betvisa888 cricket betContra Archives – Destructoid - Jeetbuzz88 Live Casino - Bangladesh Casino //jbsgame.com/tag/contra/ Probably About Video Games Fri, 26 Apr 2024 12:41:18 +0000 en-US hourly 1 //wordpress.org/?v=6.4.5 211000526 betvisa casinoContra Archives – Destructoid - کرکٹ بیٹ/کرکٹ شرط | Jeetbuzz88.com //jbsgame.com/iron-meat-is-a-gorehound-contra-riff-from-an-alternate-timeline/?utm_source=rss&utm_medium=rss&utm_campaign=iron-meat-is-a-gorehound-contra-riff-from-an-alternate-timeline //jbsgame.com/iron-meat-is-a-gorehound-contra-riff-from-an-alternate-timeline/#respond Fri, 26 Apr 2024 12:41:10 +0000 //jbsgame.com/?p=501101 Iron Meat

When a Contra game hits, it hits hard, which is why entries like the original and follow-ups like Super C, Contra III, and Contra: Hard Corps are still celebrated today. Konami's series has inspired countless creators. The latest, which comes from Ivan Suvarov and Retroware, has taken that inspiration and given it a gore-blasted twist with Iron Meat.

In the realm of homages, Iron Meat liberally borrows from what Konami established nearly 40 years ago. Thankfully, they've taken the skeleton of what makes Contra work and quite literally put some fresh meat on its bones. From the moment you jump in �an updated demo recently made its way to Steam �you'll be in territory that's familiar but eerily different. Iron Meat is like a little window into a timeline in which the main Contra series soaked in all the mid-to-late '90s trends of over-the-top violence and hurled them right back at the players ??who were clamoring for it.

Meat's back on the menu

Screenshot by Destructoid

In the world of Iron Meat, an interdimensional threat known simply as The Meat has found its way to our world and is now running rampant. Players hop into the armored suit of Vadim, who has to carry th?e run-and-gun traditions of the past on his already-burdened ?back. In place of your average enemy soldier, you'll find twisted mutants. Turrets are now a mess of mouths, veins, and vessels. Anything and everything in the background and foreground has been mangled and reimagined like an experiment gone wrong. 

Contra itself has never shied away from body horror. As soon as you entered the alien base back in 1986 you were treated to all manner of nasty sights. It all culminated in Bill and/or Lance letting hell loose upon a colossal beating heart while totally-not-Facehuggers burst from eggs all around it. We've seen flying brains, Giger aliens, and whatever the hell that two-faced, spider-legged carbuncle was in the final Contra III boss rush. Being gross is kind of in the series' DNA to some extent, and Iron Meat picks up that torch and ??dumps gasoline all ove??r it. 

Hard Gore

Screenshot by Destructoid

Over the decades, the Contra series has meant a lot of different things to a lot of different people. Some love it purely for the challenge, wearing their 1CC victories like a badge of honor. Others just like to shoot aliens that are dumb enough to run full bore in the direction of your rapid-fire Spread Gun. I like both of those things, but I've mostly always just loved seeing what each entry is gonna throw at me next. A good slice of side-scrolling action is kind of like a theme park ride, and games like Contra III and Hard Corps pull this off perfectly. One m??inute you're roasting a massive kaiju turtle, and the next you're blasting alien bugs and hanging from a mid-ai??r missile. 

This is also what has me interested in Iron Meat. It's easy to pretend it's a lost Contra ?game when it evokes that same curiosity. Since one of the main hooks is seeing all the ways they turn enemies and everyday objects into meaty monstrosities, there's a constant drive to progress and see what else they've got cookin??g. The demo lets you plow through the first two stages, which is about all you'll need to decide whether or not the meat on those bones is substantial enough. The first stage ends with a fight against a pulsating tank called the Entrail Blazer MKII. It's a simple and quick battle, but the second is the more promising showdown.

All aboard

Screenshot by Destructoid

Stage 2 pits Vadim against Carrionvoy, which takes a long and winding train and turns it into a hideous beast that barfs up corpses. It's also a pretty straightforward fight, but its various attacks and the way it slithers back and forth, filling the screen all the while, shows more of what Iron Meat has up its sleeves. The level itself is great, too. It takes place atop a train, pulling the camera out to show the bigger picture and make it easier to see all the attacks coming your way. It all goes down to a soundtrack that's more Doom than Contra, but it works well with all?? the splatter o??n display. 

Iron Meat isn't a revelation as far as spiritual successors are concerned. Its controls, power-ups, and even its overall pacing are all lifted straight from the Contra playbook. The oft-misused saying that "great artists steal" refers to the way one might study the work of others and learn how to make it their own; to imbue it with their own style. If all that ultimately boils down to here ends up being "Contra with blood and guts," consider my artistic curiosity sated??.&??nbsp;

The post Iron Meat is a gorehound Contra riff from an alte?rnate timeline appeared first on Destructoid.

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As part of the Triple-i Showcase stream, Poncle has announced that their mega-hit move-'em-up Vampire Survivors will be crossing over with Konami's classic run-and-gun Contra. Vampire Survivors: Operation Guns is releasing all current platforms on ??May 9th, with the PlayStation version arriving this Summer.

"The President’s cousin’s sister’s dog has been kidnapped by Red Falcon. Are you bad enough to come to the rescue?" asks the presser. Yes, sir,? I am prett??y bad. Sufficiently bad, I must claim.

//youtu.be/JL-73l_hCMg?feature=shared

Vampire Survivors: Operation Guns will supposedly encourage "min-maxing and stat manipulation" and will add a tonne of weapons, which is more specifically 20 including evolutions. Brad Fang from Contra: Hard Corps will be there. That's pretty cool. It doesn't mention any new levels, but having the game become more Contra-flavored should be enough. It's always nice to see Konami getting mixed i?n with a few stews after it spent decades burning all its goodwill.

Wait a minute, how is Vampire Survivors crossing over with Contra before Castlevania? Oh, that Poncle. Always zigging wh??en you think?? they should be zagging.

Vampire Survivors: Operation Guns infiltrates the main game via a patc??h on May 9th on all current platformers. PlayStation version will be arriving this Summer.

The post Vampire Survivor?s is crossing over with Contra be??cause it should appeared first on Destructoid.

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The trifecta

Konami is responsible for my top three games on the Sega Genesis console. I’ve covered Rocket Knight Adventures and Castlevania: Bloodlines already, but the third is Contra: Hard Corps. The thing is, while the former two titles are difficult trials in their own right, Contra: Hard Corps is o??ne that I’ve never been able to fully consummate with. It’s hard. It’s right there in the title.

The biggest reason why these three titles are even difficult is that Konami had this strange insistence on using limited continues at the time. Contra has always limited how many continues you get on the console games, but Castlevania? That’s just dirty. But even then, Contra: Hard Corps is difficult beyond what I’ve experienced in previous games, and I’ll delve deeper into the reason. The biggest difference here is that it wasn’t desig??ned to be.

