Monday 13 May 2024

Contra: Operation Galuga Review (Switch)

It’s been a very long time since we’ve had a decent Contra game on any system. Contra 4 on the DS was ok but had its issues and before that you are looking at Contra: Shattered Soldier on the PS2 which was solid enough. However, because of the awesome Konami Contra collection already available on multiple formats any new game in the series really has its work cut out. Operation Galuga at least gives it an honourable try.

It’s important to note we are reviewing Contra after it has received a few key updates. We’ve noted reviews saying the framerate is choppy and highlighting a number of other performance issues. In our experience these seem to have been ironed out. Even playing in handheld mode we didn’t notice any juddering, slowdown or framerate drops. Everything in terms of performance now seems to be absolutely fine.

The game follows the standard Contra template of side scrolling blaster action. Most of the levels see you starting at the left of the level and charging through, continually blasting everything in your path. You’ll ascend and descend as well and occasionally ride bikes or other vehicles but basically you run, blast, and jump and try not to die.

There are a few difficult settings to help with staying alive with players able to turn the series trademark one hit kill system into a more forgiving life bar. Even with players able to take more than one hit the game is crushingly difficult. Further help can be gained by using credits gathered in game to add extra lives and abilities but expect death to be a common occurrence. Just make sure to keep an eye out of weapon pick ups along the way as your standard blaster is basically useless. 

The biggest problem with any Contra game outside of the 16-bit eras has been the level design and it’s fair to say that Operation Galuga starts slowly. Indeed, we were a bit bored over the first few levels but then things really begin to kick in. An excellent level set on a moving train, followed by a level where the player is under constant harassment while trying to hang from platforms, begins to conjure memories of the glory days of Super Contra and Hard Cops, in moments at least.

The game has various modes of play with a story mode backed up by an arcade and a challenge mode. The story is pretty much nonsense and the plot made little impact on us but it acts a fun way to unlock new characters which can then be used in the other modes. Each of the characters also have a special move such as a dash or grappling hook, as well as using weapons in slightly different ways so there is a point to playing through and unlocking things as it's far more than just a change in character skin.

While Contra: Operation Galuga, is certainly the best Contra game since the classic period it still can’t really hold a candle either the Super Nintendo or Mega Drive versions of game. That of course would be fine, except that both of those games are available on the Switch in the Konami collection. There’s also Blazing Chrome to consider which plays off the nostalgic elements of the series almost perfectly, and arguably better than this.

If you’ve played and blasted through the collection, then this certainly warms up into a decent blaster of a game. It’s great fun in parts and some of the levels are really well designed, it's just not a classic. Fans shouldn’t be disappointed though once they get through the early stages.

Overall 8/10

Monday 6 May 2024

El Shaddai: Ascension of the Metatron Review (Switch)

 Written by Thomas G.J Sharpe

Wise-crackin’ angels vaguely playing out a mangle of lesser-known Judeo-Christian texts? Sursum corda! You got it! And somehow, wherever I looked for information on El Shaddai, it was sprinkled in the risky words “cult classic”. Sadly, I simply do not see it.

This is pitched as a third-person action game (feat. Mild platforming) with some other bold claims than it’s cultish-classicism; “deeply artistic”, “outstanding aesthetics” and “exceptional setting”. Shaddai is proud of its design, and in a way, it probably still stands out after 10 years. It is “unique”, but I find it hard to apply “artistic” in the way I feel that the marketing wants me to feel about it. Stylistic might be better; it is an interesting blend of crisp, heavenly brightness with piercing colours that provide a jarring, otherworldliness, or even between-worldliness to it. In this way, Shaddai puts a lot of burden on the visual adornments to hook us in.

But it falls apart as soon as you squint past the divine rendering and play the game after a run of bargain-basement story-telling cinematics (these pop up constantly throughout the game, never once being interesting, tense, moving, funny or any such thing). You play as Enoch (quick search… ancestor of Noah… wrote a bunch of guff about demons and monsters to make ancient people (and the modern day credulous) terrified of everything) who is writing a bunch of stuff out in a bunch of books and is led by Lucifer (who has a cell-phone which he uses to smart-talk Yahweh on) to defeat seven fallen angels who have confused reality on Earth. Or something.

And I mean, or something. Because, despite the interest I personally have in the development of superstitious cults, like Christianity, this is not a compelling interpretation. Primarily, as the player never once cares about the fate of Enoch himself. He is devoid of sympathy and interest, there is no character arc to speak of. His struggles against amusingly designed enemies and bosses with his divine weapon-stick (looks like that awful company Tesla designed a Bat’Leth) are without risk. Not just in a narrative, conceptual sense either. The combat is, at best, functional. There is little to no development beyond a couple of mild combos. If you consider that Bayonetta was released two years prior to this, it really shows its weaknesses.

