Contra: Operation Galuga Review - Corps Run

Contra: Operation Galuga Review – Corps Run

More than almost any other game from its era, Contra made its name on being brutally difficult: a legacy with an impact that can still be felt today. Even cultural touchstones like the Konami Code owe at least some of their fame to the Contra series–after all, half the reason we memorized that particular sequence of button presses was to get extra lives for our battle against the alien hordes. With Contra: Operation Galuga, WayForward had a peculiar challenge: Sand off the rough edges of the original Contra to make it tolerable to modern audiences without losing the mystique that owes so much to its absurd difficulty. Thanks to some smart improvements, it’s found an enjoyable balance, although it’s not enough to elevate Galuga to greatness.

This is a retelling of the first game, which means that once again you’re Contra operatives Bill and Lance dispatched to the island of Galuga to get to the bottom of strange goings-on there. After a slightly too-wordy introduction in Story mode, you’re dropped right into the run-and-gun action, and despite looking and feeling very similar to the first game, the differences will quickly become apparent to series veterans. To start, you have a double jump by default, as well as a dash maneuver that can be used on the ground or in mid-air. Together, these make you much more nimble at dodging enemy fire, allow more room for error when crossing chasms, and turn combat into a quicker, more acrobatic experience.

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Now Playing: Contra: Operation Galuga | Character Trailer

Despite borrowing the most iconic weapons from the first three games–the Machine Gun, Spread, Laser, Flame Thrower, Homing, and Crush weapons–your arsenal has gotten an upgrade, too. Each signifies a considerable power boost from your default gun by itself, but each can also be upgraded by stacking another weapon pick-up on top of it. Picking up another Homing power-up when you already have Homing equipped makes it a Homing Lv 2, for example. Sometimes this extends the range or breadth of the weapon, like in the case of the Spread and Flame Thrower, while other times it can change a weapon’s behavior more significantly. An upgraded Laser will ricochet off targets, while the upgraded Crush changes the weapon from an explosive missile to a firearm that opens small black holes that do continuous damage. And in a welcome quality-of-life tweak, picking up a new weapon will automatically replace a blank weapon slot if you have one. I spent half the game manually switching out of habit before I realized that little nice-to-have.

The weapons all feel rewarding and powerful, but in true Contra tradition, that also makes you feel all the more vulnerable if you happen to lose them. By default, if you’re playing with the life bar option, getting hit once will downgrade your weapon, and fully dying and losing a life will cost you the weapon altogether. This encourages you to think and fight somewhat strategically or potentially contend with Contra’s difficult fights without an upgraded arsenal.

This also feeds into Operation Galuga’s other major update: a shop to buy various perks with the credits you earn during missions. You earn more credits the more risks you take, like playing on higher difficulties or turning on one-hit kills. Then you can use those credits to expand your health bar, purchase extra lives, or even start with a particular weapon–all of which you can buy for a relatively low sum. The bigger purchases, however, are absolute game-changers. I immediately saved up for the upgrade that automatically transforms any weapon you pick up into the upgraded version. With that secured, I began saving for another that would let me keep that upgraded weapon after sustaining a hit. Another, which I considered but ultimately bypassed, lets you keep your weapon even upon death. You can only equip two perks at a time, but finding a combination that suits your play style adds a light layer of character customization to what is otherwise a very straightforward action game.

The game balance feels built around these perks, finding a sweet spot of challenge that was satisfying. Even with everything working in your favor, it can be tough dodging reams of enemy fire while taking out various aliens who are both firing from a distance and charging straight at you, all at once. At the best of times, combat can be breathless and exciting. But the ability to select stages individually in Story mode makes it easy to fail out of a stage, reorganize perks, and try again. It also has a fairly generous checkpoint system, so even if you do mess up, you may not lose all your progress. The result is a game that recalls the feeling of overcoming the tough Contra challenge of yesteryear, without venturing into becoming too frustrating or reliant on perfecting a single run.

