#this is mostly in trailer to a lot of HB criticisms
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I’ve always hated how media needs to be “palatable.” I think it’s annoying because people and situations irl aren’t always “palatable” either. Hell, more often than not, real people don’t fit the narratives touted by media, and that creates unrealistic and often misleading expectations.
#personal#this is mostly in trailer to a lot of HB criticisms#but it applies to basically every fandom I’ve been in this past four years#which is basically DSMP and Batfam#some others but those three’s fandoms are the biggest offenders#like the creators and the stories themselves aren’t even trying to be Palatable#which is why I like them#but their fandoms always seem to try to make#everything more palatable and sanitized or shit#it’s weird af#like#a lot of fandom is embracing the weird and non-mainstream aspects#but somehow Weird also has its own expectations for palatability#otherwise it’s Problematic(tm)#people are complicated!#they fuck up!#they’re cruel and nasty#they don’t always lead with kindness and they may expect the worse from others#they’re not going to fit the picture perfect model you want them to fit#and that’s good because that’s what makes them compelling!#if you don’t like it don’t read it#or watch it#not everything needs to exemplify moral purity
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CONTRA: ROGUE CORPS is one of those games that people love to hate. And I’m not saying everybody is wrong that’s reviewed it so far, nor am I saying I necessarily know better. What I am saying is that whenever I see something which the aggregate tells me is irrevocably horrible, I tend to want to disprove the consensus. Or at least offer an alternate viewpoint. After all, I’ve actually been excited for CONTRA: ROGUE CORPS since I saw the surprising trailer unveiled way back at E3 2019. I may have been the only journalist woohooing and raising my fist in appreciation, and for a simple reason – I’m a fan of the CONTRA series. Yes, it’s generally hard as nails and beyond brutal, but it’s one of those series I grew up playing. Sure it’s not very intellectually stimulating or terribly deep, but sometimes you just need an excuse to blow away alien scum. So seeing as how I finally started playing my preorder copy of the game, let’s see if it scratched that violent itch.
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First things first, I will concede that ROGUE CORPS is a messy title. Not just visually, but in terms of the precision of how the game and its systems work. I’m not saying that to be cruel, but sadly it’s just a fact. Having said that, I still found myself enjoying the basic loop of the gameplay. Picking a character, going through missions, beating bosses, getting rewarded with items, then using said items to upgrade my character. Now if you’re an old fan of the series, most of that probably stood out to you. Usually you don’t have progressive upgrades in CONTRA games, you just fight from level to level. And while I respect developer Toylogic for being ambitious and taking chances with the title, I couldn’t help but come to a conclusion as I played – ROGUE CORPS isn’t truly a CONTRA game. Again, not a slight, just a fact. In a way, ROGUE CORPS is a mishmash of various games wearing a CONTRA suit. In many ways, it reminded me of a mix of Gauntlet, Smash TV and DOOM. Which in a way isn’t that surprising after I researched other projects developed by Toylogic. One that particularly stood out was Kid Icarus: Uprising. That’s another great example of using the window dressing of the series, but totally reinventing how it sounds and plays. And much like Kid Icarus: Uprising, ROGUE CORPS fires many shots that miss the mark, as well as some that hit dead center.
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The game starts with a surprisingly epic introduction, illustrated in a comic book style. It tries to encapsulate the entire history of the CONTRA games, showing how the aliens invaded and were beaten back. Or so we thought. Turns out, they left a present deep in the Earth’s core, and it suddenly erupts into a living nightmare called Damned City. This twisted location is so dangerous that most humans go mad just stepping foot there, and that serves as the excuse for our eclectic team of heroes, the titular ROGUE CORPS (or I guess technically Jaegers, according to the intro). Whatever their name, this fearsome foursome is the strangest band of heroes found in any CONTRA game. There’s team leader Kaiser, who looks like the cybernetic caveman ancestor of Bill Rizer. Then there’s Ms. Harakiri, who somehow got fused with an alien parasite that she stabs to gain temporary power boosts. Then there’s Gentleman, a hideous insectoid alien that is apparently on the side of the angels. And then there’s my favorite, Hungry Beast (HB for short), a giant mecha panda with a scientist’s brain in his noggin. Though you’d be hard pressed to call the heroes from other CONTRA games normal, this bunch makes them look boring by comparison. Oh and there’s one more character named Lily, she’s your pilot as well as the narrator of the story.
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Now, as I said earlier, the basic gameplay is fine, with some provisos. It plays like a twin-stick shooter in a quasi 3D environment. I’m used to CONTRA being a 2D platformer, so this was a bit of a learning curve, but thankfully my recent addiction to the twin-stick genre helped my immersion. As you run around blasting hordes of foes, you have a couple things that help. One are the special skills unique to each character, which can be activated at any time, and then have to cool down before using again. Kaiser’s skill adds spreadshot bullets to his attacks, Harakiri gets stronger, Gentleman throws black holes that scoop up small foes and HB lays down several turrets which both shoot foes and deflect bullets. I like that amount of diversity, and it goes a long way to making the game feel fresh. Each character plays a little differently, dictated both by their size and movement speed as well as their primary and secondary weapons. I much preferred Kaiser and HB, since their machine guns pushed back foes, while Gentleman and Harakiri fired a laser that cut through enemies, but didn’t repel them.
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I also appreciate how whenever you use a missile attack to clear the screen, the animation changes depending on your character. Kaiser rides the missile like in Dr. Strangelove, for example. Then there’s also Finishing Moves, which can only be used against nigh unkillable gold enemies. To stop them, you have to shoot and dodge attacks to dizzy them, then get close and press A to watch the blood flow. These are spectacularly violent sequences, and I only have two issues with them. First, enemies don’t stop moving just cause you’re murdering one of their buddies, and crowd up close and personal. This means you have to immediately dodge away once the sequence is over. The other problem is sometimes the animation doesn’t play properly, and instead you just see your character pose slightly before the attack activates.
