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Gaming Forums => Nintendo Gaming => Topic started by: Caliban on June 20, 2007, 04:48:07 AM

Title: Contra 4
Post by: Caliban on June 20, 2007, 04:48:07 AM
http://gonintendo.com/?p=19895

Never saw that coming, nonetheless it is awesome news, although I would have preferred a Contra for Wii but completely in 2D animated sprites and no 3D elements at all. I hope they show something about it at E3.
Title: RE: Contra 4
Post by: Ian Sane on June 20, 2007, 05:17:25 AM
I find it so dumb when companies abandon numbering sequels and then years later return to the numbering system as if all the game in between didn't exist.  Logically Contra: Hard Corps is Contra IV just like Resident Evil: Code Veronica is Resident Evil 4.

Anyway I love Contra but since the 3D era began the series has been hit or miss with an emphasis on miss.  Contra needs to be difficult, fast-paced and meant to be played in one sitting (but you'll never beat it the first time you play it).  These days games like that are almost always f*cked up.  Game design has shifted to long games with low difficulties and developers used to that style of play usually can't get visceral arcade-style games right.

I am happy it's two players though as portable games often get f*cked on that.  I REALLY hope this is good.  I also hope it uses sprites though I'm not holding my breath.  For some reason ugly polygons = sales.
Title: RE: Contra 4
Post by: Chozo Ghost on June 20, 2007, 05:28:31 AM
I still remember the cheat code from the first NES game... up, up, down, down, left, right, left, right, b, a, select, and start.

I was so terrible at that game in those days that I'd always die on the first level if I didn't do that cheat.
Title: RE:Contra 4
Post by: Chozo Ghost on June 20, 2007, 05:35:02 AM
Quote

Originally posted by: Ian Sane
I find it so dumb when companies abandon numbering sequels and then years later return to the numbering system as if all the game in between didn't exist.  Logically Contra: Hard Corps is Contra IV just like Resident Evil: Code Veronica is Resident Evil 4.


Yeah, I've wondered about that myself. Maybe they are afraid to make some games canonical for fear that it will be poorly received and then ruin the franchise? Maybe only the really great games that they are confident will do well are given numbers, whereas others are treated like those Star Wars Ewok adventure movies...

Nonetheless, I would totally look the other way if Nintendo made a Super Mario Bros. 4.
Title: RE: Contra 4
Post by: Bill Aurion on June 20, 2007, 06:00:00 AM
"I also hope it uses sprites though I'm not holding my breath. For some reason ugly polygons = sales."

WayForward loves sprites, just so you know... =)
Title: RE: Contra 4
Post by: nitsu niflheim on June 20, 2007, 06:45:39 AM
I bought I think Shattered Soldier for PS2 and didn't like it because it was a exercise of "how difficult can we make a short game?"  It was too hard for it's own good.  Sadistically hard!
Title: RE: Contra 4
Post by: Strell on June 20, 2007, 07:29:17 AM
You'll have to draw in the Konami Code with the stylus.
Title: RE: Contra 4
Post by: UltimatePartyBear on June 20, 2007, 08:06:56 AM
This news pleases me greatly.  They're even adding grappling hooks.  It's a well known fact that grappling hooks make everything better.
Title: RE: Contra 4
Post by: Smoke39 on June 20, 2007, 12:43:57 PM
Guns, grappling hooks, and co-op.  What more could you ask for?
Title: RE: Contra 4
Post by: Kairon on June 20, 2007, 01:19:27 PM
/happy for WayForward
Title: RE:Contra 4
Post by: KDR_11k on June 21, 2007, 08:59:24 AM
Quote

Originally posted by: Ian Sane
Anyway I love Contra but since the 3D era began the series has been hit or miss with an emphasis on miss.  Contra needs to be difficult, fast-paced and meant to be played in one sitting (but you'll never beat it the first time you play it).  These days games like that are almost always f*cked up.  Game design has shifted to long games with low difficulties and developers used to that style of play usually can't get visceral arcade-style games right.


I disagree that single-sitting is important for such a game and you'd be insane to require that on a handheld. Try Ninja Five-O, that has classic-style difficulty with saving between levels and a decent play length. You can make each chunk much harder (e.g. give less health/instant respawns) if you let the player retry it as often as he wants, just make the chunks a reasonable size. When I play a saveless game these days I often lose my motivation to retry (at least immediately) when I have to start over from level 1 because I already know that stuff and the parts I need to get better at are at least ten minutes away. I have Super Probotector for the VC but I didn't bother trying it anymore after encountering the two skeleton-style robots in the room with the wall that later gets destroyed to reveal a huge skeleton robot because I feel I'd need way more retries on that than I'm willing to give.
Title: RE: Contra 4
Post by: Ian Sane on June 21, 2007, 10:33:32 AM
"I have Super Probotector for the VC but I didn't bother trying it anymore after encountering the two skeleton-style robots in the room with the wall that later gets destroyed to reveal a huge skeleton robot because I feel I'd need way more retries on that than I'm willing to give."

