Konami’s Contra series has been part of my gaming history for as long as I’ve played video games. I’ve played every Contra game across multiple platforms. Yet, for the past few years, it was increasingly apparent that Konami was less about reinventing its video games and more about collections, some of which were terrible. Then, in 2023, when Wayforward and Konami announced they would release a new Contra game, Contra: Operation Galuga, I felt both happy and suspicious at the same time.
Konami has disappointed me so often over the years that I wasn’t sure what to expect. Yet, here we are, and surprisingly, Contra: Operation Galuga is much better than expected, and I’m so damned happy.
Game Name: Contra: Operation Galuga
Platform(s): PS4, PS5, Xbox Series X|S, Switch, PC (reviewed)
Developer(s): Wayforward
Publisher(s): Konami
Release Date: March 12, 2024
I’m not sure what to say here… This is Contra. The same great gameplay that made the series so damned good has returned. Running and Gunning at its finest has returned in reimagining the series, which I’m happy to see, as this means Konami can (and is) taking the series in a different direction.
This is the Contra gameplay that I’ve missed for so long, and I was more than happy to dive into the story and arcade modes. Maybe it was nostalgia, but regardless, I enjoyed my time with the game. Sure, it only took an hour in both modes, but Contra was never a game that depended on length. It was all about the gameplay, and I’m glad to see it return.
However, when it comes to the levels, Wayforward seems confused. The later levels are so full of death-inducing traps that it seems they forgot what a Contra, or any Run-N-Gun game, is about. I don’t mind being hit by an enemy, but when the levels get so confusing, or there’s trap after trap, it disrupts the flow and gets frustrating.
What’s Old is New Again
Familiar faces Bill Rizer and Lance Bean have returned and are just as buff as they were in the opening of the arcade opening of Super Contra. However, they aren’t the only available characters; several new faces, Ariana and Lucia, along with two robotic characters called Probotector, which happens to be the name of the Contra series in Europe and Japan, join in on the fun.
Much to my surprise, Konami and Wayforward also introduced several fan favorites from Contra: Hard Corps; Brad Fang, Browny, and Sheena Etranzi were also added to the game, integrated into the story, and made selectable after beating the story mode. It’s a nice nod to one better game in the Contra series, and it’s nice to see that it wasn’t forgotten in this new reimaging of Contra. The downside is you’ll have to unlock them via the Perk Shop to play as them. More on that later.Each character also has something specific about them that changes the gameplay; Bill and Lance can perform a double jump and horizontal dash, Ariana forgoes the dash for a slide, and so on. Moreover, each character can select two perks from a pool or several, ranging from adding extra health to providing an extra life to not losing weapons when you die, among other upgrades. These perks are also accessible via the Perk Shop. I even noticed that some characters would change how a special weapon looked when firing, which was a cool effect.
The same is played in 2D stages, and thankfully, the game replaces the boring 3D stages from the original game with better 2D stages. For a split second, during a boss fight, you see the over-the-top view introduced in Super Contra. Unfortunately, you don’t get to play via that view.
There’s even a hyperbike section, and I know how much you enjoy those. Regardless, this is still Contra, and the same formula that made the series (mostly) so enjoyable hasn’t been tampered with. Run-and-Gun while trying to stay alive, and I have to tell you, I really miss this genre of games
Like several Contra games, Contra: Operation Galuga lets you carry two weapons anytime. You can also power up each weapon by picking up another version of the same weapon up to two times.
The weapons can do more than shoot, as you have the option to sacrifice a weapon that will provide you with means of mass destruction, called Overload. The spread gun can deploy multiple spread shots that will the screen; the laser can slow things down, and the homing shot can deploy drones that will attack anything in their way, for example. This adds a layer of strategy as you can use the new abilities, pick up a different weapon, or vice versa. There’s no limit to how many times you can do this, just as long as you have a special weapon handy.
Contra Operation Galuga Brings New Modes
Contra Operation Galuga features four game modes: story, Arcade, Challenge, and Speedrun. The story mode plays out across eight levels, while arcade mode plays across those same levels without the story elements. Challenge mode, however, is where I spent the majority of my time, as it comprises 30 challenges that test your run-and-gun ability.