[caption id="attachment_356983" align="alignnone" width="640"]Contra Hard Corps Good Boi dinosaur Screenshot by Destructoid[/caption]

Yes, I know what a Probotector is. Stop asking

Contra is a series of games about playing as Sylvestor Stallone and Arnold Schwarzenegger as they work to kill joggers and football dudes until aliens show up. Things kept getting weird and weirder in the games until we hit the Sega Genesis, at which point the developers were like, “This isn’t cool enough for this console, it needs more �0s. Someone get me a werewolf and graft a chaingun to his arm.�/p>

For this entry, there are four selectable characters. A dude, a gal, a dog, and a robot. As much as Fang the half-wolf is awesome, he’s probably the most difficult to use. Ray stands in for Bill and Lance, so if you can’t fathom a Contra without the spread gun, he’ll fit you like a jockstrap. I stuck with Sheena, the lady, as I have difficulty believing aliens c??ould be defeated by ??anyone incapable of live birth.

A lot of people say Gunstar Heroes is the best run-and-gun on the console, and it’s pretty great. But people probably only say that because getting past the first level in Contra: Hard Corps is a challenge. That’s because not only does your charac??ter bite it when someone bumps into them, but the gameplay changes rapidly. It’s like a police chase involving bumper cars.

Contra: Hard Corps a situation rush-style game where one minute, your feet are planted on solid ground, and the next, you’re riding an ostrich at breakneck speeds. It’s like Battletoads, and limited continue??s weren’t a good idea for that game, and they’re not a good idea here.

[caption id="attachment_356984" align="alignnone" width="640"]Contra Hard Corps Level 2b boss Screenshot by Destructoid[/caption]

It's pronounced "core"

And like Battletoads, things were different in Japan. Did you know that Contra: Hard Corps doesn’t have limited continues in Japan? You can continue as often as you want. It?? gets better, though, because your character can take three hits before they die.

It’s a completely different game. To be fair, the one-hit death thing has been pretty standard in Contra games, so having more rugged protagonists is actually a departure. I also only learned this recently, so I’ve taken multiple runs at it while playing as our porcelain protagonists. I completed Contra dealing with the limitation, so I jus??t thought that was an expectation of me. However, I never quite had the patience to play and replay until I attained perfection.

Playing the Japanese Mega Drive version was a cakewalk in comparison. The extra health was enough to get me through many of the stages before I even realized that I could continue as often as I wanted. My concept of challenge is so warped by my prior experiences that I can’t even speak of the difficulty of the Japanese version. I feel like I plowed through it without faltering, but I could say the same thing about something like Super Castlevania IV. And when I was already cleansed in the crucible of the North American version, I suppose it would mak??e sense that the Japanese difficulty wouldn’t have me breaking a sweat. I feel like I’ve been living a lie. I can’t even say which version I prefer.

[caption id="attachment_356985" align="alignnone" width="640"]Contra Hard Corps Shimon Belmont Screenshot by Destructoid[/caption]

The aural dream team

Is it easy mode, or is North America, like, hard or expert? It would have been nice if playing with the Japanese settings was an option. The fact that it was changed and even omitted is no doubt due to the rental market. While renting games was normal in North America, it was illegal in Japan. Publishers over here worried that someone would rent a game, complete it in a weekend, then wind up not buying a copy. The solution wasn’t to make the game longer, but rather more difficult, and the easiest way to do that is to just send players back to the beginning when they inevitably fail. The same thing was done to Dynamite Headdy, and I’m similarly upset about that.

For a lot of players, especially younger ones, this means not seeing a lot of what Contra: Hard Corps has to offer. It’s constantly pulling new situations out of its butthole to shove at you. It’s so rapid-fire and fast-paced that you have no time to get comfortable or even get a handle on its controls. It also presents mul?tiple paths and hidden endings while all the characters have their own weapons and abilities, which means that it really isn’t short for content.

Its soundtrack is particularly outstanding. The list of sound design contributors consists of six people, and it’s a veritable dream team. Two of my favorite composers, Akira Yamaoka and Hirofumi Taniguchi, are on that list, alongside Michiru Amane. It’s hard to tell how much each compo??ser contributed, and Hiroshi Kobayashi is usually named as the lead. Nonetheless, it’s a jampacked soundtrac?k with wall-to-wall quality. Better yet, its manic quality fits the gameplay perfectly.

[caption id="attachment_356986" align="alignnone" width="640"]Contra: Hard Corps Fang Screenshot by Destructoid[/caption]

What even is correct anymore?

Some people like to point at Contra 3: The Alien Wars as the pinnacle of the Contra series, but give me the absolutely batshit Contra: Hard Corps any day. I’d be saying that even if I hadn’t discovered the much more agreeable diffic??ulty of the Japanese Mega Drive version. It's just complete ??madness, and I respect that.

Contra: Hard Corps also feels extremely Sega Genesis, pushing everything that made the console unique. It’s a little ball of energy, ready to snap at your hand if you reach to touch it. It’s a congealed effort, and it’s so happy to be here it doesn’t care if it’s making a spectacle of itself. Be that spectacle, Contra: Hard Corps. Grab that blast process??or by the tail?? and swing it around. Let’s rock!

For other retro titles you may have missed, click right ??here!

The post Co??ntra: Hard Corps is a victim of the regional difficulty differen??tial appeared first on Destructoid.

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Contra Returns impressions

I’m getting a pretty powerful sense of déjà vu playing through Contra Returns. Last month, I sat down with Mega Man X DiVE and found myself enjoying the franchise’s transition to the mobile, free-to-play format. I thought Capcom did a pretty good job of capturing the essence of Mega Man X before shackling it to the features typical o??f F2P games. It controls well, the characters all look wonderful, and while it didn’t provide much of a platforming challenge, the game did manage ?to bring about some joy on my various breaks and lunches.

I thought that might be the only free-to-play I give such praise to this year, and yet, here I am less than a month later, having nearly the exact same thoughts about Contra Returns.

//www.youtube.com/watch?v=swMkZJyLTY8

Contra Returns comes to us from Konami and TiMi Studio Group, the latter of which is also behind the recently released Pokémon Unite. The game first debuted about four years ago in China and is just now reaching our shores, bringing with it a level of polish you’d hope for in a game that’s been on the market for this long. Like with Mega Man X DiVE, Contra Returns controls quite well, uses auto-aim in addition to a mostly reliable manual aim, an?d? shows a certain level of appreciation for the franchise’s history.

The story isn’t all that special �aliens, evil soldiers, corrupt scientists �but story has never really been the draw of the series. At least not for me. I’ve more focused on the tight run ’n�gun gameplay and the fact the franchise featured two sexy, muscular men named Bill and Lance, which together sound like escorts you’d find in the classified section in old issues of Honcho. Players start with Bill unlocked, but you’ll need to earn Lance, as well as several other characters from the franchise. Sheena from Contra: Hard Corps and Ray Poward from Contra: Legacy of War are up for grabs, as are original characte??rs like Jean and Code 018, both of whom look like they got lost on their way to the game they’re supposed to be in and just settled on being gacha pulls here.