If you're complaining about what is argueably the best Contra game then it probably isn't a good idea for Contra 4 to be designed for your tastes.  It's like someone who hates Super Metroid suggesting how the next Metroid should play.   My brothers and I got smoked at that part too but now beat that game pretty much every time we play.  Like the developers that often screw up games like this you're too used to modern game design.  You're not used to continues and lives actually meaning something.  I don't mean this in an insulting way.  Years of gaming being a certain way is going to condition us to prefer certain ideas.  Retries takes time and I personally have given up in some games because as a working adult I just don't have that time anymore.  But for any Contra game to really work it needs to be designed like that.  I have no problem with offering a quick save (which is really an extended pause) because of it being on a portable.  But this modern idea where after you get game over you immediately go back to the most recent level of your save isn't going to fly.  People will complain the game is too short because arcade-style games are short.  Most of them last at most two hours and in an era of 30+ hours being the norm that seems like a waste of money.  Having to restart from the beginning and having to develop skills to overcome a challenge are how these games provide a decent length experience.

Every day you play the game for half an hour until you're good enough to beat it.  Hell this fits right along other DS titles like Brain Age and Animal Crossing.  It's like a non-gamer level of commitment but with hardcore gamer level of challenge.

The ability to make the player want to start over again does rely on good game design.  I have played several games where after getting game over I just said "f*ck it" and stopped playing.  But with well designed games like Ikaruga I don't get the feeling and I get better at the game each time I play.
Title: RE: Contra 4
Post by: KDR_11k on June 21, 2007, 11:03:10 PM
I'm talking about motivation, when I have to repeat an area I have beaten before (especially if it's really not difficult to do so) I get bored because, well, I'm redoing stuff for no reason. What reason is there for me to redo the whole game just for one interesting part that's at least 10 minutes in? That's wasting more time than MMORPGs. I can handle repetition a few times but with difficult games you'll do it over and over again.

Ninja Five-O wasn't too short. Well, yes, it was since you don't have enough ninja action after finishing it but that's more because it's good rather than quick to finish. An area that takes 10 tries with restarting from the beginning is more annoying than an area that takes 50 tries with each starting right at the area. Of course I would have put up with starting over back then but that's because game design has improved since back then. As I said, I don't mind difficulty but I mind unnecessary punishments for the player because those kill my motivation dead. Try playing Bunny Must Die, the bosses are really F###ING hard but you get a savepoint before them so you can focus on mastering the fight itself rather than replaying areas you can already beat blindfolded.
Title: RE: Contra 4
Post by: Infernal Monkey on June 22, 2007, 04:32:36 AM


(Had to blow it up from its original piss small size)
LOOKIN' GOOD
Title: RE: Contra 4
Post by: Ian Sane on June 22, 2007, 05:44:37 AM
Is that a legit screen?  Is so then F*CK YEAH!!
Title: RE: Contra 4
Post by: UltimatePartyBear on June 22, 2007, 06:19:39 AM
Is it just me, or are there four player characters in that shot?  The press release says two players, so I'm curious.  Are they simply enemies?  Are they computer controlled allies?  Do they follow the players around, Diddy Kong style?
Title: RE:Contra 4
Post by: BlackNMild2k1 on June 22, 2007, 07:11:16 AM
Quote

Originally posted by: PartyBear
Is it just me, or are there four player characters in that shot?  The press release says two players, so I'm curious.  Are they simply enemies?  Are they computer controlled allies?  Do they follow the players around, Diddy Kong style?

I was gonna ask the same thing, but what if they are like temporary weapon upgrades?
You pick up an item that is "rocketlauncher support" and some guy with a rocket launcher follows you around shooting rockets for about 30 seconds.  
Title: RE:Contra 4
Post by: vudu on June 22, 2007, 07:14:33 AM
Quote

Originally posted by: KDR_11k
I have Super Probotector for the VC but I didn't bother trying it anymore after encountering the two skeleton-style robots in the room with the wall that later gets destroyed to reveal a huge skeleton robot because I feel I'd need way more retries on that than I'm willing to give.
That's actually the easiest boss in the entire game if you have the homing missile (which you can get just a couple minutes before the boss).  For the first part with two robots just grab onto the ceiling and keep moving back and forth to confuse the robot who jumps up there with you.  When he jumps, get down on the floor to avoid him until he lets go.  The other robot doesn't pose much of a threat unless you get cornered for some reason.  All the while you should be unleashing on them with your homing missiles.  They'll go down pretty quickly.