For those who do want the challenge, though, you can play with classic mechanics, including one-hit kills and even 8-direction aiming rather than the default omnidirectional aim. A separate Arcade mode skips the story sequences and just presents the levels back-to-back, granting a high score, with an increasing multiplier of credits to spend on the in-game shop the further you get. Finally, there’s also a set of optional Challenge stages to fulfill objectives like getting through an area or beating a boss within a time limit, usually without ever getting hit.

The story is nonsense, but it’s an enjoyable kind of nonsense. The original Contra was inspired by over-the-top action movie tropes of the 1980s, and this runs with that premise with anachronistic glee. Many of the story sequences go on at least a little too long, but it plays its absurd machismo for laughs and packs some strangely amusing surprises. If anything, it could stand to be even more on-the-nose with its satirical inspirations.

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Throughout the story, you’ll meet other characters fighting on the side of the Contra, and for the most part, they’ll ultimately become unlockable characters–either through the course of the story itself or as purchasable characters from the shop. Each character has a single specialized ability to buy in the shop as well–like a short dash invulnerability window for Bill, or a higher double jump for Lance–which makes a series of mostly identical army-men action figures play somewhat differently. The special abilities at least invite some mechanical reasoning for choosing a favorite playable character, but for the most part, your chosen character will likely only come down to which character model you like to look at the most. There’s not enough difference between characters for any true strategic benefit.

And like action figures, these character models look shiny and plasticine, along with their backgrounds. The visual style is perhaps the least attractive aspect of the entire presentation because it often looks so generic and dull. There are individual moments in some stages that appear more visually distinct and interesting, and you can occasionally sense there may have been a seed of an idea to make these oily-looking character models reminiscent of a walking G.I. Joe. On the whole, though, it fails to show the panache that WayForward has become known for, which is disappointing for the revival of such a storied franchise.

Still, Contra: Operation Galuga has it where it counts. It feels like classic Contra in all the ways that matter, and a series of changes and upgrades–from minor tweaks like auto-equipping weapons to major new elements like the perks shop–are just enough to make it feel smooth and modern. This may not be a modern classic, but it shows how a classic series like Contra can feel fresh again.

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Eiyuden Chronicle: Hundred Heroes Review – One In A Hundred

In the years since the explosion of game crowdfunding, a stigma has emerged surrounding these titles. Yes, there have been plenty of games that enjoyed great success after their crowdfunding campaigns, but more people remember the high-profile flops: games with big names and ambitious promises attached that, for a variety of reasons, betrayed the high hopes fans held for them. Many of these were revivals–spiritual or otherwise–of beloved series from ages past. Now we have Eiyuden Chronicle: Hundred Heroes, a crowdfunded game designed to carry the torch of the much-beloved Suikoden series from the PS1 and PS2–and, with such a high pedigree attached, there’s understandable trepidation: Will this be a glorious return to form, or another disappointment? Fortunately, for us (and all of the backers), it turned out wonderfully.

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Eiyuden Chronicle begins when a young man named Nowa joins the Eltisweiss Watch, a small militia unit under the command of Countess Perielle of the League of Nations. On a joint mission with a military team from the Galdean Empire, the Watch discovers a powerful, ancient artifact, the Primal Lens, earning everyone involved instant renown. However, it’s not long before squabbling between the Empire and League over the device, along with internal power struggles in the Empire, erupts into an invasion of Eltisweiss and a full-blown war. As the scope of the conflict expands, so does the story: Nowa rebuilds a resistance army in an abandoned castle, Imperial military prodigy Seign struggles with his feelings of obligation, friendship, and loyalty, and a young warrior woman named Marisa finds her clan caught in the middle.

The story doesn’t shy away from its similarities to games in the Suikoden series. In several ways, it outright embraces them: a story that branches into multiple viewpoints, loyalties among friends being tested during war, internal political intrigue, powerful magic runes being a crucial plot device, and, most obviously, the conceit of building a huge band of warriors to take on an even bigger enemy. The story was helmed by Suikoden creator and writer Yoshitaka Murayama (who sadly passed away shortly before the game’s release), and it brims with the warmth, wit, and plot twists that made the early Suikoden titles so engaging and memorable.