Each playable character can double jump and equip two guns they can alternate between in battle. Guns have a cool-down meter that needs to replenish after you’ve exhausted all its bullets, so if you’re quick enough to change out your weapon, you can keep those guns-a-blazing without stopping. Within each level, there are power-ups to unlock like the Spread Shot or Flamethrower, just as you did in the original game. But now, those abilities are also found on dedicated guns you can unlock. Each character also has two unique attacks and a shared super weapon that can be used once per level. As you should expect by now with free-to-p?lay games, all of your heroes and weapons can be upgraded and promoted with all the shit you collect playing through the campaign and completing challenges.

And it’s clear the developer??s want to keep people playing for a long time. There is a solid handful of supplemental modes you unlock as you level up your profile, some of which you probably won’t get access to for several days or longer, depending on how much you play. I’m particularly fond of the One-Life Mode, which challenges players to make it as far as they can in a level without getting hit, channeling the days of Contra b??efore everybody leaned about the Konami Code. There is a stamina meter that will limit how much you play per day, but the game is so damn generous with recharges early on that my phone actu?ally ran out of juice before my stamina meter did.

As much fun as I'm having with it (which I’ll admit is a decent amount), some big minuses go along with all those pluses. First of all, Contra Returns has some rather bland art direction. The heroes look fine, if a bit dated, and some of the recreated boss encounters are nice, but they’re stuck in a game with incredibly generic backgrounds. As for the levels themselves, they’re brief and lack the challenge of t??he past 2D games. There is some variety in level type, including fas??t-paced auto-scrollers, but I don’t think anybody is going to go gaga over any of the stages here. There are also the requisite PvP modes that I don’t really care for and co-op modes that are fun but take too damn long to unlock.

Of course, there is also a great deal of free-to-play nonsense ass??ociated with the title. This includes a buttload of ads, a menu that feels like it was designed to confuse players, a questionable season pass, and a good amount of gacha. I would advise all players to refrain from?? spending money on this game until you’re absolutely sure you want to deal with all that. And even then, maybe sleep on it.

With all that in mind, I do have to say it is nice to see a free-to-play mobile app that actually looks and feels like the franchise it’s based on, even if it can’t match the exact gameplay style of its forebearers. That’s a thought that’s been on my mind following the uproar Kotaku caused recently over its coverage of XCOM Legends. The original headline to that story was certainly provocative, but the fallout following its publication proved to be worthwhile as some mobile developers took the opportunity to provide a little schooling on the reality of the business.

The truth is, concessions are made when any IP makes the jump to mobile. It’s just up to the developer and publisher to decide how many concessions they want to make. Looking at Contra Returns, it fares better than most. There are noticeable sacrifices, but a clear effort was made to retain the essence of the series and the game is better off because of it. Playing it actually feels like you’re playing a Contra game, even if it’s not quite what you remember. And until Konami gives the keys of the franchise back to WayForward Technologies to make Contra 5, that's the best we can hope for right now.

The post Contra Returns doesn’t completely sacrifice its identity on mobile appeared first on Destructoid.

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Konami Klassics en route

That masterful spoiler ??of video game announcements, the Taiwan Digital Game Rating Committee, is in full effect once again, offering up listings for a host of classic Konami titles, all of which have received fresh ratings for release on the PC platform.

Among this slew of new ratings are a trio of classic Metal Gear titles. 1998's Metal Gear Solid has been re-rated, as has its enhanced 2002 sequel Metal Gear Solid 2: Substance. Also recipient of a new rating is the original Metal Gear, which first launched on the MSX2 way back ??in 1987.

Another listing suggests that a re-release of Konami Collector's Series is in the works. Originally available on PC back in 2002, this CD-ROM compiled the NES editions of Castlevania, Castlevania II: Simon's Quest, and Castlevania III: Dracula's Curse, as well as arcade ports of run 'n' gun classics Contra and Super Contra.

This latter rating is particularly bizarre, given that all of the above games are already available on PC via the far superior Contra and Castlevania Anniversary Collections. We will keep you updated once official word of any of the above titles is f??orthcoming.

Metal Gear and Konami Collector's Series rated ?for PC in Taiwan [Gematsu]

The post Classic Metal Gear and Castlevani??a PC port??s appear on Taiwanese ratings board appeared first on Destructoid.

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Brrrrap...Brrrrap...

Hamster have pulled out a genuine classic for this week's Arcade Archives release: Konami's genre-defining shooter Contra is now available to download on Nintendo Switch.

Originally unleashed on the arcade scene in 1987, Contra is a side-scrolling platformer/shooter that sees one or two players don the headbands and 'roided body frames of commandos Bill Rizer and Lance Bean, as the musclebound duo run 'n' gun their way through a full-on alien invasion. What can I tell you that you don't already know? It's Contra.


Bill and Lance battle through seven stages of extra-terrestrial mayhem, utlising an array of ridiculous weaponry and smart bombs to fend off alien soldiers and screen-filling boss characters. Contra was a ??smash hit in arcades, and would later be porte??d to home computers and consoles, while spawning several sequels and remakes.

Contra is available to download now on Nintendo Switch, priced at around $8. It was previously made available on PS4. It should also be noted that it is also available as part of the Contra Anniversary Collection, available now on PS4, PC, Xbox One?, and Nintendo Swit?ch.

The post Konami’s legendary Contra is this week’s Arcade Archives release appeared first on Destructoid.

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Rogue game

There are Contra games I still play annually to this day and I'm not just referring to the original.

I really have to give a ton of credit to Shattered Soldier and Neo Contra, the two (these days, low key) PS2 entries, for laying it down with two of the most fun co-op campaigns to date, and Arc System Works' Hard Corps: Uprising? sti?ll looks beautiful (I can't believe it's been eight years).

"Beautiful" isn't exactly how I'd describe Contra: Rogue Corps, but at a budget ?price it might suffice as? a rainy day weekend type of game.

Contra: Rogue Corps review

Contra: Rogue Corps (PC, PS4, Switch [reviewed], Xbox One)
Developer: Toylogic/Konami
Publisher: Konami
Released: September 24, 2019
MSRP: $39.99

Contra: Rogue Corps isn't solely a Konami internal project per se. It's actually co-developed by Toylogic, who mostly have done assistance/auxiliary work on a few big-name projects like Kid Icarus: Uprising and Psycho Break (Evil Within). However, Nobuya Nakazato directed it, who helmed the legendary Rocket Knight on Genesis, and had a hand in a ton of other games (including OG Contra joints). This mishmash of talent involved bleeds into the g?ame itself, which is a roller coaster of a shoot 'em up.

Rogue Corps attempts to continue the very loose "Alien Wars" timeline of the series proper, but really, all you need to know is that you're playing as a crazy dude (Kaiser), a panda (Hungry Beast), a badass woman (Ms. Harakiri), and a gross bug thing (Gentleman). Well, you should also take into account that Rogue Corps dials up the absurdity (beyond the 3D glasses and killer robot chicken from the oddball PlayStation entry Legacy of War) up to Borderlands levels.

For example: Ms. Harakiri isn't just a bloodthirsty assassin, she has an alien embedded in her stomach that she keeps under control with a sword ("I would advise not getting killed by her"). Characters shout profanities on command, and there's these little transition animations that rule in a '90s cartoon sort of way that are super morbid. In one of the first cutscenes, the gang saves an innocent hostage from the alien menace, only for said hostage to melt horrendously by way of an acid bath moments later. To some extent this playful tone extends to the game it??self: enemies can flip up and smash against the screen like a Super Nintendo brawler.