When the big robot comes out from the wall and starts shooting those beams that circle the room go around the room clockwise a couple times.  Make sure to drop off the ceiling when you're just to the right of the robot in order to save time.  Assuming you still have your homing missiles start unleashing on him at the beginning and stop every couple of seconds when hanging in order to get a few shots in.  If you don't have your homing missiles, shoot him in the head any time you're either directly above him or below him.  Be sure to use all your bombs for every life you need (because they reset back to 2 every time you die).
Title: RE:Contra 4
Post by: Infernal Monkey on June 22, 2007, 04:14:22 PM
Quote

Originally posted by: Ian Sane
Is that a legit screen?  Is so then F*CK YEAH!!


Yep! Grabbed it from Nintendo Power's website preview of their magazine article. =) There are others, but waaay too small to even try and blow up.

(Also yeah, it's four player co-op! Not online though)
Title: RE:Contra 4
Post by: Smoke39 on June 22, 2007, 11:31:25 PM
Quote

Originally posted by: Infernal Monkey
(Also yeah, it's four player co-op! Not online though)

No 4-player co-op online, or no online period?  If the latter, then interest *= 0;
Title: RE: Contra 4
Post by: Infernal Monkey on June 22, 2007, 11:39:50 PM
I dunno, there might be some online snapping turtle boss porn to download for the backgrounds of each level or something. =o
Title: RE: Contra 4
Post by: Smoke39 on June 23, 2007, 12:03:10 AM
That doesn't count.  ):<
Title: RE: Contra 4
Post by: WuTangTurtle on June 23, 2007, 01:34:30 PM
.......who the F' does WayForward think they are.....making a Contra game right
Title: RE: Contra 4
Post by: Ian Sane on June 25, 2007, 05:30:39 AM
"Also yeah, it's four player co-op!"

Okay, that's it.  Nintendo just sold my brother a DS.  He has always wanted a four player Contra.  That's his dream game.  Now I and our other brother each have a DS but he doesn't so for all three of us to play he now needs to get one.
Title: RE: Contra 4
Post by: Stimutacs Addict on June 27, 2007, 04:42:51 AM
f-f-four.. pplayer,, CONTRA?>!

ogod ogod ogodo
Title: RE:Contra 4
Post by: Kairon on June 27, 2007, 06:54:40 AM
*dorkgasm*
Title: RE: Contra 4
Post by: Mashiro on June 28, 2007, 01:08:24 PM
According to an extensive article by 1up.com the creators had this to say:

" "New Super Mario Bros. is a huge inspiration for us," Hulett explains. "Nintendo looked back and created a game that was based on the original Super Mario, not Mario 3 or Mario 64, and made a game that's feels like the original. That's exactly what we want to do here with Contra. We've gone back to Contra III for the controls, the weapon system, even the platforming, which is something that was lost in the later games..."

Perhaps this will signal a look back for many other franchises to their respective roots =D

The whole article can be read here (good read and things look very promising): http://www.1up.com/do/previewPage?cId=3160665  
Title: RE:Contra 4
Post by: Chozo Ghost on June 28, 2007, 02:25:47 PM
Quote

Originally posted by: Mashiro
According to an extensive article by 1up.com the creators had this to say:

" "New Super Mario Bros. is a huge inspiration for us," Hulett explains. "Nintendo looked back and created a game that was based on the original Super Mario, not Mario 3 or Mario 64, and made a game that's feels like the original. That's exactly what we want to do here with Contra. We've gone back to Contra III for the controls, the weapon system, even the platforming, which is something that was lost in the later games..."

Perhaps this will signal a look back for many other franchises to their respective roots =D

The whole article can be read here (good read and things look very promising): http://www.1up.com/do/previewPage?cId=3160665


That's... indescribably awesome.

