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Contra 4

Review by ViewtifulCrygor

"The Video Game industry says 3D is the future, to which Konami and WayFoward say: "LET'S ATTACK AGGRESSIVELY""

Contra 4 is a new game in the Contra series on the Nintendo DS. Set 2 years after the Alien Wars, the player follows the battles of Bill Rizer, Lance Bean, Mad Dog and Scorpion to celebrate the series' 20th Anniversary. Many fans questioned the decision to give development of this game to WayForward when Contra 4 was first announced, as the foul taste of “Legacy of War” and “The Contra Adventure” still remained in the mouths and minds of many a Contra fanatic. Did WayForward succeed in emulating the Contra style for an occasion as important as this?

Gameplay

For those not familiar with Contra, the Contra series is one of the most famous run and gun video game series ever conceived. Contra has been known for extreme difficulty and faced paced gameplay, and this game changes nothing. Enemies still run from both sides and at random. Snipers and Napalm personnel (Napalmers?) still have deadly accuracy (and still stay in the same locations every time you play through the same level). Powerups are still found in floats passing overhead and in sockets in the walls. In addition to the mechanics of old, Contra 4 throws in some new things, namely the grappling hook. With the press of the X button, the grapple can carry you to the top screen (if there is a handrail/grapple point), and this leads not only to smooth transition between screens, but also to the creation of inventive new situations. Gameplay in this game is a perfect blend between the innovations of the current day and the foundations of the old-school game.

Story

There isn't much story to the Contra games and this one of the reasons why I enjoy this game. The game is set after the events of “Contra III: The Alien Wars” and tells of the invasion of earth staged by the vicious Black Viper. However, Contra fans know that this bare minimum story is just an excuse to get a bunch of shirtless guys running around shooting everything that moves and, sometimes, things that don't move. That's good enough. For those looking for lust, betrayal and spiky haired, emo farm boys who discover they are the chosen one(s) and must save the world using long lost magic powers within them, Final Fantasy is that way *points left*. I love Final Fantasy too, but that's not what we're here for. In terms of Contra, the story is adequate and a noticeably humorous tone throughout the game is pleasant as well (they sure blew up good), and yet doesn't detract from the experience.

Sound

The music and sounds of this game are of especial note, as they were handled by Jake Kaufman and as such are without a doubt amazing tunes and SFX that capture the Konami style of old. Melodies often hide references to past games, and an especial treat is given through the completely different Remix of Jungle from Contra (NES/ARC) used in Hard Mode as opposed to the standard tune used for Normal and Easy. New songs containing no trace of past games are thrown into the mix as well, and these are equally memorable (Harbor remains stuck in my head as of this writing). The SFX are also quite high in quality, as the shots fired and the explosions all make sense and are fitting for the time and place they are used (namely, explosions and Black Viper's roar are loud when they need to be, and the standard rifle sounds quite weak, especially when compared to the burst of the famous Spread shot). The beautiful mix of music and effects very much help define the Contra experience.

Graphics

WayFoward and Konami decided to use extensive sprite work for Contra 4 (with the exception of the tunnel stages, which use a blend of 3D and 2D) and this becomes one of Contra 4's strong points. Everything animates smoothly, from the contras running to the huge, flaming shots raining from above (thanks to the rail car near the end of Level 1) to the Napalm(ers) throwing arm. As well, common enemies and turrets explode with vigour and yet never obstruct your view. When seeing this game in motion, you really get the sense of the carnage being dealt and never lose track of the bullets and the persons on screen. All this is run with no lag what-so-ever apart from the quarter second lag when the game loads new music. The game looks like a direct sequel to the Contra games of the 16-bit era, which is exactly what the fans wanted.

Replay Value

The mileage you get out of this game will vary by person, as some will beat the arcade mode once and leave it at that. However, the replay value is quite high, as the Arcade Mode is offered in 3 difficulties, Easy, Normal and Hard, yet Easy mode doesn't contain the last 2 levels, encouraging players to play again on a higher difficulty. Hard mode becomes brutally hard, as I found myself trying repeatedly to beat it for 3 days straight and never tiring. The Arcade mode of this game never becomes redundant or frustrating, as the levels constantly throw new things at the player and the enemies are placed so they present a challenge every time, whether it be the first time the player reaches Alien Hive or the 20th time the player has played through the game and somehow forgot about the sniper on the top screen. However, the game doesn't end here, as this game commemorates Contra's 20th Anniversary in a big way. After beating Arcade Mode on any difficulty, Challenge Mode is unlocked. Here, players play a specific part of a specific level with a certain goal in mind, be it a timed run or a low ammo run. These challenges become incredibly difficult before the end, and yet encourage the player to retry again and again to unlock the many unlockables. Every 4 challenges, the player unlocks something, and these unlockables range from playable emulation of Contra and Super C from NES on the DS (the first and second Contra games) to playable characters that pay homage (and at times make fun) of the series past. Some challenges had me playing for about and hour straight, trying to beat a single mission. The unlockables themselves are quite good, as the characters are done well (and are slightly different enough to change the experience up), the emulations are good and basically make each Contra 4 Game Card 3 games in one, the comic books are well done and capture the feel of Contra such that if you enjoy playing the game you should enjoy reading the comics, the interview presents an interesting look at the Contra series, and the Museum outlines the Contra series' past quite well. Contra 4 is a complete package that should have many a gamer coming back to this game far into the future.

Conclusion

Contra 4 is without a doubt the best run and gun on the market at the time, and fans of Contra have been paid a great service by all the references in game, through graphics, sound and extras. WayFoward pulled of the Anniversary of Contra in the best way possible, and Contra fans will not soon forget this incredible effort on the part of Konami and WayFoward to bring the Contra series to a new generation while maintaining the ideals of generations of the past. Konami and WayFoward want you to party like its 1987 and celebrate the video games of old, those that presented a challenge and never forgot the fact that games are meant to be fun. Konami wanted justice for the Contra series' 20th birthday. They said “It's time for revenge”. WayFoward responded with the (aggressive) attack on the video games of today, of the 30 minute tutorials and long winded narratives that make most games no more fun. That aggressive attack was jam packed with the explosions, guns, one-liners and big, shirtless, muscular men and most importantly was packed with entertainment value. That attack was Contra 4.

Reviewer's Score: 10/10, Originally Posted: 11/26/07

Game Release: Contra 4 (US, 11/13/07)

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