It's cool and frequently silly, all to its benefit. But once you actually load up into the game itself (especially on Switch, where it looks particularly rough), that veneer starts to fall apart. Confusingly, Rogue Corps is actually broken up into multiple modes. The campaign, which features constant camera changes, is actually the main event and can be played via online or locally with multiple Switches. Then there's a strange PVP component, and the couch co-op portion (this is important) is actually a separate gametype that you need to unlock. We'll get to that?.

This is a messy game, there's just no other way to say it. There's no traditional pause in offline single-player, and I spotted menu typos ("allows here" instead of "allows her" in the loading screen tips menu), you name it. In some cases, "rough" is an understatement in reference to the aesthetics (again, on Switch, ?the version I played), and I just want to ask one question: is it possible to patch in a soundtrack? The practically non-existent one feels like a wasted opportunity when over-the-top crazy metal would have been a killer choice.

Slowly but surely though Rogue Corps won me over...in flashes. When it comes down to it most of the levels are actually fun to play, offer interesting enemy placements, and funnel players into tense situations. I dig the multi-faceted approach to combat, which incorporates a (very powerful) arcadey dash, melee finishers, and slight platforming with a jump button. Locomotion is paramount, as Rogue Corps' constantly shifting perspective adds a lot of v??ariety to the standard run and gun archetype.

The cooling system (which overheats your guns if you use them too often) is going to be divisive, and I can certainly see where they were going with it. Swapping weapons is key, and the fact that you can't just hold one button down indefinitely adds some strategy to the mix especially when coupled with some of the cascading, almost puzzle-like barre??l explosions. It'll take some getting used to, but if you don't like how a certain gun works you can swap it out, and four characters with distinct special skills and loadouts is the sweet spot for a run and gun game like this. I also dig that you can customize your build and gear (it's part of the game's long-term appeal) even if it does get a tad unwieldy at times.

As well as the typical "make your way through the level" adventure fare, levels are broken up by arena brawls, which are hectic as hell and easily the best part of the game. The whol?e cooling concept shines here as you need to regulate your weapons lest you get caught with your pants down, eaten alive by a swarm of zombie...things. When you have your?? back to the wall shooting out a screen full of enemies, you know they did something right. There's a structure it all too, and optional extra missions if you want more variety.

Contra: Rogue Corps review

Boss designs, on the other hand, can be just as messy as the framewo?rk. Some are really fun, MMO-like skirmishes that fill the screen with bullets and offer up generous attack telegraphs to keep you on your toes without feeling overwhelming. Collectibles can even pop up in the middle of a fight, which lends itself well to the whole entropic goal. Big bosses, on the other hand, can be extremely tedious, with tired "weak point" strate?gies and infrequent attack windows.

I was not able to test out online play during this review period, but I did try out four-player co-op. It's a different campaign, intended as a side story, and the developer directly compares it to Gauntlet and Smash TV. It's...disappointing. Having to wait to unlock?? it (roughly an hour or more) with a group can be a drag, and it basically amounts to randomized dungeon runs where the enemy layouts don't always gel together swimmingly. Most of the people in my group weren't thrilled with it, and the entire time it was running I wish??ed that the campaign had full couch support.

Konami vows that more free DLC is on the way, and even teases something that has to do with Bill and Lance, the heroes of the original game. While none of those promises are factored in here, there is the chance that Rogue Corps could be improved upon over time and eventually become more than what it was at launch: similar to how Super Bomberman R turned out with subsequent performance and content patc??h??es.

It's a shame because sometimes, even when I'm fighting the game, I'm enjoying myself. Contra: Rogue Corps needed more?? time in the oven, and I'm not sure the whole "segmented ways to play" concept is going to go over wel??l with everyone. But when it's firing on all cylinders, there's some silly shoot 'em up fun going on.

[This? review is based on a retail build of the game provided b??y the publisher.]

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Spam it

Contra: Rogue Corps is out this week, and although a lot of people are probably going to be turned off by it, some folks will? be blasting away, trying to find som??e fun with it.

If you happen to be one of those people: don't forg??et to dash.

Much of Contra: Rogue Corps is self-explanatory (shoot and move), but it's kind of understated how good the dash is. Not only does it provide an insane degree of locomotion, it also doubles as an invincibility shield (iFrames) and an attack.

With the way "cooling" works in Rogue Corps, you might find yourself in a situation where both of your main ??guns are overheated. In that case you'll want to start dashing while your weapons tick back up, which doles out lump sums of damage slowly over time. It works particularly well on bigger bosses and minibosses that have large hitboxes, and will help you clear out levels that much quicker.

The post If you take away one thing from Contra: Rogue Corps, it’s to liberally use the dash appeared first on Destructoid.

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Rogue Preview

My E3 demo session for Contra Rogue Corps, the newest entry in Konami's once-proud series, was a little less than stellar. While not necessarily a bad game, I felt it didn't really do justice to the brand's legacy. It was also kind of low quality, which was odd for a franchise so revered for being tightly constructed. I imagined it would be a hard sell for many Contra diehards.

Thankfully, you don't have to take just my opinion on the matter. Konami has announced that a new demo is now available on PS4, Xbox One, and Switch for the quirky, grindhouse-esque shooter. Containing a single level (The Damned City) and boss battle, you'll likely cover the same ground I did at E3 in my hour-long preview. This demo will also contain local co-op and the somewhat interesting sounding PvP mode, so you can grab some friends to give it a shot.

If that wasn't enough, the demo even has a new trailer for Rogue Corps, which is curiously not available on YouTube. I guess you're getting a bonus for giving this title a go. ??You can currently grab it from your digital storefront of choice. The main game will be available on PC (via Steam), PS4, Xbox One, and Swit??ch starting September 24, 2019, for $39.99.

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Infinite Fire mode not available

[Update 08/20/19: Konami has confirmed all of the pricing info for Contra Rogue Corps. The main game will be $39.99 as noted during E3 and the?? season pass will be an additional $4.99. A new trailer for the game shows it in a more finalize??d state.]

The budget pricing for Contra Rogue Corps is starting to make more sense. According to a recent eShop pre-order listing, the upcoming sequel to the Contra series will be getting a DLC season pass loaded with a bunch of cosmetic extras. While it's nice that nothing of substance is being gated off here, what is the purpose of including a season pass for this game? In what way does this enhance the experience, especially when impressions from E3 were incredibly mixed?

Th?ere's no confirmed price (and I can't personally locate the eShop page for this), but here is what spending extra will? get you.