I'd love to see some of these franchises that have now moved to 3D go back to their original 2D charm. I can't really remember the names, but there is a ton of old NES games I'd love to see redone like that... oh, like Super Pitfall. Many people hated that game, but I loved it. Swinging on vines and being lifted up by a balloon is an experience I'll never forget. It just couldn't be the same if it were done on the PS3, but the DS could bring that feeling back.
Title: RE:Contra 4
Post by: bosshogx on June 29, 2007, 02:37:53 AM
Oh let's me honest though, if any game needs a fresh coat of paint update, it would be Blaster Master.  That game was a slice of pure awesome served on a 8-bit plate.  Let's never mention the abomination that was the PS1 version, let's us focus on the great NES and Genesis versions.  As long as the leave it in 2D and don't get overly gimmicky with the DS's features, I'd be a happy camper.
Title: RE:Contra 4
Post by: S-U-P-E-R on July 01, 2007, 03:12:34 PM
I just saw that virt is doing the soundtrack! If you're not aware, he's one of the better remixers on ocremix/vgmix. Wooooooooot.
Title: RE:Contra 4
Post by: Requiem on July 03, 2007, 09:21:20 AM
New Gameplay Footage!

This game looks incredible.  
Title: RE: Contra 4
Post by: Caliban on July 12, 2007, 06:39:11 AM
I don't know if anyone else hasn't noticed it but there no longer exists a 4 player co-op mode in this game, it's back to its roots, 2 player co-op.
Title: RE: Contra 4
Post by: Kairon on July 12, 2007, 10:37:16 AM
Ah darn.
Title: RE: Contra 4
Post by: couchmonkey on July 13, 2007, 06:04:26 AM
That's a shame. On the other hand, Wired thought the game was a perfect sequel to the originals on NES and Super NES....'cept for C Force or whatever it was called, I suppose.
Title: RE: Contra 4
Post by: Ian Sane on July 31, 2007, 12:40:55 PM
I got a chance to play this at Comic Con.  Single player only sadly but my brother and I each got some decent play time in.

It's Contra.  That's the best way to describe it and odds are if you're at all familiar with the series that enough info to tell you if you want to get it or not.  My brother and I will each be buying a copy on day one.
Title: RE:Contra 4
Post by: Kairon on July 31, 2007, 12:50:55 PM
Quote

Originally posted by: Ian Sane
It's Contra.


Thanks. All I needed to know. +2 in sales.
Title: RE:Contra 4
Post by: GoldenPhoenix on July 31, 2007, 12:52:02 PM
Quote

Originally posted by: Kairon
Quote

Originally posted by: Ian Sane
It's Contra.


Thanks. All I needed to know. +2 in sales.


I already had this game in my mile long list of games I'll buy and maybe put an hour each into.
Title: RE:Contra 4
Post by: GoldenPhoenix on July 31, 2007, 12:52:02 PM
Quote

Originally posted by: Kairon
Quote

Originally posted by: Ian Sane
It's Contra.


Thanks. All I needed to know. +2 in sales.


I already had this game in my mile long list of games I'll buy and maybe put an hour each into.
Title: RE: Contra 4
Post by: ShyGuy on July 31, 2007, 07:37:09 PM
Wait, wait. Ian went to ComicCON? Did any official NWR staff go? If not, I demand Ian write up some game impressions.
Title: RE: Contra 4
Post by: Ian Sane on August 01, 2007, 06:32:14 AM
I didn't try enough games to really write up any decent impressions.  I was just fooling around playing stuff that caught my eye if there wasn't a lineup.
Title: RE: Contra 4
Post by: Infernal Monkey on October 11, 2007, 06:58:20 PM
HOLY CRAP. YOU CAN PLAY AS PROBOTECTOR FROM THE PAL VERSIONS OF CONTRA. ALSO CONTRA AND SUPER C FROM NES ARE INCLUDED. AND THINGS. AND WOOOOOOOW I LOVE YOU WAYFORWARD.

Quote

BONUS CONTENT AVAILABLE FOR CONTRA 4

20th Anniversary Virtual Museum, NES Versions of Contra and Super C,
Unlockable Characters and More

To commemorate the 20th anniversary of the popular Contra franchise of video games, Konami Digital Entertainment plans to incorporate a wealth of in-game bonus content into its latest entry in the run and gun action franchise, Contra 4 for the Nintendo DS™. The content includes:
• 20th Anniversary Virtual Museum – this museum provides a virtual history of the Contra franchise since the early 80’s, including box art, screen shots and information on every version of Contra from the US, Japan and Europe. The museum also features an unlockable gallery of bonus art.
• Unlockable Games – The NES versions of the classic Contra and Super C are now unlockable.
• 5 unlockable characters, including the Probotector from the European version of the Contra games
• 2 unlockable digital comic books from longtime Contra artist, Atsushi Tsujimoto
• An interview with noted Contra Producer Nobuya Nakazato
Set after the events of Contra III: Alien Wars, Contra 4 follows hardened mercs Bill Rizer and Lance Bean into battle against a new extraterrestrial threat, complete with larger-than-life-action, massive enemies, fast paced run ‘n’ gun combat and mind blowing set pieces. The unique dual screen presentation of the Nintendo DS™ allows for frantic action and mammoth boss encounters, and a grappling hook allows players to access hard to reach areas, or dodge that pesky attack from a foe.

