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Joystiq presents

DS Fanboy Review: Contra 4


The first time I played Contra 4, I died within a few seconds, having ignored the bullet that sneak-attacked my ankle. I remarked at the accuracy of the death sound and at the humorous Duke Nukem-style taunt that my dude issued afterward, and tried again. The same result. During that first session, I lost all of my lives before the halfway point of the first level.

You have probably read about Contra 4's difficulty in previews. If you thought that those writers were inflating the game's difficulty because of suboptimal trade-show settings or lack of familiarity with Contra, allow me to disabuse you of that notion. If anything, they have undersold the game's difficulty. Contra 4 is hard. It's probably the hardest Contra game ever made.

After that first trip through ... part of the first level, I tried again and made it through more of the first level. Then I made it to the boss before losing all my lives. I found that I could get a little further. As I replayed the levels, a combination of memory and improved response time had me sailing through the early levels like a badass. I was very rapidly getting better at the game, and, because it's so frenetic and twitchy, being demonstrably better at it made me feel awesome.

Gallery: Contra 4 DS



It's not accurate to call this a difficulty curve, because it applies over multiple plays of the same level. The difficulty in the game is just engineered brilliantly. Other notoriously hard games, like scrolling shooters, stay hard forever; you can practice until you complete the levels, but it is a boot-camp-like experience that requires serious dedication. With Contra 4, my performance improved noticeably with every session. It is both unrelentingly difficult and instantly gratifying. I can think of no other game that achieves this kind of personal progression.

I can't believe that the same WayForward that was responsible for Ping Pals and a string of licensed GBA games has somehow done this. It's not an American interpretation of Contra. It's not a Contra tribute game. This is, in fact, a real Contra game. It feels very Japanese in execution, focused more on enemy placement and carefully-orchestrated levels than on loading the player with abilities. In fact-- and this may sound crazy or blasphemous-- I think Contra 4 feels like a Treasure game.

Like Alien Soldier, the controls feel a bit overcomplicated at first (especially the R button, used to anchor your character in place to allow for easy 8-way aiming), but once you have learned how to use them, you realize how flexible your movements become. From the very start, the game trains you to use the new grappling hook mechanic as a dodge maneuver rather than just a conduit to the other screen. Also like Treasure's games, the game throws hilariously overblown level designs (like a level that takes place on a missile in flight) and screen-filling bosses at you. Much like Treasure's classic action games, Contra 4's weapon system, in which you can swap between two weapons, or power one up by carrying two of the same kind, allows for highly customizable gameplay. Unlike former Contras, you now have the opportunity to carry a weapon even after you've died, allowing you to choose the weapon that is most appropriate for each area.

Once you manage to complete the game, even in the abbreviated but still painful Easy mode, you unlock Challenge Mode. Challenge Mode is a series of bite-size levels that task you with completing an objective: beating a boss or a rush of enemies in some of the more conventional challenges, completing a stage with a certain gun or no gun at all in the more unorthodox challenges. As you would expect, these are brutal, but they also provide the only real short-session play available in Contra 4. They also provide the means of unlocking a bunch of series-tribute items, including playable characters from past Contra games, comics, artwork, and even decently-emulated NES versions of Contra and Super C.

Like every other aspect of the game, the presentation is something special. Everything about it is classic Contra, both paying tribute to and building upon the brilliant style exemplified in previous games. The graphics are exactly what a 32-bit Contra sequel should be: vibrant, colorful, intricate, and beautifully animated. virt's new soundtrack brilliantly integrates elements of Contra's signature tunes into new rockin' compositions, which are matched to visual cues in the game in ways that will probably force an emotional response. For instance, you emerge from a cave to find ... a rushing waterfall, just as the familiar strains of the Level 3 music from Contra begin to kick in. More than nostalgia for the old games, it creates a pervasively Contra feeling, and reminds you that no other series has done as perfect a job of conveying the feel of a level through its music.

My appreciation of Contra 4 is not nostalgia. It's not a great shooter simply because I love the first game. Nor is it great for 2007. That it happened to come out in 2007 instead of 1992 is no matter; it would still be brilliant in any time period. With the expertly-designed level progression, the top-notch visuals and audio, and most importantly, the note-perfect difficulty, WayForward has proven themselves to be a developer worthy of attention. As controversial as it sounds, Contra 4 may be the best Contra game yet. It's certainly one of the best run-and-gun games ever made.

Final verdict: 10/10

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Reader Comments (Page 1 of 2)

TheCoats1

11-19-2007 @ 10:01AM

TheCoats said...

much agreed

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Nigeria2

11-19-2007 @ 10:16AM

Nigeria said...

Hard games aren't fun.

Many people don't have the time and patience to learn the nuances of every stage.

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Foodie_Monster3

11-19-2007 @ 10:30AM

Foodie_Monster said...

I can't even beat the 1st stage. It's insanely hard, and that's not fun. Whoever thinks pain is fun should seriously get some help.

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JC Fletcher4

11-19-2007 @ 10:35AM

JC Fletcher said...

Did you try it on Easy?