Hungry Beasts 4 T-shirts pack

  • Rogue Corps logo design
  • Konami Code design
  • Alien Wars design
  • Lily's Hungry Beast T-shirt

The Gentleman Beetle Pack

  • Beetle skin for Gentleman
  • Bonus T-shirt skin for Ms. Harakiri and in-game items

Retro Bill Pack

  • Retro skin for Kaiser
  • Bonus T-Shirt skin for Gentleman and in-game items

Assassin Pack

  • Sister H skin for Ms. Harakiri
  • T-shirt for Kaiser and in-game items

Along with all of that, the eShop page confirms some other details about the game. The install on Switch will occupy around 3.8 GB of memory. Rogue Corps is also listed to have eight-player multiplayer, likely a competitive mode, as well as the already confirmed four-player cooperative feature. I'm actually interested to see what that eight-player option is since it might put the not-Contra mechanics into perspective.

Still, I can't say I'm thrilled that Konami is already planning DLC for this game. I know that I should be accustomed to the modern trend of working on post-launch content in the month or so before release, but I did not leave my short demo excited to try Rogue Corps. I had hoped that the extra time would be spent on polishing the experience some instead of adding superfluous content to the package. We'll just have to wait and see how it all turns out when Rogue Corps launches on September 24.

Contra Rogue Corps will have a season pass [Nintendo Everything]

Contra: Rogue Corps ava??ilable now for pre-order on Switch eShop (+ ??season pass) [ResetEra]

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Get Cross

Konami has released the previously-announced update to their recent retro compendiums Konami Arcade Classics, Contra Anniversary Collection and Castlevania Anniversary Collection. The patches, which are live in their respective releases right now, allow players to play the Japanese editions of numerous? titles.

For the most part, this may just appear to alter text language or logo design, but for some games (particularly in the Castlevania range) the Japanese versions feature more blood and gore, specific references to Dracula and, most notably, use of religious iconography suc??h as crucifixes. There's even some very mild 16-bit nudity in there. Scandalous!

Besides?? content changes, some games feature tweaked difficulty settings, or alternate music tracks. Given that these collections represent the storied history of these franchises, these "uncut" patches are a welcome addition for those who may have never had the opportunity to play these classic games in their original form.

Konami Arcade Classics, Contra Anniversary Collection and Castlevania Anniversary Collection are ?all available now on PS4, PC, Xbox One and Nintendo Switch.

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More like Rogue Bores

Konami isn't presently held in the ?highest reg??ard by most people. After canceling Silent Hills, firing Kojima at the tail end of Metal Gear Solid V's production, adapting long-dorm??ant franchises into pachinko machines, and releasing th?e sub-par Metal Gear: Survive, it seems like they've stumbling in the dark with thin hope that they might eventually find the light switch. Somethi?ng has to go right at one point.

The announcement and subsequent release of the Konami Arcade Collections seemed like a good start. Bundling a ton of classic games together and making them available on modern platforms, Konami appeared to be far from abandoning the franchises that made it popular. Then Nintendo's E3 Direct revealed the existence of Contra Rogue Corps, a brand new entry in a series that last saw a release was?? eight years ago. Could Konami have finally found its way?

I'm sorry to say it, but no, b??ased on what I've seen at E3. Maybe things can change in the few months left before release, but while Contra Rogue Corps captures absolutely nothing of what previous Contra games so rev??ered, its main problem is that it's just not that good.

Contra Rogue Corps

The demo ?started off with what could b?e considered an extended version of the game's trailer. Rogue Corps picks up immediately after the events of Contra III: The Alien Wars. Even though Earth's troops have dealt a devastating blow to the aliens, the battle is far from over and a new team needs to strap on some g??ear and get to killing. Enter the titular "Rogue Corps," which consists of Kaiser, Harakiri, Gentleman, and a panda named Hungry Beast.

Following explanations about what makes each person tick, the game shifts to the team in-progress on a mission. On the orders of their commanding ?officer, a woman named Aero Handler, the team is attempting to extract a target that will help them produce weapons for their battle against the oppressive aliens. After killing a bunch of people in a mostly static cutscene (cut-outs of characters have single frame animations that look really stilted), something goes wrong and a vat of acid melts the target. Kaiser utters, "Oh shit, that's fucked up," and the tone is now set for this adventure.

I don't think I need to point out what is wrong with this scene to any Contra veterans. While the games have never taken themselves seriously, they've also not been imbued with teenage humor. I can sort of understand the grindhouse vibe that Rogue Corps is going for, but it's so far removed from the series past that it might as well be called anything else. Still, a foul-mouthed, low-budget style doesn't necessarily mean the game will be bad. House of the Dead: Overkill ?has that and it actually elevates the experience to something magical.

Contra Rogue Corps

What really starts to confuse me is how far the game goes to actually not be like classic Contra. If it wasn't self-evident, the reason for multiple characters in this game is not only for co-op purposes but so individual players can select a playstyle that fits them best. Each character has strengths and weaknesses along with access to special abilities that are ?unique to them. Through the acquisition of gea??r and leveling-up your weapons, you'll begin to slowly make them stronger and give yourself even more crazy techniques to pull off.

The gameplay, itself, is that of a twin-stick shooter. You move with the left stick and aim with the right. Holding down R2 will fire your gun, though firing for too long will cause your weapon to overheat. You can't lay on the trigger recklessly, but you can overheat one firearm and swap to your secondary. As well? as those two options, you have a dash attack that can stun enemies and a screen-clearing bomb that can help you out of a pinch.

Surprisingly, there is a health bar in this game (which is sort of like Hard Corps and Hard Corps Uprising). You can take multiple hits before dying and find health pick-ups from certain enemies. Performing your screen bomb or the context-specific super moves will also restore your ??health a little, which adds some strategic dep?th to them.

Contra Rogue Corps

As for what your other weapons are, that is where some of the customization options come in. While certain weapons appear to be locked to specific characters, you do have a choice of whether or not you want a standard machine gun, a shotgun, a mini-gun, or possibly a chainsaw in your possession. As you finish levels and gather materials, you'll level-up those guns and acquire various different forms of currency to power them up further. Before you even ask, there are no microtransactions or loot boxes. Think more something like Earth Defense Force than any number of scummy mobile games.

While all of that is fine on paper, it just doesn't pan out to much. Putting aside how un-retro this all this, Rogue Corps is just too empty. There aren't enough enemies swarming you, so stretches of the levels see you slowly walking towards or away from the camera and looking at ugly visuals. Even the boss figh?ts are like this with the two I faced featurin?g a gigantic enemy stumbling about like a buffoon while you back up and take pot shots from afar.

I only bring this up because the game is three months away from release. While it would be silly to criticize an alpha or beta build for lacking fidelity or having design decisions that don't quite pan out, this demo could very well be the final game. Konami was showing off a close to finished version that contained every level of the game. The lacking graphics, sloppy levels??, and difficulty tuning are likely set in stone now, and I hope something can be done to possibly delay the game to better refine these elements.

The initial shock of how not-Contra this is is something I'll have to get over. I clearly went in with a certain set of expectations that were not met at all. I don't blame Konami fo??r wanting to try something new, but you have to bring your A-game when doing so. So far, Contra Rogue Corps is more like a C-game. It honestly isn't so bad, but it does not??hing to capture th?e style and essence of what Contra used to be about. Worse, it doesn't even do its own ideas al??l that well. That's the real problem here.

The post Contra Rogue Corps’ identity crisis isn’t its biggest problem appeared first on Destructoid.

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September 24

Get your guns ready. Konami's making a new Contra game, and it'll be here before long.