Contra 4 features a variety of game modes, including 40 Challenge Modes that will test the limits of even the best Contra veterans, as well as full cooperative play through the main story mode, where two players can take up the fight for mankind and destroy the evil forces of the Black Viper.


BEST DS GAME EVER.  
Title: RE: Contra 4
Post by: KDR_11k on October 11, 2007, 10:56:44 PM
Damn, why do I read this two hours after downloading Super C (well, Probotector 2) for the VC? Well, I guess at least multiplayer is easier that way... After playing both Super C and Contra 3 I'm hoping this will be closer to Super C than Contra 3, i.e. fewer bosses per level and more "enemies everywhere" action.

I thought the Probotector was playable in Contra: Hard Cops already?
Title: RE: Contra 4
Post by: UltimatePartyBear on October 12, 2007, 05:40:50 AM
This is fantastic news.  I doubt the classics will have multiplayer modes, but if they do, I'll exclaim my joy in caps lock.
Title: RE: Contra 4
Post by: vudu on October 12, 2007, 07:06:48 AM
Contra III is about thirty times as good as Super C.  And it's four times as good as the original.

I'm still a little iffy on Contra 4.  I'm sure it will be at least good, but I'm worried about the value you'll get for the money.  Then again, I really would like to encourage more of these types of games and the best way to do that is to drop down some cash.  
Title: RE: Contra 4
Post by: Adrock on October 12, 2007, 09:27:30 AM
I was really hoping they'd include Contra 3 as an unlockable game. Oh well. Maybe they'll surprise us all though probably not. This game is going to be awesome regardless.
Title: RE:Contra 4
Post by: EasyCure on October 12, 2007, 02:39:16 PM
Quote

Originally posted by: vudu
Contra (b)IIII(/b) is about thirty times as good as Super C.  And it's four times as good as the original.

I'm still a little iffy on Contra (b)4(/b).  I'm sure it will be at least good, but I'm worried about the value you'll get for the money.  Then again, I really would like to encourage more of these types of games and the best way to do that is to drop down some cash.



one... two... three... four...



HEY!
Title: RE:Contra 4
Post by: Maverick on October 13, 2007, 07:01:44 AM
I wish it included Contra Force.  

Hopefully I'll get a VC version of it someday.
Title: RE:Contra 4
Post by: anubis6789 on October 13, 2007, 03:03:17 PM
Not meaning to burst anyones happy bubble, especially Ian's because he is rarely happy, but did anyone else notice this:
Quote

Contra 4 features a variety of game modes, including 40 Challenge Modes that will test the limits of even the best Contra veterans, as well as full cooperative play through the main story mode, where two players can take up the fight for mankind and destroy the evil forces of the Black Viper.


It appears that four-player mode may have been dumped, unless it is involved in the 40 challenges, or is an unlockable.

I am still buying this game but if 4 player co-op is dropped I will be deeply saddened.

Also; is your friends life worth a spread shot?
Title: RE:Contra 4
Post by: KDR_11k on October 13, 2007, 09:20:45 PM
Quote

Originally posted by: Maverick
I wish it included Contra Force.  

Hopefully I'll get a VC version of it someday.


What's Contra Force?
Title: RE:Contra 4
Post by: anubis6789 on October 13, 2007, 09:41:29 PM
Contra Force
Title: RE: Contra 4
Post by: KDR_11k on October 14, 2007, 06:33:22 AM
A whole lot of negativity and stupid overlays...
Title: RE: Contra 4
Post by: Maverick on October 14, 2007, 08:07:19 AM
Haha, screw that guy.  :-P
Title: RE: Contra 4
Post by: anubis6789 on October 14, 2007, 12:49:16 PM
It was the first video that popped into my head when you asked what contra force was.  
Title: RE:Contra 4
Post by: Kairon on October 14, 2007, 12:53:15 PM
Quote

Originally posted by: Infernal Monkey
HOLY CRAP. YOU CAN PLAY AS PROBOTECTOR FROM THE PAL VERSIONS OF CONTRA. ALSO CONTRA AND SUPER C FROM NES ARE INCLUDED. AND THINGS. AND WOOOOOOOW I LOVE YOU WAYFORWARD.

