castlevania,
because it's already an unofficial
Castlevania game anyway.
There's so much plagiarism
in that fucking game
of just blatant use of any.
And I'm not even just like similar.
There's like, as a bone tower,
there's the frigging ton for skeletons.
I look the same.
Guys, let me share that quickly.
Last semester, I had a lecture at the university
and I talked about NES games.
I showed Castlevania.
After a bit, somebody, is there a reason why this all looks like vampire survivors?
Yep, there certainly is.
Oh, my gosh.
Well, if you all like vampire survivors, I suggest you go play Ike Unite from Sunsoft.
Oh, okay.
Or if you like, vampire survivors and are also slightly a deviant, like me, why don't you go and play Holocure?
From KU, who did the sprites for River City Girls, last bringing us back to Way Forward.
Oh, yeah.
Or we can hope for a sequel to...
Go ahead.
Sorry, John.
Please.
I just wanted to give you my takeaways
from this whole game and...
Yeah, yeah, absolutely.
I just wanted to mention that in passing
because it's a new Contra thing.
So, yeah, my takeaway is
it really pays off to stay with this game.
Yeah.
Even if you aren't into it
in the first, in the first 10 minutes,
give it a few more minutes,
give it a few more levels
and you will see it will grow on you.
Yeah, it's a grower for sure.
Number one.
But on the other hand,
I also have to say at the takeaway,
towards Way Forward
they really need to find
a style of their own again
because right now
Way Forward isn't a sort of no man's land
they're just doing
serviceable, okayish
3.5D stuff
it's a bit like the
New Super Mario Brothers game which also have this
utilitarian look in a way
and this is right now what for me
the Way Forward games look like
they work, they get the job
done but they don't have character
They don't really have
So I mean
The old games
When I saw a way forward game
I could see one screenshot
Yep
That's way forward all right
Nowadays, yep
It's a 2.5D game
It's funny
I agree
Sorry John go ahead
Sorry
No I was going to say
It's funny you say that Thomas
Because back in the late
2000s there
Way Forward games looked unique
At a time when everything had
XBLA disease
And like had that specific
Downloadable game look
Well now Way Forward
Has basically adopted that look
I mean
I think I agree to a point.
I wouldn't say it's any kind of a sort of a loss cause because they are still putting out stuff like River City Girls, which while, yeah, it's licensed, it's very way forward, I think, you know.
And even back in the day, there were things like Double Dragon Neon, which, I mean, I love that game, but it's not a look at, you know.
Well, Stu, though, to be fair, it at least is 1080p, 60 frames per second on a PS triple.
Yeah.
You know what I'm saying?
I do agree
I was thinking about this
when I was playing half junior hero yesterday
that what happened with this series
and I thought oh yeah
Shanta advance is coming out
they're releasing in
they're finishing off that cancelled
Shantay GBA game
and I thought wow I'm really excited about that
that's probably going to be really good
I have hopes for it
but then I think hang on a minute
that's not new really
like I don't know
when I think of the sort of way forward
but I do still get excited about their announcements,
but it's not like Bakugan and, like, War of the Monsters,
which I did like, but it just didn't feel like a Way Forward game for me.
But because they've always balanced these licensed games
with their own kind of more interesting stuff,
but even the licensed stuff looked good.
It had like Hank Neiburg on the Thor game, on the DS, you know.
Where the Wild Things are on the GBA, it looks amazing.
So, yeah, I mean, I like Way Forward.
I'm sort of strong with Way Forward.
I look forward to their games.
I keep an eye on their games.
I look way forward to their stuff.
Very nice.
Very nice.
But it would be cool to get back like DSW era.
I think they need to rediscover the presentation side of things.
The visuals are often dull and the 2.5, the 3D stuff they're doing.
And they're not hitting it on the sound front.
Yeah.
Like not that they have some good people doing work over there, but like it's just, man,
the sound of older. Get some teelopes on board. Get some tea lobes. There's other people beyond him. He's a very busy man, but there's others out there. Like Sean Bialo, if I said that right, who did Donat Dodo and also worked on pennies with tea.
Donald Dodo is dope. Amazing guy. And there's a lot of really good people out there, but I don't think it's just about the person doing it. Like they had very talented composers working on Contra. Just the direction they went was wrong.
I really need to rethink that approach.
Yeah, less cinema, let's Hollywood more fun again.
Bring it back.
So, yeah, I think that brings it to an effective conclusion.
I think this has been quite good.
I hope we were fair.
I hope I was fair.
I feel like it was a little bit harsh, but I do actually really, I like it now, but
it has those issues that I mentioned.
