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Contra: Operation Galuga Review

Reading Time: 4 minutes

Fast Facts

Contra: Operation Galuga

Developer: WayForward
Publisher: Konami
Website: https://www.konami.com/games/contra/og/us/en/
Genre(s): Action/Platformer/Shooter
Platform: Nintendo Switch
Age Rating: PEGI 12
Release Date: 11/03/2024
Price: £34.99

A code was provided for review purposes

The Contra series, known as Probotector in the UK, is a run-and-gun game that was first released way back in 1987 in the arcades. While it did get success in the coin-operated world, it became a smash hit when it was released on the NES given its superior technology over the MSX or Amiga release. The game spawned a bevvy of acclaimed sequels on the NES, Super NES, Game Boy, and MegaDrive/Genesis. While the franchise took a detour to crap town on the PS1 with Contra Adventure & C: The Contra Adventure, it was rejuvenated with Contra Shattered Soldier on PS2 and Contra 4 on the DS. Since then, releases have been few and far between. However, today, there is a new entry in Konami’s flagship franchise.

Contra: Operation Galuga centres around The Red Falcon terrorist group’s return as they attempt to take over the Galuga islands; located off the coast of New Zealand. It’s up to our famous duo of commandos, Bill Rizer and Lance Bean, to get back into action and stop The Red Falcon group before things go too far.

Original Contra's first level re-imagined
Original Contra’s first level re-imagined

Contra: Operation Galuga is a 2D action shooter platformer, also referred to as run-and-gun, where players, as either heroes, need to run and gun their way through uniquely themed levels by surviving the onslaught of the Red Falcon group. As with the classic Contra formula, players will be able to pick up additional power-ups such as the popular Spread Gun, Laser Gun, Flamethrower, and Homing Missiles; among others. Both default heroes can double jump and dash. Additionally, you can choose between having a life bar or playing where every hit means death.

Classic 2D Contra Action

Unlike traditional and previous entries in the Contra franchise, you can unlock additional playable characters as you progress through the story. While Ariana only has two health slots (compared to the default three with the main heroes), Lucia cannot double jump and has different attacks when picking up certain power-ups. For example, when she picks up an S for “spread”, it’s a giant laser instead. Her attacks can also be charged up; meaning you can’t just run and continuously fire.

Doesn't get better than playing co-op in Contra
It doesn’t get better than playing co-op in Contra

However, this new vision from WayForward brings a few changes to the old-school formula. Weapon pickups can also be charged to perform a boosted attack called Overload by sacrificing the weapon. For example, a charged-up Spread Gun will have bullets bouncing everywhere across the screen and the flamethrower will create a temporary shield. Moreover, when you’re finished with the story, you can replay it via Arcade mode by selecting unlocked characters. Plus, if that’s not enough, there’s a decent Challenge mode where players are tasked to complete objectives under certain conditions such as mastering a specific weapon, completing a level as fast as possible without dying or doing a pacifist run on a specific level.

Updated Formula

Additionally, you can now stack weapon pickups. So if you pick up two Spread in the same slot, your spread will cover more area. And yes, like Contra The Alien Wars, players can carry two power-ups at once. When dying, unless you game over, you only lose the one equipped. Further, completing levels rewards players with a currency that can be used to pick up perks such as an additional HP slot when choosing a health bar, additional lives or even the ability to start a level with a power-up equipped.

Those pesky flying bugs from Contra: The Alien Wars are back
Those pesky flying bugs from Contra: The Alien Wars are back

The game looks fine; although playing it in handheld mode, it looks highly pixelated. Each level has a unique, theme/design/colour palette which offers a nice variety of environments to shoot enemies in. This works well to avoid excessive similarity. Some levels are brand new while others are re-imaginings of past Contra games. This game also mixes typical levels with auto-scrollers. The soundtrack, similar to the visuals, is a combination of some oddly selected re-mixed versions of past classic Contra bangers and new tunes. Some of the remixed tunes have an orchestral sound, and it doesn’t feel right.

The Newest Toy Isn’t Always the Best

Unfortunately, updates/re-imagining comes at a price. The game feels boring; and progresses at an unbalanced pace. Also, there are ungodly long loading times between levels. While I somewhat understand why they added a “deeper” story, to me, the Contra/Protobector franchise never needed it. It’s a simplistic formula that works. I specifically disliked level 6 and think it is one of the worst gaming levels ever conceived due to its crystal gimmicks that change the perspective of the player. You’ll sometimes be upside down, have inverted controls or walk from top to bottom. It’s jarring and incredibly frustrating.

One of the few screen-filling monstrosities
One of the few screen-filling monstrosities

As far as I’m concerned, WayForward rarely misses and sadly Contra: Operation Galuga is a miss. It overall feels sluggish, and overly chaotic with an unnecessary story. While I have fond memories of this franchise, Operation Galuga doesn’t come close to recapturing the magic of Contra. This was done way better in the past with Contra 4 for the DS and Contra Shattered Soldier for PS2 (or PS3 digitally). There’s nothing chaoticly wrong with this; it just feels… monotone, and boring. Unless you’ve played and mastered every other entry in this legendary franchise, pick up the Contra Anniversary Collection instead for the real deal.

Rapid Reviews Rating

3 out of 5

3

Contra: Operation Galuga can be purchased on the Nintendo eShop.

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