Throughout the game, you’ll be on the lookout for more characters to bolster the ranks of the Watch and, eventually, help build a base for the Resistance army. Some characters are easy to find and recruit, but others will require some searching or additional effort: You may have to go back to a town or dungeon from much earlier in the game, locate a rare item, play a minigame, or fend off a vicious foe to get someone to join the crew. Searching for heroes is a lot of fun (and much easier once you get the fast-travel ability), and the reward of seeing your base grow and improve with the efforts of your new comrades is immensely satisfying.

But the characters themselves are often their own reward. Despite having such a large cast, Eiyuden Chronicle manages to give each character their own unique voice and personality. They don’t just fall into the background once their recruitment arc is over, either; they’ll comment on current story events while they’re in your party, chatter as you explore towns, and interact with other characters at the base and elsewhere on your travels. Sometimes they’ll show up to add extra flair when you least expect it, like when they get dragged into judging a cooking competition.

Aside from giving you a good amount of freedom to search for friends when you feel like it, Eiyuden Chronicle’s story progression is similar to the typical JRPG: mostly linear with major setpieces and battles to highlight key story points. You’ll go through the usual dungeons, deserts, tundras, forests, and mines, sometimes needing to solve puzzles to progress. While most of the puzzles are pretty simple, they can sometimes be more obnoxious than intended due to random enemy encounters interrupting things at the worst possible times. Still, the dungeon design is solid and exploration is generally rewarding.

Despite having such a large cast, Eiyuden Chronicle manages to give each character their own unique voice and personality

Combat is also heavily based on the Suikoden games: turn-based, with up to six active party members at a time, plus a seventh support member who can grant passive benefits like stat boosts or money gain. Characters can have both skills based on SP (which regenerates over time) and MP (which needs items to restore), and each be changed based on the runes that character has equipped. Placement is key: Some attacks and skills won’t reach far beyond the front row, while some less-armored characters work better in the back–and there are also skills that target entire rows. One distinct combat element carried over from Suikoden is multi-character team attacks that require two or more characters with some sort of connection to be in the party together, who can then perform a tandem specialty attack.

Not every character in your army is available to fight, but you’re still given a very wide selection of party members to pick from to fight the way you prefer. You’re probably not going to use every single character you recruit in combat, and that’s fine–seeing who you click with and building them up generally works well. And if you do need to bring a character you’ve been neglecting up to snuff, a graduated XP system works to get them to parity with your high-level warriors quickly. A bit of auto-battling and they should be set.

Boss battles are where things get interesting. Many boss fights in the game come with some sort of interactable gimmick that changes the way you approach the battle. These can be objects to hide behind to avoid damage, background objects that cause damage to either you or the opponent based on who gets to it first, or even a treasure lying just beyond a row of foes. Sometimes these gimmicks are really fun and clever, like a boss who gets knocked off-balance when one of the lackeys hoisting them on their backs is felled, leaving it defenseless. Sometimes it’s miserable, like needing to guess which side of the arena the enemy will appear on to hit a book and deal extra damage, missing entirely if you guess wrong. When the gimmicks are good, they make for very fun fights, but when they’re not, you’ll be longing for more straightforward combat. And sometimes the boss is simply a big difficulty spike in general, leaving you in a very bad situation if you come in ill-prepared.

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By far the worst combat experience, however, are the large-scale army battles. These play out like a turn-based strategy game, with your party members commanding armies and moving around a grid, but lack any of the fun and excitement you’ll find in a dedicated strategy-RPG. You spend most of the time just watching things happen, feeling like you have very little control over the proceedings as the armies you moved around, slowly engage the enemy. You’re left hoping they’ll do more damage than the opposition so you can go back to the fun parts of the game instead.

