Got news?   tips@destructoid.com  |  Never miss a story:   RSS + Twitter + YouTube
Hey! New here? Destructoid is a gaming discussion community, updated nearly every 20 minutes. Make a quick avatar to comment and enter our contests. Take the tour!

 


Home Contra updates

E3 2007: Hands-on with Contra 4

8:45 PM on 07.13.2007, Chad Concelmo 22 comments

     Contra

I thought there wasn’t much more I could say about the upcoming Contra 4, having already posted screenshots (OMG!) and first gameplay footage (ZOMG!) of the game a couple of weeks ago.

Well, gosh be darned, I just got to actually play the thing and there is no way I am just going to sit back with my own, private thoughts about the game. I have to express my feelings to the world!

So, what’s the verdict? Did my over-hyping of the highly anticipated sequel ruin the experience for me, or did I infuriate Konami by salivating all over the Nintendo DS they let me borrow to play the game (here’s a hint: Niero, I told them to bill you for the damages)?

Hit the jump for the full report.

Unfortunately, only the first level was available to play, but, boy, was it one magnificent experience!

Just like the original, Contra 4’s first level takes place in an enemy-filled jungle, complete with waist-deep water and multiple, man-made bridges. As the game begins, a helicopter lowers your main character above the trees, dropping you right into the fray.

The first thing I noticed about Contra 4 was how truly old-school it really feels. Honestly, it is just like playing the classic games in the series (except with some updated, very slick animation).

Controls are completely mapped to the d-pad and buttons, so there are no pointless touch-screen antics to deal with (well, at least not in the parts that I played). Just fire with the “Y” button and jump with the “B” button.

Quickly into the opening stage, the classic Red Falcon-shaped gun power-ups slowly sneak on to the screen (and, yeah, I swooned a little). Borrowing a page from Contra III: The Alien Wars, in this sequel, you can carry two different weapons at once (by easily switching back and forth with the “L” trigger).

In an effort to take this game to the next level, though, now you have the ability to upgrade each individual gun (rather than just getting a new one). Basically, what I mean is this: say you have the Machine Gun equipped (an “M” for those not familiar with the cool Contra lingo) and you pick up another Machine Gun along the way -- instead of the “M” being a waste and not doing anything (like in the old games), your Machine Gun is actually upgraded to a more powerful version that utilizes massive, screen-filling bullets (and sports a fancy blue icon in the HUD, as opposed to the traditional red).

What makes this feature even cooler is that these upgrades don’t take up both gun slots in your inventory. Technically, this means that you can carry around two upgraded guns at one time. Since a huge part of the fun I had with the game today was just finding out what the classic Contra weapons would do once upgraded, I will save you the spoilers. I will say this, though: having an upgraded Spread Gun is pretty much the greatest thing ever. You thought the old Spread Gun was a hot commodity? There is going to be a lot of (probably not friendly) two-player competition once that “S” floats on the screen in this new game.

Another new addition to this Contra game is the ability to use a grappling hook at any time. By just pressing the “X” button, your character will shoot a grappling hook straight into the air. If it hits a surface that can be latched on to, the grappling hook will immediately pull you in the air and safely place you on the higher platform. Granted, because it can only be shot straight up, the mechanic is not as deep as something like Bionic Commando, but it adds so much to an already awesome game and also makes traveling between the top and bottom screens of the DS a whole lot easier.

That being said, though, since only the first level was shown, who knows, maybe the grappling hook will be used in even more creative ways than just to move up and down (hanging under a boss, perhaps?)?

Another great feature in Contra 4 is the ability to ride vehicles. However, at least during the first stage, riding these vehicles is completely optional. At one point in the jungle you encounter a huge tank that is actually suspended on rails above you (filling the top screen). As you fight through the level on the bottom screen, the tank shoots these giant lasers at you. Keep in mind, you have to avoid pits and incoming enemies while you are also dodging the tank’s fire, so this section is challenging, to say the least.

With the support of the Konami representative, I decided to stand my ground and actually fight the tank, rather than just keep running and avoiding its lasers (which is the easier option). After a tough battle, I finally destroyed the tank … but instead of a dramatic explosion, the driver simply ejected, leaving the machine empty. Using my grappling hook, I grabbed on to the tank and pulled myself into the driver’s seat. At this point, I had full control of the tank and could avoid a huge section of bottomless pits and enemies just by riding the tank until the rails holding it up ended (and, of course, I could shoot the devastating lasers at the helpless soldiers below).

I have to admit, I had no idea I could get into the tank until my new Konami B.F.F. let me know, but that is what made the game even cooler. Hopefully all the levels in the game will be sprinkled with these kinds of rewarding secrets.

Once I made it to the end of the level, my character was, of course, confronted by a huge boss. Actually, it was the exact same boss from the original Contra (the big fortress with two gun turrets and a weak point at its base). Even the two raised platforms in front of the classic boss make a grand return.

Defeating the boss was pretty easy, since I easily knew the techniques needed to destroy it. But this time, right as the core was exploding, the fortress actually rose up out of the ground, displaying an even more massive fortress underneath (with multiple, moving cores).

Right when I got my fingers ready for an epic battle, the demo ended, leaving me wanting so much more (I think I may have even cursed in front of the Konami guys once the screen unexpectedly went black – nobody takes away my Contra!).

Needless to say, the experience was completely retro and pretty much perfect. But the good news did not end after the demo faded out, oh no. Before I walked away I asked the Konami reps some questions about Contra 4, including how many levels there would be. After answering with an expected, but still kind of disappointing, low number of nine, he also added that three of those levels would be classic “tunnel” levels like in the first game.

