CONTRA: Legacy of War
Contra
made its first tentative jump to polygons in 1996's Contra: Legacy of
War for the Playstation. Unfortunately, it missed by a few pixels and
fell, tucked into an eternal somersault, into a bottomless pit. Konami
farmed out work on this title to American developer Appaloosa, who are
best known for making games about dolphins that talk to floating crystals.
Also about this time, Konami nearly sold the rights to the Metal Gear
series for some magic beans.
Much
like Hard Corps, LoW has a team of four commandos with slightly varying
abilities fighting an onslaught of alien cyborg invaders. Ray returns,
with a blue-skinned lady mutant named Tasha. And just because Konami
loves us, there are not one but two robot pals. Well, one of them's
a cyborg, but I really don't care.
I
dread the concept that I might have put more effort into typing this
than was put into the presentation of the game. The disc itself has
a nice flat camo pattern with the Contra logo, and I only bring it up
because it's about the most eye-pleasing thing in the game. Let me throw
down a few basic recurring elements to help give you a feel for the
look of LoW. Each stage is presented as if it were an overhead level
from Super C filmed by a tottering drunk. There are times where you're
running in a straight line then notice yourself drifting as the camera
decides that it really wants to get a different angle on that bush in
the background, which brings me another major annoyance- the scroll
only goes forward. That's right, if you're battling a boss and try to
head to the top of the room to avoid an attack, there's about a 1 in
5 chance you'll be able to go to the bottom again. Most grunts, as well
as the characters themselves are presented as sprites, which gives them
a weird, stiff appearance in contrast to the amazingly boring
polygonal bosses. The best thing they could come up with for the middle
of the first level was a gun pod on a stick. A good example of how half-assed
the look of this game is when you encounter that time-honored Contra
first-level obstacle- the Big Wall. After taking out the two crappy
gun turrets (that seriously look like they belong in Star Fox) you shoot
the wall's weak spot and it just falls over. Then you realize that the
wall was actually a flat polygon, which really looks pathetic when it
falls over like a cardboard cut-out.
I
could let the graphical errors slide, of course. Appearances are only
skin deep, can't judge a game by its poly count, etc... but in this
case, it really is as bad as it seems. Powerups are hidden in walls
at random, including a Barrier right next to where you start out. The
game seems oddly liberal with the Barriers, compared to the previous
ones when they seemed to crop up every three stages. You can switch
freely between special weapons once you get the corresponding falcon
item- unfortunately they're all vaguely color coded and kind of hard
to tell apart. The enemy grunts appear endlessly at random as usual,
which would be fine if not for the fact they tend to walk out of solid
walls as often as they come from side streets and other places that
make sense. As mentioned before, the enemies are surprisingly dull for
a Contra, and most bosses and minibosses are just classic bosses in
glorious 3-D. For example, the Contra III turtle boss comes
back, only appearing to be made out of metal. It looks like a Power
Rangers snapping turtle mech or something.
The
battle with the troop transport at the end of the first stage sums up
the game oh so very well. As you jump to hit it, the screen moves up
ever so slightly, as mindless troops jump from up top and try to kill
you once they figure out a way around the stupid scaffolding piece.
As you score the final hit (assuming you jumped) some bug in the game
forces you into the lava aqueduct thing it was floating over, and you'll
respawn in the lava about three or four times before the transport suddenly
reappears as a big rotating platform.
About
the time I made it past the level 2 miniboss by the skin of my teeth
only to be lured into a trap by a Gyruss arcade machine (I'm not making
this up, either.) I decided it was time to start cheating and
using codes to unlock the FMVs and such. The game's opening FMV is simple
but passable- a bomber drops some bombs, nearly gets shot, then gets
shot down after all. Then I decided to play the enemy commander's monologue.
What joy.
Let
me make an aside here, that FMV stands for Full Motion Video. It generally
applies of live-action, animated, or computer-generated cutscenes above
the capabilities of the game's graphic engine itself. Classic examples
including the video cutscenes of Wing Commander, or the lavish cutscenes
of the post PSX-era Final Fantasy games. Here, FMV is used to give us
a totally still picture of a green-faced man, whose mouth moves in an
awkward, inaccurate way that must have a whopping three frames of animation.
And the voice- oh, the voiceover that accompanies this is comedy gold.
He speaks like some half man, half lizard that got drunk and tried a
lousy impression of some random foreign accent. He goes on at length
about how you are powerless to stop him and his BR-R-R-R-RAIN, that
you're on a direct course to face judgment at the hands of the Alien
Emperor, and oh yeah, that "YOUR WORST NIGHTMARES... HAVE BEEN
RESSURECTED... TO PROTECT MY BR-R-R-R-R-RAIN."
Let's
recap the major points of LoW just in case my stream-of-thought rambling
has thrown you.
- Lame 3-D camera effects,
and sprite-based characters and enemies that clash with poorly-textured
polygonal enemies
- Muddled gameplay centered
around a control scheme that manages to be easier to navigate in than
the overhead sections of Contra III while much much harder to actually
move and avoid enemies in
- Numerous bugs and distractions,
along with nonsensical item placement
- The best minibosses they
can come up with include a shiv-tossing trilobite, a gun pod on a
stick, and some big-headed spider mech... thing that looks worse than
I can effectively describe. Seriously, it looks like a third-grader's
attempt to duplicate the Arachnotrons from Doom in Lightwave Studio.
I've seen more ominous 'biomechanical' monstrosities made out of Legos.
Pre-Bionicle.
- "MY BR-R-R-R-R-R-R-R-RAIN...."
Are
we up to speed? Good. LoW is a pretty regrettable title in the end.
Despite some claims I'd heard beforehand, Appaloosa seems to have made
some conscious effort to impart this game with a Contra feel, like the
sound effects, and of course, re-use of numerous bosses. But just like
adding landmines to soccer doesn't make it 'better' soccer (note: soccer
with landmines is toally rad), adding 3-D to Contra doesn't put it on
par with games designed for it to begin with. This whole game is like
an extended lame overhead sequence from Super C with texture maps and
less-than distinct obstacles. Jumping with any sort of precision is
kind of like trying to land a baseball in a hat three feet in front
of you by tossing it straight up.
Oh,
and to spare anyone else having to look, the ending is appropriately
weird- the alien homeworld explodes, and the Contra team stands defiantly
unharmed on a hunk of it, flying aimlessly toward destinations unknown.
The Alien commander tries to claw his way up from the bottom of the
fragment, again screeching about his BR-R-R-RAIN, and... that's it.
Fade to black, cutting off the end theme in mid-note. Is it a cliffhanger?
Some sort of epilogue? And why does the only alien who speaks call his
own race "Aliens?" Maybe these questions, in addition to "What's
a Contra, anyway?" in the next thrilling installment;
C:
THE CONTRA ADVENTURE
(Or
maybe I'll skip ahead to Shattered Soldier. Which I hear is actually
really good, if not crazy hard.)
...MY
BR-R-R-R-R-RAAAAAAIN.
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