Contra Rogue Corps is the newest game in the series. Humans, cyborgs, pandas, and aliens coming together to fig??ht other aliens. It's the feel-good murder story everyone has been waiting f?or.

You won't wait long, though. Contra Rogue Corps releases on September 24. We'll have more impressions after we see it he?re at E3.

The post Contra Rogue Corps is new and it’s launching in a few months appeared first on Destructoid.

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Probotector strikes back!

Konami has unveiled which games will be included in the Contra Anniversary Collection and the list is pretty solid. Containing a few variants that technically push the pack beyond eight games (the limit set for each collection), fans of old-school Contra will be well accounted for when the compilation lands this summer. If you like Probotector, then get ready for the robo-duo's comeback!

The games you'll be able to play in??clude the following:

  • Contra (Arcade)
  • Super Contra (Arcade)
  • Super C (NES)
  • Contra III: The Alien Wars (SNES)
  • Contra: Hard Corps (Sega Genesis)
  • Contra (NES)
  • Contra (Famicom)
  • Operation C (Game Boy)
  • Probotector (Sega Mega Drive)
  • Super Probotector: Alien Rebels (SNES)

Along with that selection, Japanese variants of games will be included. This was announced to be coming in an update to the recently released Castlevania Anniversary Collection and will be handled the same way for Contra. Those will be:

  • Contra (Arcade)
  • Super Contra (Arcade)
  • Super C (Famicom)
  • Contra III: The Alien Wars (Super Famicom)
  • Operation C (Game Boy)
  • Contra: Hard Corps (Sega Mega Drive)

While I initially scoffed at the idea of Contra III and Super Probotector being included (they are functionally the same game with swapped character sprites), I noticed that this collection comes with 10 titles instead of the regular eight. If you look closer at the list, Contra on Famicom and Super Probotector aren't taking away from other games' inclusion. Maybe it's a little silly that three versions of the original Contra are present, but each one has a unique feel that makes th??em worth expericing.

I also have to admit that I have a fondness for the Probotector characters. I didn't actually grow-up playing Contra and my first real exposure to the series was when Contra 4 launched on DS. You were able to unlock the robots in that title and I preferred playing as them for how neat they looked. Maybe I'm a weirdo, but I like that I have the choice of playing Contra III or the far superior Super Probotector.

Anyway, Contra Anniversary Collection will be launchin?g for $20 at some point in?? the near future. It will be available on PC, PS4, Xbox One, and Switch.

Konami Announces Contra Anniversary Collection Lineup [IGN]

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Individual collections for each series

The various rumors and rated collections were true! The Konami Anniversary Collection series has been announced by the company. Packaging different series in separate compilations, the first pack available will be the Arcade Classics collection on April 18, 2019, for $19.99. It will include Haunted Castle, Typhoon (A-Jax), Gradius (Nemesis), Gradius II (Vulcan Venture), Life Force (Salamander), Thunder Cross, Scramble, and TwinBee.

Following that, a Castlevania and Contra collection will be available at some point in the future. In a great move, each collection will be available on every major platform (PS4, Xbox One, Switch, and PC via Steam), so no one has to miss out on the action. Each pack will contain eight titles, with Castlevania and Contra having four titles revealed. Castlevania will include the original NES classic, Castlevania III: Dracula's Curse, Super Castlevania IV, and Castlevania II: Belmont's Revenge from the Gameboy. Contra will have Contra, Super Contra, Super C, and Contra III: The Alien Wars.

Sadly, these packs will be digital-exclusive releases, though Konami lists that they will be available from "various online stores." I'm sure that is referring to each console?'s respective marketplace, but it could mean the PC version will eventually hit other distributors.

At the very least, though, it's nice to finally have these classi?c titles available on modern platforms. I might be too wishful with my thinking, but getting performance enhancements would also be nice.

Konami Anniversary Arcade

Konami Anniversary Contra

Konami Anniversary Castlevania

Anniversary Collection [Konami]

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Sans Johnny Gat

[Update: Turns out I was actually wrong about Virtual-On not being on US BC. It was already made available a few months back, so it? coming to Japanese Xbox One's is a sign that their own regional service is getting updates. That is sweet! The original story is left below, misinformed ranting and all! -PG]

It may be my least favorite of the series, but Saints Row: The Third definitely had some fun moments. It was a bold departure in style that has come to define the series' place opposite Rockstar's Grand Theft Auto. Sadly, it cut a bunch of mainstay features from 2 and basically had a campaign that repeated mission b?eats far too often. Hulk Hogan and S?asha Grey were in it, though, so yay?

Anyway, if ??you have a fondness for the Saints' third outing, but only have an Xbox One, now you don't need to worry. The game is officially compatible on Microsoft's new console via the glorious backward compatibility service. While this is probably the h??ighest profile game of the bunch, this isn't the only title coming today.

Along with the late THQ's dildo bat simulator, we're also getting Super C, Monopoly Deal, Slender: The Arrival and Undertow on the BC service. If you happen to be in Japan (or have a Japanese Live account), you can also get Virtual-On on you??r Xbox One, which makes me so excited and mad at the same time. Why can't we have the port of t??hat arcade classic?!

With Virtual-On being a Japanese only release, this makes me wonder how many Japanese gamers actually use the backward compatibility service (or own an Xbox One). Is there a huge list of exclusive games for the Japanese market that we'll never see? Why isn't the US release of Virtual-On being added? So many questions...

Major Nelson [Twitter]

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Hard core, or hard corpse?

Sega Genesis owners were blessed; we got the most badass, coolest cyberpunk Contra game at the time when all of those Nintendo wussies were playing Contra III: The Alien Wars. Contra: Hard Corps was a tough-as-nails heavy metal album cover Contra game where you got to pick one?? of multiple characters (including a cute robot called Browny) and branching level paths. And today it has been out for 23 years and I feel ol??d as hell.

Truth be told, there really is no debate among most people; Contra III is probably the better game, is probably more fair and evenhanded, and ultimately has far more memorable individual levels and moments than Hard Corps. But what a treat it was as a kid to own a Sega Genesis, and get such a cool, exclusive Contra game.

Contra: Hard Corps eventually had something of a spiritual follow-up in Hard Corps: Uprising for Xbox 360 and PlayStation 3 that was also a lot of fun?? and almost too ridiculously hard in some places. 

Contra hasn't had much love lately, but every now and then I love to go back and play Hard Corps. I usually don't get very far, but the killer soundtrack and gritty art style are always a treat. If you haven't tried the game, go check it out. (Tip: the Japanese version is?? a lot easier to play, but you won't understand the dialogue. Not that it probably matters too much.)

Bonus: Here's a lon??gplay of the game if you can't find your copy?:

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Move over Nickelback, I got new posters incoming

Fine purveyors of video game vinyl and original art; Mondo, have unveiled a selection of Konami-themed items that will be on sale at San ??Die??go Comic-Con next week.

