|

Contra finally dons a 128-bit suit...
By Martin
Kingsley
 |
|
Homing
rockets will, umm, hit the wall and stuff...
|
Sometimes, we aren't looking
for stories that open the heavens and shower us with premature enlightenment;
we aren't looking for graphics that make you bust a retina.
Sometimes, we're just looking for something freakishly addictive,
something that lets you drop that 'ole grey matter in a box and
just play.
That something is Contra.
Konami had the knack of addiction down to a fine art, back in 1990.
With the release of the original Contra at arcades all over the
planet, and the resulting conversion to Super Nintendo and various
other consoles of the day, a revolution rocked the world, a revolution
made up of hyper-kinetic gameplay and sadistic difficulty.
Brutally fast and drastically painful, Contra became an instant
classic, with its side-scrolling platformer attitude, colourful
sprites and massed waves of enemies, and those who could last 5
minutes without dying were worshiped as gods, little cults springing
up to revolve around certain players.
Indeed, Contra could be considered the catalyst for what would
eventually become the long standing Castlevania series.
Why was it so addictive? Well, one answer would be that it was
so hard to win that most people kept on playing out of pure frustration.
"I'm gonna win
NOOOOO!"
"Ahh, you forgot about the spider bot, didn't you?"
"SHUT UP! Alright, this time
*BANG*
damn."
"I'd watch out for those foot soldiers next time."
"ARGGHH! HULK ANGRY, HULK SMASH!"
Scenes akin to the one described above were legion wherever a Contra
arcade machine was to be found, and fistfights were prolific, usually
just after exchanges such as these.
 |
|
'Coz
it's three-dee, some levels get fancy end bosses
|
Madness? Yes. But it was a cool kind of madness and, for a while,
it was good. This fanatical fervour, as with all things, finally
came to an end, but not before the release of several sequels, all
of which were more evolutions than revolutions of the gameplay ethic.
However, it's been a very long time since the last Contra outing
and the big question right now is "Has Konami managed to retain
the Contra experience while adding on new shiny bits?"
I think I am justified in saying that the closest you will get
to a real answer is "Yes
and no". Why this is so
will be explained in the following paragraphs, so read on, dear
friend, read on...
The first thing you notice when you plonk the nicely designed Contra
CD into the big black box is the utterly useless but nicely rendered
intro which has absolutely nothing to do with the game. Then again,
Contra didn't have much of a storyline anyway, beyond "go from
point A to point B, kicking 7 shades of smelly brown stuff out of
everything in between".
However, the pure testosterone level of the CGI gets you straight
into the Rambo kind of mood necessary to play Contra successfully,
so I suppose we shouldn't complain.
A first for Contra, and possibly a sign of Politically Correct
gaming in action, is that you can pick a female character instead
of the typically buff Marine type. Not that it actually makes much
difference to the gameplay in any other way than cosmetically, but
it's a welcome change nonetheless.
Picking a level, you are dropped straight into the action, with
nothing more than a multi purpose machine gun (think the android
gun from a certain Christopher Lambert sci-fi prison flick, which
shall remain nameless) and a couple of spare lives, with basically
no idea what the hell you're supposed to do other than get across
the other side of the screen.
Using a side scrolling camera, Konami have, apart from keeping
the classic Contra experience alive, managed to avoid all the hassles
of a third-person shooter, such as the clipping issues and tracking
problems that plagued most of the early Tomb Raider games.
Not to mention that a third-person camera just wouldn't work, because
you'd end up getting shot in the back every 3 seconds. Speaking
of getting shot
The enemies you'll face include your basic robot grunts, senior
grunts, semi-bosses, real bosses, and generally enough robo nasties
to make you froth at the mouth, and possibly at the brain.
 |
|
Frenetic
side-scrolling shoot 'em up action returns!
|
At any one time it's guaranteed that you will be savaged by no
less than ten constantly moving enemies and will be given no more
than 3 seconds to take them all out, since one blast from any opponent
will kill you off faster than Mortein kills off flies.
I have to say that I feel that the PS2's visual capabilities have
been a bit wasted on Contra, which utilises only the barest graphical
features available and never really allows the camera to move in
close enough for any kind of detail.
An advantage of this graphical sparsity is that you can have freaking
platoons of the above mentioned enemies swarming all over the place
without any kind of slow down, and the super high frame rate really
helps to keep up the frenetic and totally constant pace that Contra
is famous for.
Some might say that the platform change and the years between drinks
for our dear little Contra Marine have diluted the formula, but
I think not.
Like the rest of the Contra series, this is yet another evolution
in the line, and a welcome one at that. Unfortunately, some hardened
journos, weaned on a diet of Deus Ex and Ghost in the Shell philosophical
essays, have found Contra: Shattered Soldier's gameplay a bit too
frenetic.
I, on the other hand, still enjoy a bout of pure adrenaline-drenched
insanity now and then, but I don't worship it with the same fanaticism
that I once did.
Definitely one for the rental market, and not really a good idea
for your gaming collection unless you're a full on Contra freak.
Game:
Contra: Shattered Soldier
System: PS2
Players: 1-2 (co-op)
Memory Card: Yes
Developer: Konami
Distributor: GameNation
Rating: 70%

(Ratings
Key/Explantion)
Contra: Shattered Soldier is on the shelves now.



|