More Rogue Action on Page 2 ->
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Besides all that flashiness, you’re much more maneuverable in ROGUE CORPS. Not only can you run around and jump, you can also dodge foes, avoiding damage. The dodge can also be used aggressively to knock foes off balance and dizzy them, as I said earlier. My problem with this mechanic is that once you’ve dizzied a foe, you can pick them up, but there’s usually no reason to. If there’s a handy meat grinder around, toss an enemy in, but it’s not satisfying or effective to toss foes into each other or against walls. There are also sequences called Shooting Galleries, where the camera pans to quasi FPS and you aim your sight with the right stick. While these have the benefit of more clearly displaying the action, they also are cumbersome and frustrating. And they don’t just occur when you’re facing stationary turrets and foes, but in boss fights as well. In fact, the first massive boss fight against an angry metal skeleton, which is teased at the end of the demo, is fought in Shooting Gallery mode. I struggled and struggled with him, doing minimal damage, until I realized I could move forward while in that mode, and once up close and personal, I started to do massive damage. Problem is, it’s not intuitive that you’d be able to move forwards and backwards in a mode that normally forces you to a horizontal plane.
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When boss fights don’t involve that mode, I tended to enjoy them more. Sure they are time consuming and more than a bit grindy, often involving waves of lesser foes distracting you as the boss rampages around, but they still were a fun challenge overall. And while it’s true they do overuse the first boss a lot, since he shows up later as a recurring mini boss and even in a upgraded form, there’s some very distinct boss designs here. I loved the giant metal skeleton’s design, as well as the fiery chariot boss. Hell, even the recurring boss is a neat design, looking like some bloated Toxic Revenger. My biggest issue isn’t that the game is ugly, but that the camera angles and magnification often made it hard to make out the visual niceties. Compounding that issue is that the most common grunt in the game, a sort of red fleshy skeleton, is completely generic looking. Which is frustrating, since some of the others are great, like the flying baby heads, the giant mouths that burst from concrete and even the roller skating buzz saw bastards. It’s also frustrating because in general, the CONTRA series is known for fantastic enemy design, be they robotic terrors or organic nightmares.
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I liked the idea of weapon and character customization in theory, but in practice it proved more than a little confusing. This is in part because even the game’s internal guides don’t do a great job of explaining what’s required. An example is that whenever you work on an upgrade, it requires not just items to dictate the properties, but curiously also requires a sufficient number of them. This is compounded by referring to these items as B.A.D. (an acronym I don’t recall the game explaining). It’s very confusing, and I still can’t say I fully understand the system several hours in. However, it’s still fun to experiment, and I strongly recommend you use this system. Not only can it make your guns more powerful, it can add new effects such as an increased critical chance or inflicting status ailments. Best of all is you can make it so your weapons fire longer without overheating, and I strongly suggest you invest in that feature. Other than customizing your weapons, you can also put your character in the surgery room and upgrade their body parts. This is pretty similar to weapon customization, other than offering different doctors. Each one has different potential chances to either improve or tweak your stats, and most of them cost cold hard cash. For that reason alone, I mostly stuck with the one doctor that was free, but feel it’s probably best to bite the bullet and risk using one of the others.
Sadly there are some typos in the game as well.
Now, I’ve been trying to help showcase the positive aspects of ROGUE CORPS, but I need to spend some time with the messy bits. While I can look past muddy visual effects and grindy mechanics, I can’t ignore the following. One particularly offensive problem is the pause menu. Quite simply, pausing the game doesn’t stop the action. I noticed the enemies kept moving afterwards, and I am pretty sure I’ve taken damage as a result. I understand the missions have time limits, and maybe the developers want to encourage you to watch the clock, but in my mind, pausing means everything has stopped. Taking cheap shots when I’m taking a break is problematic in the extreme. Another problem deals with the aforementioned camera angles. Often these will not properly display everything happening, and more than once an enemy was hidden by the camera angle. I only noticed cause their health bar was visible. I also was annoyed that often the various planes of the battlefield would trap foes in odd places. Considering the game usually gates you in areas until you beat all the enemies, this wasn’t helpful. It was also difficult that sometimes the controls were less precise than I would like. Often I would aim with the right stick and the moment I let go, the gun orientation would shift. And while I did enjoy the boss fights in the game, I almost wish the mega boss fights were structured differently. I would have preferred if ROGUE CORPS took a page from Mechstermination Force, which ironically is based loosely on the earlier CONTRA games. Having large foes that I took down in distinct phases, whittling away their armor and causing new threats to surface, would have been much better than the Shooting Gallery approach. Yes, it shows the bosses better than the standard camera angle, but I just wish the combat was consistently the twin-stick format.
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In the end, I still enjoyed CONTRA: ROGUE CORPS. Yes, it’s a hot mess, and many things aren’t properly explained for my tastes, but the core mechanics are fun and work pretty well. Which makes it more of a shame this title was so poorly received. I admire Konami and Toylogic for taking a chance on something different here, even if it didn’t work out perfectly. As a fan of the CONTRA series, I still don’t feel ROGUE CORPS was a traditional experience, but also think it has something to offer fans. Now that playing it has put me in the proper frame of mind, I think I’ll finally start playing my copy of CONTRA Anniversary Collection.
Too funny not to use.
OPINION: ROGUE CORPS is Fun, Despite its Quirks CONTRA: ROGUE CORPS is one of those games that people love to hate. And I'm not saying everybody is wrong that's reviewed it so far, nor am I saying I necessarily know better.
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