An 18x24 poster for hard-as-nails side-scroller Contra, featuring original art by Eric Powell, will be available for $45, alongside a real nice double LP of the game's arcade and NES soundtrack. Limited to 1,000 copies at $25, the soundtrack is pressed on coloured vinyl and housed in a sleek gatefold sleeve. Also available will be a creepy Castlevania III poster, designed by artist ??Sachin Teng. This poster costs $65 and is limited to 150 prints.?

Both posters are Comic-Con exclusives, as is the coloured vinyl edition of the Contra soundtrack. So if you're interested, be sure to visit SDCC, or have a buddy pick them up for you, otherwise you'll be as miserable as I am for missing out on that Shantae figure sold at Anime Expo last week.

Mondo's SDCC Castlevania and Contra merch [Mashable]

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You crazy for this one, China

Hollywood made a movie based on Battleship -- of "You sunk my battleship!" fame -- and still made $300 million at the ??box office (against a $200 million budget), so it's hard to be surprised at absolutely anything that comes out of billion dollar movie studios.

Including a live-action film based on the video game Contra, courtesy of China.

"In 1988, a huge meteorite lands on an uninhabited island in the South China Sea. Chen Qiang and Li Zhiyong investigate but come up empty handed. 29 years later, Chen sends commandos Bill and Lance into a combat mission there to neutralize the villainous Red Falcon Organization, but end up facing a di??fferent enemy altogether."

Sure! Whatever! Neither the teaser nor poster necessarily represent the final?? product, which you'll have to wait until 2019 to watch ironically.

Classic 1987 Arcade Game ‘Contra’ Set To Become Mov?ie [China Film Insider]

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Along with four other games

I figured with Microsoft already adding two games to the backward compatible list this week that we wouldn't see more. Not only have they added one of the best Contra games in a long time, but they also decided to include four other games. Granted, Hard Corps: Uprising is easily the best of the bunch, but I'm sure there are fan????s of the other games.

This update includes Harm's Way (a free Dorito's sponsored game), Band of Bugs, Bullet Soul (which released just last year on the 360!) and Bullet Soul -Infinite Burst- (which is an updated version of the previous game). I'm mostly surprised a free advergame was included in the list. I thought nobody cared about Harm's Way, but I guess I was wrong.

Now we just need Yaris and all will be well in the world...

Major Nelson [Twitter]

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Shoulda never dropped that Spread gun

Contra (or Probotector, depending on wha??t part of the world you hail from) was one of the Nintendo Entertainment System's most iconic games, one that strongly resonates with people who grew up with it even today. The series just celebrated its 30th anniversary, as the arcade version began appearing in arcades in late February, 1987. The home version was one of very few early NES ga?mes to offer simultaneous two-player mode, which is likely the biggest contributing factor to the regard old folks like myself have for the title.

As much as I love Contra, my affection pales in comparison to a fellow who calls himself Captain Steve V1. He put together a fantastic tribute to Contra using nothing but some Nerf guns,? some digital effects, and a whole bunch of free time. The video went viral on FaceBook, but some kind soul has uploaded a version?? to YouTube, and you can check it out below.

While the effects are somewhat low-fidelity, the video nails the sounds and feel of Contra. The attention to detail is exceptional: the hero even gets stunned by the electric fields when he's ??too eager to progress through the tunnel sequence in stage two. There's also a great sequence near the end that will be all too familiar to anyone who was ever disappointed by picking up the Laser weapon.

The video closes with a bit of behind-the-scenes footage showing what it looks like without the special effects. I wouldn't mind seeing another video like this, maybe incorporating some of Contra's weird aliens and other setpieces like the waterfall and exploding bridge. Here's hoping the creator feels inspired to make a sequel. Lord knows there won't be any games in the near future.

Contra video [FaceBook]

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Contra-versial opinions

When Bleed came out in 2012, it was a great throwback to run-and-gun platformers of the late '80s and early '90s like Contra and Metal Slug. The sequel looks a lot better, builds on the foundation establis??hed in the fi?rst game beautifully, and adds some welcome new features into the mix.

In the original Bleed, pink-haired protagonist Wryn set out to become the ultimate video-game hero by defeating all other heroes on Earth. Her plan worked flawlessly, and she's been enjoying the accolades and adulation every since. But the rest of the world's heroes were the only thing keeping a massive alien armada from invading, and with them out of the picture, the aliens see Earth as ripe for the plucking.

With no other defenders available, it's up to Wryn to beat back the alien menace and ?save the world. Fortunately, she doesn't have to go it alone, since you can play this ?game with a friend.

Bleed 2 (PC)
Developer: BootDisk Revolution
Publisher: BootDisk Revolution
Released: February 8, 2017
MSRP: $9.99 ($8.99 until February 15)

Wryn is a capable heroine who borrows her arsenal from Deadpool, wielding twin pistols and a katana. You have unlim??ited ammo, and can fire a stream of hot lead using the mouse or the right stick on a game pad, moving with W??ASD or the left stick. Wryn can jump three times before hitting the ground, and can also wall-kick by hitting Space or the right trigger. Jumping in midair allows her to boost through a projectile or obstacle, though it's usually better to avoid them entirely. What sets Wryn apart from other run-and-gun game protagonists is her ability to reflect bullets and attacks using her katana. Letting up on the stream of fire for a moment and then beginning the attack again will cause her to briefly swing her blade, slicing anything nearby and also deflecting any projectiles that match her hair color. She can also slow down time briefly, which helps the player react to some of the more ridiculous fire patterns you'll be exposed to.

I came into Bleed 2 having never played the original, but that's something I intend to remedy. I first became aware of the title at PAX West last year. I got to try an early version of the game in co-op mode, which is the best way to play it. Aliens and their allies will shoot two colors of projectiles at you, and you can deflect the color that matches your hair back at them. If you have a friend along, you can keep each other from being hit by focusing on the projectiles that match you, sort of like a two-player version of Ikaruga. Even if ?you're playing solo, there's plenty of i??ncoming fire to reflect at its source.

Bleed 2 is a lot like Contra: Hard Corps, or for a more recent comparison, think Comic Jumper or Mercenary Kings. You'll fight your way through a short level crammed with enemies, and then take on a boss where you'll need to figure out the pattern and adapt your attacks to defeat it. You'll move from setpiece to setpiece this way, and several of these are very creative. All of the boss fights come down to shooting ??the core, but each has a gimmick or three that help make them memorable. You'll fight a helicopter stuffed with evil kittens while jumping from car to car, a massive laser drill while digging yourself a path underground, and a skyborne mad bomber while using live missiles as platforms. 

I had a lot of fun with Bleed 2, and there's plenty to do here if you enjoy the gameplay. Beating the game once unlocks several new characters to play as, including the claw girl from They Bleed Pixels. There's also an option to try an??d fight any three bosses simultaneously, a hardcore mode where you have to beat the game on a single life, and "mutators" that let you change some of the rules. These mutators reminded me of a time when cheat codes weren't something you paid for as DLC, and they do some neat stuff like making the hitboxes visible on screen, taking away the ability to parry projectiles, or giving Wryn infinite slow-mo powers.

