It’s hard to get excited for a new Contra game. It has been a series with some excellent ups and severe downs. As a publisher, Konami doesn’t seem to be the most discriminating when it comes to handing their properties to outside developers. However, the fact that Contra: Operation Galuga is being handled by the more reliable WayForward gives reason to be optimistic.
I was given a chance to talk to Operation Galuga’s director, Tomm Hulett. Unfortunately, my optimism has been dashed. My first question was the ever-important “What is the best Contra game?”
Hulett responded, “It’s gotta be the NES original. The 16-bit games especially have some amazingly memorable moments, but when you want consistent run ‘n’ gun perfection, there’s no surpassing original Contra (though we are trying, of course!)”
Tsk tsk. Everyone knows the correct answer is Contra: Hard Corps.
I’m joking, of course. While I love Contra: Hard Corps for its Treasure-esque variety and weirdness, the first NES Contra is a solid choice. It’s a terrific translation of the 1987 arcade original, but despite its more limited hardware, it’s better in most ways. There’s a mechanical feel to it that is just so satisfying, especially if you see it through without the “Konami Code.”
Contra: Operation Galuga isn’t even WayForward’s first experience with the license. In 2007, they handled Contra 4 for the Nintendo DS, which was well-received, even right here in primordial Destructoid.
For Operation Galuga, the series is going back to the beginning. According to Tomm Hulett, it’s a reboot of the series. It takes us back to the first game’s Galuga Island, “fighting a terrorist uprising before uncovering the true threat.” However, it’s not at all just a remake of the first
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