There
comes a time in every well-established series where the creators get
tired of working with the same old characters and start introducing
new ones. And, inevitably, the fans get into an uproar over the destruction
of their beloved timesink's 'integrity.' And sometimes, usually in fighting
games, the change is welcome. In Final Fantasy, I can understand why
some people get upset with each new sequel. It ticks me off to no end
when a game called FINAL Fantasy is so long-lived. Of course, it helps
cushion the linguistic stupidity of it all that none of them are really
connected.
But
really, Contra isn't all that story driven. It's high-adrenaline, loud,
bright and stupid fun. There's no need to diversify story content with
extra characters. We skip the badly translated cutscenes half the time
anyway, and it's not like any NES game ever gave you vital information
in a cinema, except for maybe the "watch your lousy back around
women" message in Ninja Gaiden. As I said before, Contra is two
guys with guns shooting aliens and soldiers for reasons we don't care
about. The only excuse they should have to go beyond the Blue Guy/Red
Guy duo is if they add four player support. Which brings me to Contra
Force, the third and final NES Contra.
When
a company 'steps back' a generation of hardware, the results are usually
the same: A quick, crappy cash-in and/or a simple rehash of the newest
game with watered down graphics and "Meh, close enough" gameplay.
Well, I have good news and bad news. And by 'news' I really mean 'dated
information.' Force is completely original and not linked to the other
Contra series in any way. Or maybe it's a prequel of some sort as it
takes place in present-day Neo City, the very city under siege by Those
Darned Aliens. None of your enemies wear their organs on the outside
the time around. The bad news?
First
off, the only thing to really mark this game as a Contra is the gameplay
and the little somersault+fart noise death animations. There are no
aliens, and the special weapons stay fairly believable, right down to
the Metroid-esque Rolling Attack jump. The story behind this one is
that the Contra Force is some sort of anti-terrorism organization, and
as such, our four heroes have to find some terroists to anti. What luck,
the enemy kidnaps the chief. Or something. It's been years since I read
the manual and was repulsed by Konami's "hilarious" weapon
descriptions. I think I was like ten, even then I knew that the half-assed
puns they made in those things in between talking like surfers were
sad. The game's intro segues directly to the warehouse level that makes
up the first area, it also features the apparent assassination of Grey
Fox from Metal Gear.
I'm
not sure what the lowest point is here. The bright, almost cheerful
color scheme? The fight with the giant sailor-suited guy on the battleship-raiding
level? The new powerup system? Why not start with the obvious: The Contra
Force. They add up to what you might expect a crack team of anti-terror
operatives who named themselves after a video game to be. The leader,
Burns, is a pistol-toting, sunglasses-wearing guy who looks a bit like
Terry "Garou Densetsu" Bogard's weird uncle. At his side is
the pathetically weak and unathletic bomb specialist, Beans. The other
two are a black guy sniper and Irons, the prerequisite 'heavy weapons'
expert who walks around with a pipe on his shoulder. Burns and Irons
seem to be pretty much the most useful, as Burns can jump the highest
and Irons can blow stuff up. As for Beans, well, he basically carries
a potato gun and plants awkward time-delayed bombs, which might come
in handy if the enemy ever came at you from behind. They also tend to
go off as a chain of random explosions that blow up a general area that
may or may not contain enemies or boxes. The black/red guy is basically
another Burns who doesn't jump as good. And if you miss the Blue Guy/Red
Guy team, take comfort in the fact the NES's limited pallette makes
it so the team consists of two mostly blue guys and two pretty much
red guys.
There's
a new power-up system at work here which is actually kind of similar
to the Gradius/Parodius scheme. Each character has a few 'levels' of
special weapons, which are built up by collecting fine luggage. Just
think of the possibilities. Now you have to grab several items
to get the crappy Flamethrower/Fizzy weapon. Each guy has five weapons
to choose from and picking up briefcases moves the power-up a space
to the right. When you've reached the weapon you want, hit select and
they play a little 'ka-ching' sound effect to symbolize the money you
blew renting this game. On the plus side, if you activate a special
weapon, it stays there if you swap a man out, unfortunately they lose
any powerups they had if you didn't cash them in.
