Skip to main content

What Was Worth A Damn About Gamescom 2025?

We’re back again to take a look at the highlights of a gaming showcase. This time, we turn our attention to Gamescom, the gaming trade show in Germany whose “ Opening Night Live ” presentation happens to be hosted by Geoff Keighley . Can’t so much as walk five paces without bumping into a show that that man is hosting. Anyway, same principle as before - just the good-looking and interesting projects, keeping the pessimism and negativity to a minimum. Bubsy 4D Developed by: Fabraz Someone made the call to stick this in the pre-show before the main presentation, and that’s baffling to me because it’s one of the most interesting nostalgia revivals I’ve seen in a while. Immediate takeaway: Fabraz seems to be leaning hard on self-aware and self-deprecating comedy here. An understandable creative choice, given both Bubsy’s wisecracking persona and the series’ charms having been overshadowed for three decades by this game’s infamous predecessor Bubsy 3D. The jokes in the trailer are amusi...

1987's CONTRA: How Does It Hold Up?

 

As of February the twentieth, it will have been thirty-five years since the release of Konami’s popular run-and-gun title Contra to arcades. The action genre in gaming did not emerge with Contra, but it was helped along by that property as the medium inched ever closer to the new millennium. Though games about muscle-bound soldiers and plentiful gunfire had existed before, the Contra series leaned into the absurdity of the setup while refining and building upon the basics of the side-scrolling action template.

So, in honor of this anniversary and the property's significance to gaming, let’s take a look back and see how that beloved title fares now…

The Experience

One’s experience of the original game’s aesthetic leanings absolutely depends on the version chosen. There’s the initial arcade release from 1987, which sports the more detailed backgrounds and character sprites, and the later edition for the Nintendo Entertainment System (or Famicom, for Japanese players) that simplified the art style to account for the hardware limitations but doubled down on striking use of colour. No matter the level of visual detail, though, Contra is experientially the same breed of enthusiastic pastiche across the board.

 

It’s an understatement to say that Contra is evocative of 80s action cinema and James Cameron’s early filmography in particular. Contra’s slim premise centers on an elite soldier (or two, if the game is played cooperatively) storming the island base of a mercenary faction, quickly uncovering and dismantling the operations of said mercenaries’ alien invader benefactors. It basks in its mix of absurdly well-guarded military outposts, harrowing industrial sci-fi corridors and late-game Giger-esque catacombs. This embrace of referential imagery, unabashed though it may be, does lend the game a kind of earnest charm that is almost enough to forgive the taxing difficulty of play.

As per the traditions of the era, Contra operates on a one-hit-kill system wherein your character will drop dead if they so much as brush up against a hostile presence, nevermind the abundance of literal pitfalls and streams of weapons fire. This grows more infuriating with each subsequent level - consider the Waterfall stage, wherein the player must maintain their ascent up the natural ledges of the fall as a slew of soldiers, automated turrets and other unexpected hazards bar the way. Though playing a modern version of Contra that allows mid-game saving and procuring one of the game’s iconic weapon power-ups (such as a faster firing Machine Gun or a five-shot Spread attack) can mitigate one’s frustration, it’s grating to consider just how much pixel-perfect timing and reflexes are key to one’s survival.

 

If there’s one area where the first Contra indisputably excels, it’s in use of the era’s technology to deliver an singular audio-visual experience. Though broadly in line with pixel art of the time, Contra’s artists use bold colour choices and distinctive level layouts to great effect; among the standouts are the cool tones of the Snowfield and the bright orange platforms of the Hangar. Furthermore, the game’s soundtrack by Kazuki Muraoka, Hidenori Maezawa and Kiyohiro Sada helps maintain an ever-present atmosphere of suspense and danger, capped off with one of the most triumphant end-of-level themes in gaming history to boot.

The Takeaway

 

There’s no denying Contra is a work deriving much of its visual cues and overall direction from the media of the 1980s; it’s a game in love with the pop-culture of its time, for better or worse. However, there’s also no getting around that its reworking of such imagery into a fast-paced, demanding action game was a solid creative endeavour.

It’s definitely a game best played using save states or the closest equivalent, to be sure, but there’s value in experiencing its exquisite art design, level variety and series-defining soundtrack for one’s self. 

Comments

Popular posts from this blog

The Post-E3 Games Showcase Era, Summer 2024 Highlights: Part II

In the ashes of the Electronic Entertainment Expo, amid the bloat and pretense of the games industry, always must there be a presentation... always must there be game trailers... and always must there be those who commentate. So it is that we find ourselves in the aftermath of this year's collected summer showcases, a cavalcade of announcements and information to parse in its wake. For my part, I set forth to note the games that stood out among the pack. Today, we go over the high points of the Future Games Show , the Xbox Games Showcase , the PC Gaming Show and, yes , even the Ubisoft Forward . Heaven help us all... Future Games Show The High Point: Duck Detective: The Secret Salami The premise of “riffing on the hardboiled detective story with talking cartoon animals” would be a fine selling point for a game in itself. The choice to also lean into a sticker book aesthetic, complete with characters hobbling around as barely moving objects in a scene? Now that's a fun time ...

Review: MIND PORTAL

Release Date: January 12th, 2018 Developer: Daniil Titner Publisher: Daniil Titner Version Reviewed: PC Copy Purchased There's a saying in certain circles that you can make a good movie out of anything, but to do it sometimes you have to rip out the source material's guts.  The intent of that saying is, I feel, quite clear in its central focus - highlighting how some projects have to work harder than others to hammer competency out of flawed material - but I think the sentiment can also apply to other mediums, like gaming. Take, for example, the first-person platformer, a sub-genre which exists primarily as an extension of the first-person shooter genre being so prevalent for sooooo long.  Make no mistake, I like works like Mirror's Edge (or, say, Jumping Flash ) for at least trying to offer something different from the gun-toting norm, but the execution of such works tends to leave a lot to be desired (no matter how much time, energy and money is thrown at the d...

2023 in Gaming: The Five Least Promising Games

New year, new chance to hope against hope for good things before being crushed by the inevitable heartbreak of video games being a mess right now. In all seriousness, despite how easy it is to be cynical about the state of the industry, I still find value in examining the forthcoming slate of titles and offering my perspective on how much - or little - they have to offer. For today I have elected to pinpoint the five games whose marketing leaves much to be desired. Time will tell if I prove correct in my predictions here, but at this moment these are my feelings as to how entirely not enticing these games appear.  The FIFTH LEAST PROMISING: Dead Space Releases January 27th The Basic Premise: It's the future, everyone's miserable and doing contract work like cracking planets for minerals. One such ship, the Ishimura, goes dark and eventually worries people enough to send a rescue crew to try to fix the situation. Enter the Necromorphs, space zombies of maybe supernatural origin...