I mean, I'm glad that we had, not dissent, but I'm glad there was a good spread of
opinions because I was worried it would be either too positive or, you know, or two
negative, but no, I think it's quite fair, and
I think that is a nice addendum to
a contra-ranking Hutanani, which is now complete.
I won't ask you to rank this game, because that
would require redoing the ranking, and we can't,
because as I mentioned, it is now officially locked down
in the books of history as the official definitive.
We could always record a second ranking. Do you have
half a day? Anyone got six hours to
spare? Yeah, ranking two.
I have a bottle for peeing in, that's fine.
Yeah, it's okay, yeah.
I could get some snacks, and we could
make a day of it.
Right. But no, we have to rank something a lot less contentious.
We have to rank the entire Sonic series from start to finish next.
Good idea.
That's going to take a solid week.
Anyway, thank you very much for listening.
John, as if we don't know already, where can people find you on the internet?
Oh, well, I'm still at Digital Foundry.
So, you know, YouTube.com slash Digital Foundry on the X platform.
is that I struggle to say it.
Dark one X on there.
And that Sunsoft video might be out by the time that this drops, yeah?
Yeah, we'll see.
Hopefully, it's over two hours long, so there's a lot to it.
And Thomas, where can we locate you online to peruse your activities?
Well, if you were into that sort of thing, you could find me, of course, on Twitter as Bimbo Fortuna,
or you could find me on the way nicer blue sky at Tapia Fortuna.
Oh, yeah.
So, yeah, that is something you can do.
Or, of course, if you are in Germany, by an issue of M games, where you can read lots of the stuff I'm writing.
What does the M stand for?
Well, funny story.
The magazine was called Maniac when it was launched, and after a couple of years, they decided, okay, we have to get games in there somehow, because people don't know where to place us on the magazine shelves.
Next to the serial killer magazines and things, yeah.
Yep, exactly.
So they went to M games, which is, I mean, we all called MNiac still, but that's what it told us.
Maniac games. I like that.
Yeah, it's a great magazine.
It's the last multi-puffer magazine left in Germany
and one of the full left in the world, I guess, at this point.
And I think we're doing some pretty neat work at this point
with lots of specials, lots of in-depth articles,
like about Sunsoft, for example,
which might be somewhere related to John's video.
I don't know about that.
We might have been there at the same time.
But yeah, if you're in Germany, give us a read.
We appreciate that.
I have an issue because my book, All Games are good.
now from Amazon and limited ring games
was featured in it. Thank you very much.
Pure corruption, by the way.
Absolute nepotism happening here.
But I can't read it, because I don't know German, unfortunately.
But what I do like to do is take it with me on the train
and pretend I'm reading it, you know?
And every so often, while I'm reading it,
while I'm reading it every so often,
I'll either raise my eyebrows and I'll go,
that's very interesting, you know.
And of course, Stu, as you know,
if you speak German, you can't be a bad person.
It's true.
It's true.
Nobody that speaks German could be bad.
It's a DM games
Yeah
So yeah I'm Stuart Chip
You can find me on Twitter
The Last Guy in Dying Gasp's of Twitter
At Stupacabra
Don't blame me if you go there
And it's all just pictures of fannies
Because that's what Twitter is now
And also yeah
My book, all games are good
It's an extremely entertaining book
I recommend you buy it
It's also very heavy
So you can stave someone's head in with it
Which is a tip I submitted
To one of those serial killer magazines
As I mentioned earlier
But thank you
you for listening to this episode of Retronauts. If you like the show and want to support
the program, you can go to patreon.com for slash Retronauts and for, there's a $3 tier,
which gets you the episodes early, but there's also a $5 tier, which not only gets you each
weekly episode a week in advance, thus making you, yes, I'm going to say it, the coolest
kill on the playground. You will also get access to two bonus monthly episodes that are
completely exclusive to the Patreon, as well as Diamond Fights, brilliant. And they are,
They're really good.
This week in retro columns, where they cover varying, interesting topics, usually based
around anniversaries that have occurred, but in a much more interesting personal way than
I've just made it sound.
And they also record those as podcast as well.
So, you know, get them listened to, please.
There's other stuff, too, but I forgot what it was, thus making me the worst PR imaginable
for retronauts.
I'm going to have some stuff on there, too, soon, but I haven't decided what yet.
So, yeah, there's another reason to sign up, get even more of me stumbling over words.
and not remembering things.
That would be a good column.
Stuart Gipp doesn't remember this game every month.
Thanks very much for listening,
and we'll be back soon, probably with something that's not Contra.
So until then, let's attack aggressively in Contra reference.
You know,
Oh!
Thank you.
