A Galuga whale of a time.
With hindsight, Contra 4 starts to seem even more unlikely and brilliant. Not only that it existed at all, though that is remarkable, but that it came from a Western developer and was so sopping with features. Notably, the gameโs Challenge mode that essentially acted as a training function for the arcade playthrough; introducing you to each part of the game piecemeal and letting you get comfortable with it via the rawest means imaginable. And my fond memories of Contra 4, and this mode in particular, had me excited about the new Contra: Operation Galuga. WayForwardโs second go at Konamiโs long-running run โn gun series. Unfortunately, the stage wasnโt exactly set for them. The last entry, Contra: Rogue Corps is by some distance the worst, most point-missing effort ever to bear the name of Contra, and thatโs with some significant competition for last place courtesy of the PlayStationโs particularly weak C: The Contra Adventure. Letโs just say that in my headcanon that โCโ stands for something else.
Doesnโt matter. Operation Galuga is here now, a reboot of a series that apparently had internal continuity at some point. What that means is initially a little unfortunate. Stage archetypes weโve already seen represented by Contra 4 return for another go around. Yer jungle. Yer waterfall. Yer alien hive. Classic? Certainly, but maybe a little familiar, and maybe not the easiest sell. Now, letโs be reasonable โ it has been over 15 years since Contra 4, so itโs fair enough to tackle this stuff again. Iโd say thereโs only one point in Operation Galuga where I felt the familiarity was a little too familiar, and thatโs the ascent to the boss of Stage 3. But then, the boss itself was fresh and thoughtful, with its returning attacks given new patterns and interesting twists. Iโd say, overall, the โissueโ with the familiarity begins and ends with the first level, and thatโs the first level.
Thatโs enough wibbling about the gameโs legacy. Whatโs the real deal with Operation Galuga? I think first of all I need to offer some personal perspective. See, I love Contra, but Iโm no โ1ccโ skill player or speedrunner. Folks on that level are certainly indulged by Galuga, but itโs players like me who want that run ‘n gun experience without the crushing, painful difficulty who are being catered to the most pleasingly here. Youโve got the option to play with multiple hit points akin to Contra: Hard Corpsโ original Japanese version, or you can go with the classic one-hit kills. Whatโs the incentive for the latter? Well, other than bragging rights, thereโs a currency system running through the game which awards more simoleons the better you play. For example, a no-death run through Stage 1 on Hard mode with one-hit kills turned on will net you 500 credits. Take a hit and thatโll drop. Beat consecutive stages and your credit reward will multiply. Play on an easier setting and youโll earn fewer, but still earn. This lets you play your own way and be guaranteed rewards with practice.
Those rewards? Perks. You can equip up to two Perks on your character, and they range from starting each game with a particular special weapon to more dramatic improvements like extra HP, weapons that donโt vanish/downgrade on death, or even adding invincibility to your dash move. Another means by which to customise your experience and make things as tricky as you personally want them to be. I rate this system. Iโm fond of the malleability and the way it lets you work up to higher scores, better runs. Itโs fun to blow through the game with extra HP and automatic Lvl. 2 weapons. You can even get a perk that lets you heal on Overload โ a new feature that sacrifices your gun for a powerful and unique attack thatโll help turn the tide on those pesky alien scum.
Visually itโs a very clean game, and thatโs important when youโve got a widescreen field full of hostiles and bullets flying through the air. Contra 4 certainly benefited from its Henk Nieborg sprite work, but the 2.5D visuals here are colourful and evocative, capturing the โpopโ of the DS game while making allowances for modern tech. It certainly isnโt the best-looking game of all time, but Contra should marry spectacle with readability and even my favourite game in the series โ Hard Corps โ struggled with this at times. Operation Galuga doesnโt. If you die, itโs your fault. Thatโs all that matters. Itโs responsive, itโs transparent. Itโs just you and an infinite wall of screaming death. Itโs Contra.
Enhanced by a choice of multiple soundtracks (Original! Retro! Contra 4! Castlevania!), thereโs plenty of incentive to replay the game, not just to develop your own skill, but to unlock extra Perks, extra characters โ even extra music. But one major question still remains; is the base game good enough to justify multiple playthroughs? I hate to lapse into game journo clichรฉ but, in a word โ yes. This is a collection of eight large stages โ the perfect number, by my reckoning. It doesnโt outstay its welcome, but I didnโt feel short-changed either. And when I say large stages, I mean that in several senses of the word. Thereโs a hidden temple full of complex traps and clever visual touches โ a section in which you must navigate the terrain using the reflections in a series of hanging crystals is a particular highlight, borrowed from an all-too-brief section of Rocket Knight Adventures, a game thatโs also acknowledged elsewhere in a fantastical boss battle that I wonโt spoil here.
Ah yes, spoilers. Indeed, there is a story to follow here, and itโs well-told, snappy and, in places, funny. Of course, Arcade mode ignores it, but Story mode is no waste of time, giving personalities to the characters you inhabit and setting up some outstanding series fanservice that youโll unlock on your first clear. The requisite vehicle levels are also noteworthy, the first one seeing you tear ass through a secret lab full of mutants, pursued by all manner of soldiers and funky robots. The second is a highlight of the entire game, frankly โ a snowbound chase alongside an out-of-control train full to the brim with gun emplacements and missile-carrying cyborgs. Iโve seen complaints that these levels are too long, and frankly I disagree. The former is a power fantasy for sure, but I reached the boss at the exact moment I found myself wondering if it was stretched too thin. The latter is just magnificent and one of my favourite Contra stages of all time, a relentlessly challenging chase juxtaposed with the beautiful white powder torn up in your wake.
In fact, thinking about it, this game contains two of my all-time favourite Contra levels, the other being Stage 6โs aforementioned temple. Jets of fire, refracting crystals, undead transforming golems and a final, brutal battle that I wonโt go into detail about lest I ruin the impact. And having two out of eight stages be absolute GOAT status is a pretty fucking good innings, no? Thatโs not to say I dislike any of the stages at all โ theyโre basically all bangers, but those two in particular stood out. I loved the redux of Contra 4โs lab stage, reminding me of Metal Slug 3โs zombie level with its mutated, juice-spurting exploding alien zombie thingys. The finale is fittingly climactic too, with the final boss topping the spectacle of any given Contra climax.
And I didnโt even really mention the Challenge mode, returning triumphantly from Contra 4 to offer a chance at even more Credits, even more ways to play. Should you master that, youโll face Arcade modeโs unlockable difficulty levels, so fearsome they wonโt even let you use Perks. Good luck with all that.
What else is there to say? Itโs Contra. And itโs the first bloody good one weโve had since Wiiwareโs brilliant-but-slight Contra Rebirth, a favourite of mine despite its brevity. Iโm going to go back to Contra Operation Galuga again and again until I give up gaming entirely, settle down and start a family. And thatโs probably never happening so itโs Galuga โtil I die. Grab up to three pals, sit yourselves down and slaughter wave after wave of aliens the size of your 4K monitor. Contra is evergreen, it is the essence of video games. And this is the essence of Contra. Ignore all detractors โ the real shit has arrived. Letโs attack aggressively, and all that.
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