Quote

BONUS CONTENT AVAILABLE FOR CONTRA 4

20th Anniversary Virtual Museum, NES Versions of Contra and Super C,
Unlockable Characters and More

To commemorate the 20th anniversary of the popular Contra franchise of video games, Konami Digital Entertainment plans to incorporate a wealth of in-game bonus content into its latest entry in the run and gun action franchise, Contra 4 for the Nintendo DS™. The content includes:
• 20th Anniversary Virtual Museum – this museum provides a virtual history of the Contra franchise since the early 80’s, including box art, screen shots and information on every version of Contra from the US, Japan and Europe. The museum also features an unlockable gallery of bonus art.
• Unlockable Games – The NES versions of the classic Contra and Super C are now unlockable.
• 5 unlockable characters, including the Probotector from the European version of the Contra games
• 2 unlockable digital comic books from longtime Contra artist, Atsushi Tsujimoto
• An interview with noted Contra Producer Nobuya Nakazato
Set after the events of Contra III: Alien Wars, Contra 4 follows hardened mercs Bill Rizer and Lance Bean into battle against a new extraterrestrial threat, complete with larger-than-life-action, massive enemies, fast paced run ‘n’ gun combat and mind blowing set pieces. The unique dual screen presentation of the Nintendo DS™ allows for frantic action and mammoth boss encounters, and a grappling hook allows players to access hard to reach areas, or dodge that pesky attack from a foe.

Contra 4 features a variety of game modes, including 40 Challenge Modes that will test the limits of even the best Contra veterans, as well as full cooperative play through the main story mode, where two players can take up the fight for mankind and destroy the evil forces of the Black Viper.


BEST DS GAME EVER.


SEE PEOPLE? THIS is why what happens when you buy THIRD-PARTY SHOVELWARE (i.e. Ping Pals).

Everyone should thank me for buying Ping Pals and contributing to the events that let WayForward bring us this wonderful gift of awesome.
Title: RE:Contra 4
Post by: vudu on October 15, 2007, 07:17:10 AM
Quote

Originally posted by: anubis6789
It appears that four-player mode may have been dumped, unless it is involved in the 40 challenges, or is an unlockable.
Four player mode was dropped a few months ago.  In fact, it's been brought up before in this very thread.
Quote

Originally posted by: Caliban
I don't know if anyone else hasn't noticed it but there no longer exists a 4 player co-op mode in this game, it's back to its roots, 2 player co-op.
Title: RE: Contra 4
Post by: KDR_11k on October 15, 2007, 08:19:45 AM
They probably figured that four players are just impossible to balance.
Title: RE:Contra 4
Post by: anubis6789 on October 15, 2007, 08:14:33 PM
Quote

Originally posted by: vudu
Quote

Originally posted by: anubis6789
It appears that four-player mode may have been dumped, unless it is involved in the 40 challenges, or is an unlockable.
Four player mode was dropped a few months ago.  In fact, it's been brought up before in this very thread.
Quote

Originally posted by: Caliban
I don't know if anyone else hasn't noticed it but there no longer exists a 4 player co-op mode in this game, it's back to its roots, 2 player co-op.



Well I feel a little silly then.
Title: RE: Contra 4
Post by: Infernal Monkey on October 25, 2007, 08:34:19 PM


<3 <3 <3 Konami taking box art seriously on DS for once.
Title: RE: Contra 4
Post by: vudu on October 26, 2007, 07:32:14 AM
What the hell is the guy doing with a rocket launcher?
Title: RE: Contra 4
Post by: UltimatePartyBear on October 26, 2007, 07:57:38 AM
The backstroke?
Title: RE:Contra 4
Post by: Kairon on October 26, 2007, 07:59:05 AM
Quote

Originally posted by: PartyBear
The backstroke?


Well he's doing it wrong then.
Title: RE: Contra 4
Post by: KDR_11k on October 26, 2007, 10:15:32 AM
What's so wrong about it? By the looks of it that thing's based on the Panzerfaust which is the only RPG I could find that has the projectile show up at the front and not use a pistol grip. I'd assume the added weight of the beefing up makes the thing too heavy to fire from the hip so he's shouldering it. That little thing he has his left hand on is the trigger mechanism, the PzF does not have a pistol grip like most other launchers.
Title: RE: Contra 4
Post by: UltimatePartyBear on October 26, 2007, 10:19:07 AM
I think vudu was asking why he's using a rocket launcher.  Sorry if my lame attempt at a joke added to the confusion.
Title: RE: Contra 4
Post by: vudu on October 26, 2007, 10:24:48 AM
Yes, the question is why.  I don't recall ever using a rocket launcher in any of the Contra games I've played.  The Crush Gun doesn't count because (A) it looks nothing like the rocket launcher on the cover and (B) it sucks.  
Title: RE:Contra 4
Post by: Infernal Monkey on November 13, 2007, 01:01:52 PM
UghGN review ahoooy!