Though there's a lot of ways to play Bleed 2, it isn't the longest game in the world. I got through my first playthrough in about an hour, although I admit I was totally abusing the checkpoints and infinite continues. Bleed 2 seems to be perfect for speedrunners and score attacks, and encourages the player to get better by constantly showing their current rank in the top right of the screen. Getting hit even once can drop your rank by two stage??s, so clean, flawless playthroughs are necessary if you want to top the leaderboards.

Bleed 2 manages to feel accessible while still rewarding precision and accuracy. It plays wonderfully, and you can enjoy it as a light co-op experience or really break it down and dig in to master its intricacies. I'd definitely recommend playing with a controller, but if you're looking for a fast-paced platformer with plenty of action, Bleed 2 has you covered.

[This review is based on a retail build of the game provided by the publisher.]

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Konami partnered with Tencent

So you may have heard of Tencent, that company seemingly bent on global domination of multiple industries, including your vid????jas (want to know something crazy? It owns 48% of Epic Games!).

Since Konami loves money, it has partnered up with the company, bringing Contra Mobile to a device near you! Wait, what? Yeah, I said Contra Mobile, a fully dedicated passion project that? reboots the original game in a total loving and not manipulative way.*

*Who am I kidding. It's a cash grab and will probably feature microtransactions. Stay tuned for the Pachinko machine line! 

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Respect for the spread gun

Hot on the heels of other classic 8-bit action figures such as purple Jason and grumpy Godzilla, NECA announced the upcoming release of more toys based on games we used to love (well maybe not love, enjoy? Tolerate?) as children. These figures based on the NES version of Contra are sure to conjure up all the beloved memories of savagely impossible boss fights and constant, unending death we wo?rked so hard to drown and repress with booze and other vices these past 27 years.

The figures include snazzy pixilated paint jobs and classic box art like we've seen with other releases in this line. You can pick them up sometime around April if you want to relive the glory days of hard as nails platform shooters. Really, what sells these figures to me is the little spread gun bullets you can attach to the end of their guns. The spread gun was damn near essential in some levels and it's nice to see its gallant service immortalized in plastic form. In fact, screw making figures of old vide?o game characters, I want some toys that commemorate my favorite 8-bit power-ups.

Also, notice how surly the blue guy looks? It's almost the same face I make every time I dust off a copy of Contra only?? to discover I was way better at it as an eight year old than I am today. 

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Ahhhh, so lame

These days, retro-era publis??hers can get desperate. While they've made their fortunes on the traditional arcade and console market, other revenue st??reams can seem enticing after others have struck gold in ways they've never seen before. Such is the mobile market, and the latest publisher to follow the money -- Konami.

Of course Konami seems to be getting out of the game entirely, with a shift to pachinko machines, and mobile. The newest title they've announced will be a new Contra, a side-scrolling shooter (so it's not a Candy Crush clone or something) developed for Chi??na on Android and iOS. It?? currently has a working title.

Hey Konami -- how about you let Arc System Works crowdfund a sequel to Hard Corps: Uprising?

Contra [4Gamer]

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Seems like it forgot two key IPs...

Everyone’s favourite publisher Konami has released a “heritage game survey”, asking players about some of its IPs (as seen in the image below) and how they feel about them. Importantly, it's asking what we’d like to see brought back.


The survey features a weird mix of well-known and kind of obscure: Vandal Hearts and Suikoden are put up alongside bigger hitters like Castlevania and Bomberman. Normally this woul??d just register as standard market research guff to me, but there are two things worth pointing out:

Firstly, there is absolutely no mention of two of Konami’s biggest IPs: Silent Hill and Metal Gear. If this were normal market research, surely it’d be valuable to compare the likes of Suikoden with titans like Silent Hill? Factor in the fact this survey is apparently about Konami&rs??quo;s heritage, it strikes me as odd they’re nowhere to be seen.

Secondly, it pretty explicitly asks which games we’d like to see in the future. Survey takers are asked about whether they’d like to see new games in the IPs listed, as well as what platforms they’d like to see them on. The IPs listed include some pretty old and seemingly abandoned series too, like Sunset Riders which came out in 1991.

This makes me think Konami might be trying to claw its way back into someone’s (or everyone’s considering just how much good will they’ve torched recently) good books by throwing out a few reboots and sequels to some more beloved series. As long as they’re not Silent Hill or Metal Gear. We don’t talk about those.

There are no confirmations that Konami actually is bringing back any of them, but it’s interesting to see it even being mentioned considering how Konami likes to just go totally silent on certain recent issues.

Which Konami IPs would you like to see come back? I hope we see a gritty, futuristic Bomberman. I think that'd be just swell.

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Of COURSE we want additional games

When Nintendo feels like we get too close, it puts us right down. It's not the lover man that we want it to be, at least when it comes to fulfilling what can sometimes seem like lofty requests. For instance, remixes featuring other consoles and additional games? Get outta town. But wait! According to NES Remix director Koichi Hayashida when speaking to IGN, GBA, SNES, and third-party remixes could occur in the future if we? clamor for it loudly enough.

Hayashida's a fan of games like Contra, Castlevania, and Mega Man, and states "if there's a big enough outpouring of support" then he'd like to take a look at releasing additional NES Remix-like challenges.

You know what this means? It means we must rally together with a battle cry. Some days, some nights, some live, some die in the name of making Nintendo aware that an audience does exist for these games and that yes, we do want them. It can begin with us! Don't you see? It can begin with us.

Super Nintendo Remix Depends on Fan Support [IGN]

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Work on the team's original game, Super Retro Squad, is progressing slowly

Super Mario Crossover, the pixel-for-pixel recreation of Super Mario Bros. that features a selectable cast of NES stars, was all set for the big 3.0 update this past June. It was unfortunately delayed a month, but it is now available for your pleasure. Head on down to developer Exploding Rabbit's site to give the new revision a spin.

New to 3.0 are the levels from Super Mario Bros. Special, a Japan-only port / remake for the NEC PC-8801 and Sharp X1; a difficulty system that drastically alters level layouts; and more skins for levels and characters to make them look like various other games on the NES, SNES, Game Boy, and so on. More tweaks and skins are planned for the future, ?but this is likely the last big update.

Exploding Rabbit is now hard at work on Super Retro Squad, which follows the style of Super Mario Crossover only with original characters and levels. While originally looking like an NES game, the graphics have been beefed up to a more detailed 16-bit style,?? though it looks like there may still be skins to "downgrade" the look to 8-bit and handheld styles. The game will also f?eature four-player online and local co-op. You can check the new screens below.

Super Mario Bros. Crossover 3.0 Released [Exploding Rabbit]

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Sylvester Stallone and Arnold Schwarzenegger as the Contra guys

You've probably heard the story, right? How basically Arnold Schwarzenegger and Sylvester Stallone were used as "influences" when designing the cover and character art for the main heroes of Contra.

Well someone has taken that story ?to the next level by taking Arnold and Sylvester figures and customizing them into Bill "Mad Dog" Rizer, and Lance "Scorpion" Bean. The figures come in at 7", are hand painted, feature weathering effects, and have a removable bandolier and flak vest.

There's even custom weapons! The spread gun, machine gun, and laser from Contra are part of the set.

The current bid as of this writing is at $41, a?nd there's three days left to go before the auc??tion ends.

[Thanks, Nathan!]

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