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 title. Even when it comes to narrative, Hulett says, “There are a lot of new characters and plot details to flesh out what was originally very straightforward.”
The trailer that hit during the September 14 Nintendo Direct also depicts a mix of classic Contra standards. There’s a hill stage reminiscent of 1990’s Super C, as well as one with hangbars like in Contra 3: Alien Wars and Contra: Hard Corps. According to Hulett, “Gameplay wise, it’s all new. Well, obviously there are returning elements — you’re running, gunning, picking up Spread Shots, and so on. But we were not beholden to ‘well, let’s keep this simpler because it’s the first Contra’ or ‘we can’t put that element in this stage because that’s not what happened.’ There are original enemies and bosses, and the returning favorites will behave in new and exciting ways. Stage designs are completely new as well.”
Konami was a bit of a different company back then, however. These days, I don’t really know what to make of them. At all. I have no idea what’s going on with them, and I’m someone who watches pretty carefully. It sometimes seems like they just license their old properties to other studios. That feels like their current approach to Silent Hill, which is rather alarming.
That made me wonder how Contra: Operation Galuga happened. Do they just license to interested parties, or does Konami actively seek out partners? “Konami brought up the idea of WayForward returning to the series with the general guideline of it being classic 2D gameplay with modern 3D visuals,” Hulett explained. “WayForward pitched some gameplay concepts, and it was full steam ahead from there.”
Okay, but was Konami just selling door-to-door? According to Hulett, “Konami was very specific about the overall story. They actually developed a full universe bible before even approaching us. It has been a very collaborative process, with Konami and WF workshopping the story of Operation Galuga specifically and how that drives the stages you visit and encounters you have. In my understanding, Konami really values reestablishing Contra as a key brand for old and new players alike, so they were very involved in how characters look and the overall brand direction.”
“For the gameplay itself,” Hulett added, “they really let us at WF take the lead and develop concepts and encounters that we believed in. Obviously, there was some feedback and a lot of playtesting data, but they let us pursue our vision for the player’s experience. Overall, it’s been a great partnership!”
While the original story of Contra simply had Lance Bean and Bill Rizer as selectable characters, they’re maybe not as interesting as some of the later creations that became playable in the series. Specifically, I asked about that chances of seeing Fang or Sheena from Contra: Hard Corps.
“Several characters will join Bill and Lance on Galuga Island, and they become available as you progress through Story Mode,” Hulett replies. “We’ve revealed a few, like Ariana and Lucia, already! There may even be some unlockable characters if players put in the time.”
Fingers crossed. In the meantime, both Ariana and Lucia sport some interesting designs. I’m down. I just hope they’re playable in story mode. Story mode only allows two players, whereas arcade permits up to four players. I hope that’s not because they insist on Lance and Bill being the only canonical participants in Operation Galuga. Although I could understand why, that’s just no fun. Lance and Bill are like the sugar glaze, whereas everyone who has come since is more like buttercream frosting. I’ll take glaze only when there is no other option.
By my count, this is the first time WayForward has worked with Konami since 2012’s Silent Hill: Book of Memories. A lot has no doubt changed since then, so it left me wondering what the chances were that this could lead to WayForward taking on other licenses. My initial thought was Castlevania, but that’s hardly the only property I’d love to see a new game from. Ganbare Goemon, maybe? Or dare I dream and wonder if Rocket Knight Adventures might get resurrected? Tomm Hulett was, after all, the Producer on 2010’s Rocket Knight. He also is credited with scenario.
“From your mouth to Konami’s ears!” Hulett replied. “I know exactly how I’d pick up from the ending of RK’10 so my fingers are firmly crossed. In the words of Sparkster, ‘Let’s go!’”
For now, I’ve got my fingers crossed that Contra: Operation Galuga turns out to be a success. Considering the last console entry we saw in the series was, uh… questionable, we could certainly do with a win. WayForward did a stellar job with 2007’s Contra 4, so here’s hoping they can duplicate that success.
While we’re at it, is a port of Contra 4 too much to ask for?
Contra: Operation Galuga is coming to Switch, PS4, PS5, Xbox One, Xbox Series X|S, and PC sometime in early 2024. A physical version will come afterward.