8/10

Quote

7.5 Graphics
It looks good, but It's a step backwards in visual appeal from other Contra sequels with its pixel art focus...intentionally so since this is meant as a follow-up to the 16-bit games.


lololol what? NEEDS MORE POLYGONS.
Title: RE:Contra 4
Post by: GoldenPhoenix on November 13, 2007, 01:08:01 PM
That IGN review seems very positive. I can see the visual complaint because it is pretty basic compared to other titles on DS (Not like that matters much).
Title: RE: Contra 4
Post by: Infernal Monkey on November 13, 2007, 01:19:36 PM
Yeah, it's a great score. Really looking forward to this!
Title: RE: Contra 4
Post by: Caliban on November 13, 2007, 02:10:03 PM
I pre-ordered this game, it's out tomorrow right? RIGHT? *irritated at overflow of great games*
Title: RE: Contra 4
Post by: KDR_11k on November 14, 2007, 03:33:38 AM
IGN: "this needs more ugly DKC graphics so we can complain about it having ugly DKC graphics!"
Title: RE: Contra 4
Post by: Ian Sane on November 14, 2007, 03:59:55 AM
Gotta love IGN.  The pixel art (ie: good art) is exactly what Contra fans want.  "other Contra sequels"?  Like the crappy ones?  Who the hell would want Contra 4 to look like those?  Still the game is recommended so it's not a bad review but talk about missing the point.

These days any time "dated" or "antiqueated" shows up in a review I roll my eyes.  There are game design ideas that are dated but it seems like none of these reviewers played videogames before Final Fantasy VII or maybe even as late as Halo.  It's like if it isn't modern it's bad.  They would sh!t on Super Metroid for not telling you exactly where to go if the game wasn't popular enough for them to fear reader backlash for saying so.
Title: RE: Contra 4
Post by: Terranigma Freak on November 16, 2007, 12:34:28 PM
I have the game, and here's my thoughts on this game after playing through the first level on hard: THIS GAME ROCKS!!!!
Title: RE: Contra 4
Post by: Caliban on November 16, 2007, 03:59:06 PM
I have to wait until Monday...NOOOOOOOOOOOOOoooooo!
Title: RE:Contra 4
Post by: Terranigma Freak on November 17, 2007, 03:58:28 AM
Quote

but man…when you're spending your first hour or two with the game to get through Level One on Normal, perhaps someone testing the game should have raised their hands and said "Um, can you turn it down…just a notch? Please?"


Can you say pussy?

I made it through the normal mode's first stage dying only once on my first run. It was the hard mode that got me. Even then it wasn't too bad.  
Title: RE: Contra 4
Post by: KDR_11k on November 17, 2007, 07:02:38 AM
How does it play, loads of bosses like Contra 3 or fewer bosses and more run and gun like the NES contras?
Title: RE: Contra 4
Post by: Terranigma Freak on November 17, 2007, 10:09:20 AM
It has a good balance of run and gun along with boss battles. Some stages have mid-bosses, too, just like Contra 3.
Title: RE:Contra 4
Post by: GoldenPhoenix on November 18, 2007, 04:44:45 PM
Quote

Originally posted by: Terranigma Freak
Quote

but man…when you're spending your first hour or two with the game to get through Level One on Normal, perhaps someone testing the game should have raised their hands and said "Um, can you turn it down…just a notch? Please?"


Can you say pussy?

I made it through the normal mode's first stage dying only once on my first run. It was the hard mode that got me. Even then it wasn't too bad.


::Gasp:: Someone isn't as good as you are in a game, I hope it makes you feel better to insult them, because that really makes you a man. Anyway I am a bit let down by the game, I was expecting a Contra 3 experience and what I got was an experience on par with the NES games which I did not care for. Also, maybe it is just me, but some of these levels seem to go on a bit too long. Also, I could swear that Contra 3 had better visuals. Then again that could be because I haven't played it lately.
Title: RE:Contra 4
Post by: Terranigma Freak on November 19, 2007, 06:17:01 AM
Quote

Originally posted by: GoldenPhoenix
Quote

Originally posted by: Terranigma Freak
Quote

but man…when you're spending your first hour or two with the game to get through Level One on Normal, perhaps someone testing the game should have raised their hands and said "Um, can you turn it down…just a notch? Please?"