I
can't spend this whole article dwelling on the negative of course. If
I say something good, it makes me look objective, which makes you think
the bad parts are worse. Which is something I'm going for. It still
at least plays like a Contra game in terms of physics and being able
to fire in a straight line while curled into a ball and somersaulting
through the air. Unfortunately, the aforementioned bright happy colors
make it seem like the game is making fun of you when you die, which
will happen a lot because it's still loosely a Contra.
The
number of lives you get varies. It's hard to explain exactly what I
mean by this, but each character has his own lives. You can swap between
characters to save lives for your good characters, but if you lose that
last life with any of them, it's game over, man. So you're basically
encouraged to switch to someone sucky (Beans) during a heated battle
to absorb a shot meant for whoever it is you were fighting as. So, if
you play 'normally' you get say, three lives, whereas if you play with
obsessive-compulsive disorder, you get up to twelve.
There's
an interesting albeit useless multi-player option in this game that
lets you have an AI sidekick back you up for all of five seconds. WOW.
It's even less useful than it sounds. Pretty much he follows you from
about five paces back and feebly tries to keep up with your jumps while
shooting randomly. Beans, you irreprable suckhead, I was trying to jump
on that crate. I can't remember, but it may have been possible for all
four team members to be onscreen at the same time while playing a 2-player
game. Doubt it though. The slowdown is bad enough as is. Even when there
aren't any enemies onscreen, it's rather hard to time your jumps because
the Contra Force team jumps as if they're in .5 Gs. The swapping system
doesn't work out very well at all. It really breaks up the action too
much to have to pause and negotiate a sub menu with a strange button
arrangement (and its own music, which personally throws me off a LOT.)
Not to mention the fact it unintentionally damns the two player mode:
You have to swap characters but can't be the same one. That means not
only do you have to do the useful mid battle hokey-pokey, but you have
to deal with another person trying to pick the same character because
again, Burns is the only one who can jump half the obstacles in the
game. It bogs gameplay down well, a LOT when you have to switch to Burns,
jump up onto a ledge, switch to someone else and let Player 2 take over
Burns so he can get up there. Ah yes, and they're also playing from
the same "lives pool" as you. Now the "You stole my life!"
arguments can erupt into all out warfare. On the other hand, the game
offers the option to switch modes of play in the middle of play, so
if someone has to go to the bathroom or whatever, you can temporarily
set their character to "NO USE" and keep chugging along as
one player.
I'm
not sure if it's a good or bad sign that the overhead scrolling stages
are almost more fun than the sidecrolling levels. The air battle is
easily the most interesting stage, where you wing-walk between planes
in a seemingly very inneffective combat formation. Unfortunately, the
bosses all pretty much suck. I'm guessing the Konami programmers ran
out of miniboss ideas in the production of Hard Corps, because the bosses
are all Herculean men in various military uniforms who hop around and
shoot. And somehow, they still manage to be friggin' hard. It could
just be my mind's tendency to assume that a person with a thigh the
size of another human being shouldn't be twice as agile as my fighter.
I don't know. There's also an encounter in the first level that I'm
not sure if it counts as a mini-boos or a platform. There's this indestructible
forklift that moves forward a little when you get near it, and you need
to jump onto the fork to get over the thing, only sometimes if you time
it just wrong you wind up slightly abrased by the machine and are of
course, instantly dead.
Possibly
the biggest piss-off of them all is the fact that with all the cutscenes
(including the riveting "WHAT DID YOU WANT WITH SUCH A STRONG ITEM
AS THE PLUTONIUM?"), the ending doesn't resolved a damned thing.
After somehow braving the team's own HQ and its treacherous elevators,
followed by a showdown with the (large, hopping) terrorist boss, the
team looks off into the sunset while the ending monologue scrolls by
all the plot threads left unresolved... the chief being still MIA, terrorists
still existing in the world, you know, generally making you wonder why
the hell you just wasted the past hour shooting it out with A MAN IN
A SAILOR SUIT. And with Contra Force and Teenage Mutant Ninja Turtles:
Tournament Fighter, Konami bid its last adieu to the NES.
Of
course, this wasn't the first time they broke the tried-and-true Contra
formula with extra characters and gimmicks. You knew that already if
you clicked past the Contra Hard Corps review to here, you knob. But
somehow C:HC seemed less icky. Sure it was goofy as all get-out, but
it somehow had a sort of visceral appeal that kept it in the Contra
groove. Again, somehow. I suppose Contra Force falls into the
category of total series overhauls that didn't quite make it. But, it
wouldn't be the last time...
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