Overall, Eiyuden Chronicle hits the retro-RPG sweet spot nicely. It’s focused on delivering that warm, comforting feeling of a classic JRPG, and even all of the side distractions–the card minigame, the weird Pokemon/Beyblade hybrid top minigame, the raising/racing sim, even commodities trading–don’t distract too much from the game’s prime mission. Add some gorgeously painted and animated spritework and a stellar soundtrack into the mix, and you’ve got a delightful experience that sometimes falters, though not enough to make you put it down. Eiyuden Chronicle: Hundred Heroes might not be revolutionary, but it successfully delivered on its core promise–and that’s really all it needed to do.

Ereban: Shadow Legacy Review – Way Of Shadow

In what feels like a spiritual successor to 2016’s Aragami, Ereban: Shadow Legacy transforms you into a deadly shadow that can become one with the darkness–the ultimate stealth operative. The game doesn’t quite deliver the necessary challenge to make for a successful stealth game, however, as the first trick you learn will get you through the entire game without a hitch. It does far better on the platforming front, and though its cast of characters could have used some fleshing out, the futuristic sci-fi world they inhabit is cultivated with colorful sights and intriguing snippets of lore.

As its name implies, Shadow Legacy’s main gimmick is its use of shadows. You play as Ayana, the last of the titular Ereban, a people who possess the innate ability to become one with and manipulate shadows. Using her shadow merge ability, Ayana can sink into shadows to creep past enemies, slink up walls, and dispose of bodies, encouraging you to stick to the shadows where your toolbelt is at its strongest. Alongside these shadow abilities, Ayana has an assortment of advanced gadgets–some are always useful like a recon pulse that marks enemies and items through walls, while others are more situational like mines that stun targets–which work regardless of the lighting situation.

Light is Ayana’s enemy–you don’t want to stay in it for too long.

I initially thought that this would present plenty of opportunities and strategies to sneak past enemies, most of whom will take out Ayana in a single hit. There’s a healthy variety of foes who want to take her down–standard enemies don’t pose much threat beyond the flashlight they carry to take away your darkness, but the more adept snipers can spot you from afar and the stealthy droids who can go invisible can ruin your day if you’re not taking time to look for the telltale shimmer. And then there are the human enemies who present a moral quandary rather than a gameplay one–while the mechanical droid-like enemies that dominate each level can be killed with impunity, murdering the living and breathing human workers will negatively impact Ayana’s morality and others’ perception of her (which I’ll touch on a bit more later).

Unfortunately, Ayana’s natural ability to merge into the shadows and traverse unseen is very powerful–so powerful, in fact, that you don’t really need to rely on anything else. The enemies aren’t very smart either, so they’re easy to avoid even if you solely rely on shadow merge. This means that it’s actually quite easy to go through the entire game without being seen or resorting to lethally cutting down humans, making for a stealth game that doesn’t quite give you enough opposition to challenge you to think critically when it comes to circumnavigating a threat. There aren’t any difficulty settings to make the enemies smarter or more plentiful either–though you can adjust how many environmental guides show up in each level (purple lamps or purple paint that point you in the general direction you have to go, for example).

It’s pretty easy to get past guards when you can move along walls.

Shadow Legacy teases you with a tantalizing view of what it could be in its third chapter, briefly breaking free from its otherwise linear stealth levels to give you a playground in which you can tackle an assortment of missions in any order within an open area. Within this open space, you have more of a choice in how you approach each assignment instead of being funneled through a more linear challenge. Mistakes have a more drastic impact because you’re not moving from one area to the next–it’s all one big connected location, where your actions can snowball into unintended effects. Ayana’s assortment of abilities and gadgets also have way more utility in this level. The binoculars used for scouting and mapping enemy movements are way more valuable in a giant open space than in an enclosed laboratory or city street, for instance. The game never opts for this format again, however, and in doing so it leaves me wishing for what might have been.