Can you say pussy?

I made it through the normal mode's first stage dying only once on my first run. It was the hard mode that got me. Even then it wasn't too bad.


::Gasp:: Someone isn't as good as you are in a game, I hope it makes you feel better to insult them, because that really makes you a man.


I must humbly apologize if I offend you by making fun of your favorite hypocrites at IGN. I'm sorry they constantly whine about how games aren't hardcore enough for them, but when I truly hardcore game comes their way, they cry to their mommy. I'm sorry they made a game that is suppose to be difficult... difficult. After all, everybody knows Contra games are suppose to be the easiest game in the world.
Title: RE:Contra 4
Post by: Sabe002 on November 19, 2007, 08:04:50 AM
Can you save? I read a review last month that said if you die, you have to start at the beginning again. I thought that seemed odd since it is a handheld.
Thanks for the input.
Title: RE: Contra 4
Post by: Terranigma Freak on November 19, 2007, 08:47:10 AM
Actually, you DON'T start from the beginning when you die... provided you reach the half way point of the stage. Also, interestingly enough, you can save in this game. It's automatic. If you got up to stage 4 and have to turn off, when you play again, you can start at stage 4 (beginning) and continue playing.
Title: RE:Contra 4
Post by: Sabe002 on November 19, 2007, 10:21:22 AM
I thought that might be wrong. It would really frustrate me if you had to beat the game in one sitting. Although Super C began my first all night game sessions. i was not going to get it if you could not save, just cause it would get very angry when I died!
Title: RE: Contra 4
Post by: KDR_11k on January 17, 2008, 09:30:00 PM
Okay, I got the game and finally played a good part of it by switching to easy (had to try forever to even get past the first level on normal, totally imbalanced difficulty). In some ways it's really weak. E.g. the difficulty balance is really bad, the first 1.5 stages seem to be among the hardest parts of the game, especially with the first having hard to see enemies (those prone guys are almost invisible if you don't slow down and look for them) and lots of enemies taking a lot of shots to down (in the previous games they'd all die after one shot, at least in the early levels). The balance is basically set up so starting on Normal difficulty is impossible and you HAVE to use Easy to get anywhere and get enough time to learn how to play. Easy mode is really stupid as well, instead of reducing the number of enemies and bullets it seems like all they did was give you an obscene amount of extra lifes and buffed weapons (except for the standard peashooter which still takes forever to kill anything, feeling more like Metal Slug than Contra).

I think the only other Contra that gave me as much trouble on the first level already was Hard Corps. On Super Contra 3, Super C and Contra (arcade) I could get to the second or third level fairly easily.
Title: RE:Contra 4
Post by: darknight06 on January 20, 2008, 05:26:40 PM
When I played the demo before it came out I had no problems with the first stage other than dying a couple times to a random shot, it was stage 2 and on that worked my nerves like crazy.  Truth be told, I was never able to beat it on normal until I've gone through about 14 of those challenge mode objectives.  By that time the game started clicking, but yeah it did feel like the game was out to kick your teeth in a little too early on.  I'm not the biggest fan of the jumping in this game either.  On numerous occasions I've attempted a jump onto a platform directly above me only to fall right through it even though the sprite is clearly above its ground level, something that never happened on any of the older games.  Another thing is that I feel like the palette of the game is not necessarily too dark, but that there's not enough contrast between the environments and the sprites and projectiles that you really need to see.  It's been the cause of my deaths in so many situations it's bothersome.  Other than that, the game is pretty damn good, especially considering that for whatever reason or another Konami didn't make the game.  Virt nailed the soundtrack though, they couldn't have picked a better musician.
Title: RE: Contra 4
Post by: Armak88 on January 20, 2008, 06:43:14 PM
Finally beat this game tonight. I love it, it makes me want to buy contra 3 on vc. I like the flame thrower better in C3, but the powered up flame shot in 4 is strong as hell, and it's a nice throw back to super C. The final boss fight was great, I beat it on my last continue and mostly because I had a powered up laser that I would switch out of right before i would get hit. Just out of curiosity, has anyone else beat this on normal or hard yet? I know that easy mode leaves out the last two levels, I wonder if there is any more to hard?
Title: RE: Contra 4
Post by: KDR_11k on January 21, 2008, 01:36:37 AM
Yeah, sprite contrast and the screen split are really nasty in this game.