Yeah, let me give you all a moment to let that retro-tastic awesomeness sink in. The behind-the-character, pseudo 3D tunnel levels from the original Contra are coming back! I had not read or heard this anywhere, so let’s just pretend (for my sake) that you are hearing it here first.

Not only is this exciting news for retro fans like myself, but, using the new technology of the DS, you can pretty much bet that these levels will look great (I am guessing smooth, forward motion and maybe even some clever touch-screen implementation).

Even though I was surrounded by all the flashy, next-gen games on the conference floor, I was almost mesmerized by the old-school loveliness of Contra 4 more than anything else. It offers such a sweet trip down memory lane while still providing some really challenging, really fun gameplay. Just from the little time I had with the game, I cannot recommend it enough. October 15 (confirmed when I asked about a release date) cannot come soon enough.


Next page: More Konami stories




bleep's Avatar
bleep at 07/13/2007 20:59
Im glad that you didn't just sick back with your own personal thoughts...
Bluefusion's Avatar
Bluefusion at 07/13/2007 21:11
My daughter called, she wants her B.F.F. Jill back.
Tron Knotts's Avatar
Tron Knotts at 07/13/2007 21:15
One of the many games that make this one of the greatest years in gaming history.
Nyteshade's Avatar
Nyteshade at 07/13/2007 21:29
Looks and sounds so incredibly sexy. Yay old school!
NightDehumidifier's Avatar
NightDehumidifier at 07/13/2007 21:44
I was scared about Konami putting their faith into WayForward after their not-so-flattering titles but they are proving that 2D is more alive than what people think.
Risky's Avatar
Risky at 07/13/2007 21:55
I'm giddy like a dutch schoolboy!
deanhatescoffee's Avatar
deanhatescoffee at 07/13/2007 21:58
Sounds awesome. I don't like the tunnel levels, but I love me some ass-kickin' side-scrollers.
Wedge's Avatar
Wedge at 07/13/2007 22:26
Was there any music in it? I heard virt (Jake Kaufman) was doing the soundtrack for it, which can only mean all kinds of awesome.

Also I <3 my DS.
Wedge's Avatar
Wedge at 07/13/2007 22:27
Bah, seems from the video still no music tracks in. Looking forward to hearing them so much ;_;.
Wedge's Avatar
Wedge at 07/13/2007 22:37
Woooo, crappy gameplay, but a video with music.

http://gamevideos.com/video/id/12692
Chad Concelmo's Avatar
Chad Concelmo at 07/14/2007 00:10
@bleep,
Oops. Fixed. :)
Chad Concelmo's Avatar
Chad Concelmo at 07/14/2007 00:25
@Mozgus & Wedge,
I know, the lack of music killed me today. I think it was there in parts, but I was so into the game that I didn't pay attention.
Genmo DaCombs's Avatar
Genmo DaCombs at 07/14/2007 01:12
Wow, to kill those hundred android/clone/nazi/aliens to get offed by a big trolley. Its a life lesson of sorts isn't it?
Mxyzptlk's Avatar
Mxyzptlk at 07/14/2007 01:13
Do want, so hard.
the GAMEGOBLIN's Avatar
the GAMEGOBLIN at 07/14/2007 02:19
The game does look good. Finally a reason to pick up my DS.



Arnold approves as well.
last time, I swear.
nsolo1717's Avatar
nsolo1717 at 07/14/2007 04:38
holy shit.....the coop in this is gonna be fanf'ntastic
fearian's Avatar
fearian at 07/14/2007 09:24
Im glad that this is more a direct sequel to Contra 3, rather than a remake. however I dont think the old school sounds should really be kept. they sound weak and light, new fuller sounds would give weapons much more 'oompf'.
SLiFE's Avatar
SLiFE at 07/14/2007 13:40
The 3 best things in the world, as presented by SLiFE:
Jesus > D-Hut pizza > Contra 4
prev next

Returning Dtoiders: login now to post a comment

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just Create an avatar now - it's fast and free: PLUS you also get your own gaming blog and begin posting stories and uploading videos in our open community area that may also appear on our home page. Sign up and we'll guide you through it, it's easy and 100% anonymous.




 Original Videos

 Reviews
Mad Dog McCree Gunslinger Pack
Overlord II
Yosumin Live!
Let's Tap
Ghostbusters: The Video Game (Wii)
View all Game Reviews

 Community blogs -   39773 Dtoiders!

This month's theme: Untapped Potential

New to Dtoid? Read the survival guide


 Originals

How Pokemon Red is blatantly better than Pokemon Blue











more original Destructoid stories



 Popular now more













Destructoid is:
Nick Chester
Editor-in-Chief
Jim Sterling
Reviews Editor
Dale North
News Editor
Hamza Aziz
Community Manager
Anthony Burch
Features Editor
Rey Gutierrez
Video editor & director
Niero
Founder, publisher
Letters to the editors
tips@destructoid.com
Associate Editors
Ashley Davis Jonathan Holmes
Brad Nicholson Jonathan Ross
Brad Rice Jordan Devore
Chad Concelmo Matthew Razak
Colette Bennett Tom Fronczak
Conrad Zimmerman Topher Cantler
Dyson Samit Sarkar
Contributors
Adam Dork
Ben Perlee
Daniel Lingen
Joseph Leray
Joe Burling
Mikey
Will Maddock
Stella Wong




get involved

register or login
post a blog
post a forum
enter a contest
discuss a review
contribute a news tip
write a guest editorial
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meet-ups
seriously

about us
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator




Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006