To the game’s credit, the back half of Shadow Legacy has some creative set pieces from a platforming standpoint, with one section in particular that I adored for how well it challenged and encouraged me to utilize all I had learned up to that point in one fast-paced gauntlet. Shadow merge can be used to eject out of shadows to make otherwise impossible jumps or interact with the environment to solve simple riddles–skills that apply to challenges that steadily get more complex as the game goes on. Even if Shadow Legacy falls short of being a great stealth game, it’s a good platformer. The environmental elements create an assortment of shadows–some oddly shaped, others that move, and still more that can be altered–and figuring out how to reach an out-of-the-way platform is sometimes a puzzle within itself, made trickier and more rewarding to solve given the stamina meter tied to Ayana’s shadow merge. Not only do you have to figure out which shadows to move or follow or jump between, but you also usually have to do it in a timely manner.

Character development feels rushed in Shadow Legacy, especially when it comes to the supporting cast.

In service of these platforming challenges, Shadow Legacy features a colorful diversity of locales, ranging from an outpost in the desert to an autonomous factory. My favorite is an urban street that hints at the human life that once populated it, now devoid of any movement save for the autonomous drones that patrol the streets and promise that this is for the best. Sporadic graffiti and text logs hint at the growing loss of autonomy among the human citizens leading up to the corporate takeover that promised everyone a better life. It’s such an eerie level, framed against the setting sun that’s causing the street to slowly be encroached by shadow. It feels fitting that Ayana uses those same shadows to sneak her way past the guards searching for her, paralleling how the oppressive regime’s efforts can’t stop the resistance–they squeezed so much life out of this one city block that now there’s no living soul to report Ayana to the authorities, just dumb, easily-fooled machines.

Guiding Ayana through these challenges is a story that never quite gets room to breathe. Initially trapped by an AI-controlled entity hellbent on using her powers for some unknown purpose, Ayana finds herself quickly working with the resistance seeking to free themselves from corporate tyranny. Ayana is hesitant to work with them, having heard they’re nothing more than terrorists but agrees to use her unique skillset to help on the condition that the group gives her everything they know about the Ereban people. There are some interesting, albeit familiar, narrative themes here, but Shadow Legacy rushes through them–Ayana buys into the resistance’s cause remarkably quickly, for example, despite being given no catalyst to do so.

This is my favorite area in the game. It’s so beautiful and yet so eerie.

In the game’s third chapter, Ayana is warned to spare humans so as to help alleviate the accusations that the members of the resistance are terrorists. This is the game’s morality system, shifting the coloring of Ayana’s design toward shining white or sinister purple depending on how bloodthirsty you play her. As far as I can tell, the ramifications of this only impact one small moment in the final level of the game–it’s not much of a narrative payoff.

At certain points in the story, Ayana can upgrade her shadow powers and you have a choice of whether to unlock new branches on one of two skill trees. One branch leans toward non-lethal abilities, like cushioning your footsteps, while the other opts for skills that make you a better killer, like making it easier to hide bodies so your deeds aren’t discovered. This creates some fun replayability as it’s impossible to fully unlock both branches in a single playthrough, but, again, shadow merge is just too strong. The new powers are cool, but I never had to use them, as shadow merge makes it fairly easy to sneak through a level without being spotted. Granted, I opted for a nonlethal run. It’s possible that if I had aimed for a playthrough where I killed everything that moved, I’d have needed to rely on more of the powers that hide bodies or kill multiple enemies at a time in order to not alert guards that something was wrong.

Ereban: Shadow Legacy sits in a weird place for me. As a stealth game, it rarely challenged me, reducing protagonist Ayana into a one-trick pony that could sneak past any target with the same shadow merge skill every time. But as a platformer, Shadow Legacy incorporates some entertaining puzzles that grow increasingly complex and rewarding to overcome. I never quite managed to connect to Ayana’s journey against the autonomous overlords planning to doom an entire civilization, but I had a lot of fun slinking up walls and exploding out of the darkness, striving to time my jumps with the movement of a windmill and the rotating shadow it was casting. Those nail-biting moments are the ones that stuck with me, not the dozenth time I slunk past an unsuspecting droid.