Almost every challenge is over if you get hit, but they add other elements such as limited ammo, you can’t fire your weapon, or mastering a specific weapon. This mode is a great way to get better at the game and get frustrated, but it does give you credits if you beat it. Speaking of credits, more on those later.
Sadly, I didn’t get a chance to check out the Speedrun mode. It requires 15,000 credits to be purchased from the Perk Shop and only appears after beating the story mode.
Health Is Handled Different This Time Around
There are also some differences in how the game handles health. The one-hit death returns, but there’s also a health system similar to Hard Corps: Uprising, which I prefer. A perk that can also be purchased allows you to sacrifice a weapon and regain some life.
Some forget that the original Contra game was made as an arcade game meant to steal your quarters and tokens. When the games were ported home, it stuck. Of course, in Control, Super C, Alien Wars, and various others, that lovely Konami code let us get 30 extra lives and then some.
Of course, other players can snag your lives, just as before, if they die and you’re still going.
Couch Coop or Online Coop: You Decide
Back in my day, the only way to play Contra was if you had a buddy beside you in the arcades or on the couch sitting next to you. Thankfully, times have changed, and with Contra: Operation Galuga, you can bring three other players along for the ride.
Steam even gives you the option of playing via Remote Play. However, in doing so, I noticed that the people who played with me experienced terrible lag input and delay to the point where playing wasn’t possible despite my connection being a solid 1 Gig up/down connection.
The local coop, on the other hand, is fun and error-free.
Controls Maketh Man
Of course, you can’t have a Contra game without responsive controls, and I have zero complaints in this department. I felt the controls were great on the PC version, though I noticed some lag when I first played the Switch version. There’s also an option to use the 8-way or a 360-degree first, which I prefer. The ability to hold down an aim button for better precision is also back.
Let’s Talk About This Perk Shop
Since I’ve mentioned it so many times, it’s time to finally talk about Perk Shop, and no, it doesn’t use real-life money. Whenever you play the game and any of its modes, you’ll rank up credits. These credits can be saved to purchase things such as perks for the characters, access extra characters after beating the game, or, if you know a specific code, input that to get access to 30x lives or soundtracks from various Konami games.
It’s nice to have in place, but ultimately, this is nothing more than a means to get players to grind out the game. Unless you really want something that the Perk Shop has, or you’re a trophy or achievement hunter, this won’t excite you much.
Is Contra Back? Yes, But I Have Concerns
It’s been quite some time since we’ve had a worthwhile Contra game, and while Contra Operation Galuga is a modern-era Contra title, the DNA of the prior games is apparent. It controls well, has plenty of options for new and veteran players, and has a well-done-level design. I have no complaints outside of the visuals and music.
There’s nothing wrong with the visuals; they do a great job conveying the action. I’m just not a big fan of them. The music is a touchy subject, as I’m not completely a fan of the new mix of old Contra tunes, but I do like that at least we can gain access to the older Contra jams… after chasing them. Yet, the music is muted, and despite the audio adjustments, it didn’t improve anything.
However, I do have an issue with the Perk Shop. When I want to replay a game, I want it to be because I want to play it. Maybe I want to become better at it. Perhaps I want to beat my previous score. Whatever the reason, I don’t want it to be because I have to grind out the content in the game, and that’s what Contra: Operation Galuga does.
There are so many worthwhile things in the Perk Shop, from the soundtracks, extra characters from Contra: Hard Corps, and even the Speedrun mode, that Wayforward needs to rethink how players accumulate credits. Because in the game’s current state, more players will likely beat the story and arcade modes and call it quits, and that would be a shame.
Contra Operation Galuga will be released on March 12, 2024, on the PS4, PS5, Xbox One, Xbox Series X|S, Switch, and PC (Steam).
Summary
Contra returns in a new reimagining, with a very odd story but with the same great Run-N-Gun gameplay, the series is known for. Despite some issues with the audio mix and not being a fan of the visuals, this is the type of gameplay I’ve missed, and I’m glad to see that Konami has finally realized the Contra series had more than enough in the tank for another go. But that perk shop, it has to go.
Pros
- Gameplay is excellent
- Tight controls
- A great imaging of the original Contra
- What’s planned for the series
Cons
- The audio mix is weak
- Not a fan of the visuals
- Online coop suffered from input delay
- I don’t like the perk shop