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TheCoats5

11-19-2007 @ 10:41AM

TheCoats said...

c'mon guys its not that hard.....you learn when you fail......would it be fun if you just turned it on and it said Contra 4 hit start and you did and it said YOU WIN!!!!!!! thats not fun.......just experiment.....this game is awsome......you have to burn to learn......i am not playing this because i have old school roots.....I dont have em sorry.....i was a sega kid.........but this game is just awsome....i will admit its not for everyone but you should know if its for you before you buy it......this game is for a big group......i really hope the above give it a second try....you have to just sit down and grind.......just like any RPG.....you dont necisarrily level up but you get a better nderstanding of the level so in a sense you do level up!!.....please try again!!

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Ben6

11-19-2007 @ 10:45AM

Ben said...

I completely agree with the review. I found this game amazingly daunting at first. I died so many times when I first started playing, but eventually I got much better. If you're considering buying this game, just know that you're going to have to work at much harder than Cooking Mama before you can progress.

Also, one of the most rewarding things about this game is the 2 player mode. Not only does it make the game slightly easier, but it is one of the few co-op games available on the DS right now.

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NeoteriX7

11-19-2007 @ 11:10AM

NeoteriX said...

God I wish this came with Wifi coop... :(

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Jonah8

11-19-2007 @ 11:34AM

Jonah said...

Agreed. This game harkens back to the old-school method of gaming: learn patterns, memorize enemies and layouts, etc. It teaches you one of the most important lessons of life: when you fail (and you definitely will), just try again. Keep trying. Never give up. It makes the payoff all the sweeter, and helps you keep your chin up high.

This is more than just nostalgia. There is something to be said for this style of gaming (which has been nearly abandoned as of late).

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bombtrak9

11-19-2007 @ 11:37AM

bombtrak said...

Wussies...'hard isn't fun.' No, 'so easy that I beat the game in 4-6 hours isn't fun.' Hard means challenge. If you can't accept the challenge, buy M&M's Kart Racing.

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Nigeria10

11-19-2007 @ 11:49AM

Nigeria said...

Approaching the sound barrier.

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grahamulax11

11-19-2007 @ 12:16PM

grahamulax said...

actually!!!!! In contra 3 for snes just switch to the weapon you dont want to lose right before you die so then you can switch back to it with your new guy (same with this one)! So it haaaaas been done before. I miss the contra 3 duel wielding (holding L and R and firing) but the grappling hook is also a nice addition! This game is hard! and beating it on easy makes one miss out on the full game sooo go for the gold!!!!! (hardddddddddddddd evil mode of course)

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Dash12

11-19-2007 @ 12:26PM

Dash said...

It's a great game, and the DS is a great match for it. Now I'm wondering why it took so long to someone to come up with what WayFoward has done: throw away the gimmicks and go back to the basic gameplay of the game, the one that people loved. It's similar to what Nintendo has done with Mario Galaxy, refined gameplay instead of adding stuff randomly (yes, Sonic Team, this is a message for you).

As for the dificulty, it's kind of funny to see people reactions. It's like everybody talk about "hard" and "easy" when it comes to DS and Wii, but Guitar Hero (which is extremely hard from the half up) and Bioshock (which is amazingly easy) can get away with that.

I like that it's hard. I know many people are not used to this "many enemies,few lives, fewer continues" this days, but to me it's great. I like games where you get to a place, get stuck, and then think "I'll beat this freaking stage or die trying!!!", like Guitar Hero II (anyone has 5 stars on Jordan Expert?) and Trauma Center.

Need to buy this game.

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Ry Guy13

11-19-2007 @ 3:15PM

Ry Guy said...

"Hard games aren't fun." People are little brats today. Can't handle having their ego bruised, won't ever understand the manly entertainment of intensity.

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Brendan14

11-19-2007 @ 3:35PM

Brendan said...

Does the old cheat code still work?

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TheCoats15

11-19-2007 @ 3:41PM

TheCoats said...

yes-supposively the konomi code works while paused but i personnally have not seen proof or had any luck with it myself but dont really care.........It is suppose to give you weapon upgrades or something

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Xaos16

11-19-2007 @ 4:18PM

Xaos said...

Yeah the code works but not in the same way. It will upgrade the weapon your holding, just look at this.

http://www.gamefaqs.com/portable/ds/code/941461.html

There's also supposedly a glitch that happens that will give you 99 lives. However I havent seen it myself and no ones figured out if its random or if something has to be done to trigger it...ah well.

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jesus_bon_jovi17

11-19-2007 @ 4:31PM

jesus_bon_jovi said...

wow i didnt know i could hold R to stand in place and shoot... this just made the game so much easier...

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L18

11-19-2007 @ 8:07PM

L said...

As reviewed by a moron.

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JC Fletcher19

11-19-2007 @ 8:43PM

JC Fletcher said...

I welcome criticism, of course (since that's what a review is). Anything specific tip you off to my moron status?

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JBGUY2K20

11-19-2007 @ 10:29PM

JBGUY2K said...

oh man oh man oh man. Try it on hard and you'll be welcomed by a godly surprise if you're an old-school fan of the game. Also, did anyone ever take a look at the description of the difficulty settings?

Here's the one for hard:
"Think you're the master of 2D action? Not anymore, you're not"

Hahahaha, oh man, manly comedy.

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