

Other movement methods include standard runing and dashing which allows for breaking through enemy defenses. The movement is clunky and cumbersome, jumping being the worst offender – a slight jump causes your character to do a barely controllable Sonic the Hedgehog-like multi-somersault spin jump. Unfortunately, the perspective transition has not faired this game well. The levels also sadly play out in much the same way, with dull and repetitive objectives leading to an unsatisfying stale feeling. Not a corner that the developers should have cut. In each level you essentially shoot and bomb your way though hordes of enemy swarms, opting for enemy quantity over quality. Picking from a number of different characters, in this game you work your way through a series of levels that are accessible via a hub (access to the hub is granted upon completing the tutorial) and work your way up the ranks. An interesting change and a brave step for Konami, but one that was ultimately a mistake. Set after the events of Contra III: The Alien Wars (a game released back in 1992), Contra: Rogue Corps is a run-and-gun shooter as you would expect from the series, however a different approach was taken here Contra: Rogue Corps sports a top-down isometric view resembling that of the old Infinity Engine games, à la Baldur’s Gate. Did Contra: Rogue Corps live up to its expectations and legacy? If you’ve seen this review score you already know the answer to that, but read on regardless. As a casual fan of the Contra franchise myself, it was a real treat now here we are reviewing an official new Contra game – the first real entry since Hard Corps: Uprising in 2011.

The first game code I recieved here at Nintendad was for Blazing Chrome, a game made by and for fans of Contra and Metal Slug.
