Contra: Hard Corps
Let me start by saying that while this is a true, crazy Contra game, Hard Corps was a bit of a disappointment.
The good parts: You can play as 4 different characters, which would be great for the replay value….if it were possible to actually finish the game the first time.
The graphics are absolutely beautiful (as expected); there are some cool cut-scenes; heat-seeking-missile guns are always a good thing; there’s enough variation in bad-guys to make it interesting; the bosses are many and very well designed……
Here’s the problem: Where the earlier Contra games (arcade and console) are notorious for their difficulty and 1-hit kills, at least there is a high fun-factor in overcoming the challenges and looking for the patterns…. Hard Corps does not have this. Here’s why:
Whenever you shoot something, which is constantly, your enemy explodes in a beautiful shower of fireballs. The problem……..it’s so huge and bright, you’re constantly being cheap-killed by a stray bullet!!! The normal dexterity needed to play these games are normally reserved for AD&D 2nd Edition Thieves (Yep, I’m old). I get that. But, when you can’t see what you’re trying to dodge, it just takes all the fun out it. I’m not freaking Daredevil! (2nd nerd drop..I’m done)
If you’re a fan of this genre, or a Contra completist…go for it. It has all the juicy goodness of awesome weapons, cool music, huge bosses, robots, and great controls. But for me, I’m going back to Contra III, for the SNES….and that’s saying something, because I’ve always been a ‘Sega over Nintendo’ guy.
Overall: 6/10 solo 7/10 co-op