On the more positive side, yes, this is an interestingly designed game, and the mixture of 2D platforming into the 3rd person action is a nice idea. It never quite translates, however, going no deeper than mild changes of perspective and settings, thinking aesthetic abstraction is enough to win the day. It simply is not enough for me. For a game to not excite me that has as it’s primary game loop as hack-n-slash action, is shocking. Again, I just do not see the appeal. Neither fantastic enough, thrilling enough to inspire anything in me more than a resounding, Godly, meh.

Overall 6/10

Monday 29 April 2024

Teenage Mutant Ninja Turtles: Wrath of the Mutants Review (Switch)

 

We’ve been having a bit of a Teenage Mutant Ninja Turtles renaissance lately with the collection of retro games and Shredders Revenge already released on the Switch. With that in mind it’s not a huge shock that another game featuring the green pizza eaters is making the jump. However, It is perhaps a surprise that it’s 2017’s arcade game ‘Wrath of the Mutants’ that’s next on the list.

Wrath of the Mutants is being released both physically and digitally and has had a few additions added to it but don’t go in expecting anything near the level of Shredder’s Revenge. This is a true arcade coin guzzler at heart which can be completed in around an hour, even with the additional content. What you get are six levels and some extra bosses to fight your way through with up to four players. Co-op is restricted to local play as well so you’ll all need to be in the same room.

Aside from the backgrounds the levels aren’t massively different in terms of how they play out. Each has a couple of unique enemies, but you’ll mainly be bashing foot soldiers and mousers by bashing the attack button. Controls are limited with a jump and attack button and players occasionally able to launch a special move which acts like a smart bomb. There’s a host of objects to throw around as well but stages do feel a bit empty. You can also pick up a character token which summons a support character who pretty much acts as another way to clear the screen.

Each stage has a few big bosses to deal with from the rogues gallery, so expect Beebob and Rocksteady along with some of the less well known gang such as Tiger Claw. They are all handled pretty much the same though. Bash away, get to distance then ‘jump’ when the on-screen prompt flashes. It’s certainly a game that you need to play in small sections as even with the limited stages it gets repetitive quickly.

Unfortunately, unless you specifically have an affinity for this particular version of Turtles, it’s hard to see players getting much out of it. The other two Switch releases have much more longevity and general personality than this. If this was bundled with something else, it would be a fun distraction but on its own struggles to justify its price tag. Of course, if you enjoyed this in the arcades then you won’t be let down but away from that it’s hard to see why you would pick this over any of the other games already available.

Overall 5/10

Monday 22 April 2024

Lunar Lander Beyond Review (Switch)

It’s been great how Atari have been using their back catalogue lately. We’ve had collections, reimaginings and some interesting new attempts at franchises. Lunar Lander Beyond takes the original, inertia, based gameplay and expands it into a more fully fledged, story based, title with cut scenes and missions.

The first thing to say is that the cut scenes are beautiful. They look like a space cartoon and there’s a lot of them, so some serious effort has been put into the presentation here. It gives the game a similar vibe to one of our favourites – Velocity. The general presentation has been given a more modern feel as well. You get a galaxy map to show your progress and a clear list of missions in each area. Supporting information such as how to get different grades is also included.

There’s more variety on offer as well as players can pick from different pilots and ships. A few are available to begin with but most need to be unlocked by rescuing or finding them within missions. The pilots in particular are quite different in terms of their buffs, so consideration is needed from players.

When in the game players have three separate bars to think about. You have your ships health, fuel and finally a stress meter for the pilot. If any of the bars run out completely it’s mission over. It means as well as picking up credits you are also always on the look out for health, fuel and sanity drops as well. Of course, you generally have a ticking clock to fight as well so there’s a lot going on.

The stress meter is the most interesting as your pilot will start to hallucinate if it gets too high. This we cause screen glitches and random surreal stuff to appear. It also means that your pilot will need to get medical attention after a while, and you’ll need to use somebody else while they undergo therapy. It’s an interesting layer to the game that adds something different.

It’s likely that you’ll need a bit of practice to get the hang of the controls. In theory they are simple, with a thrust button and some added gadgets like stabilisers and boosters. In reality though, the inertia and gravity-based gameplay is an uncommon game mechanic and we struggled to do anything to begin with. Slowly though, you begin to understand how to move the ship around effectively and then you’ll start to make real progress through the missions.

The missions themselves generally involve getting the ship from one point to another. But occasionally you’ll do something else such as having to intercept falling meteors to protect a settlement. The maze-like levels are excellent though so it never really becomes an issue in terms of repetition. The biggest barrier players will face is how tough it is as you’ll really need to put the time into learning the finer points of piloting the ship to progress far.

Overall, Lunar Lander Beyond is an excellent reimagining of the classic game. It seems basic on the surface but there’s a ton of depth once you get into it. There’s a whole host of upgrades and things to play around with and it looks and sound great. But it will also cause a lot of frustration as it requires time and patience to get the best out of it. If you are up for a challenge, then it comes highly recommended.

Overall 8/10