When Kaiser, the sole playable character of Contra: Rogue Corps’ brief demo, uses one of his ultimate moves, he grunts, “you know I had to do it ‘em” as he proceeds to get a stat buff and mow down enemies. When he uses his other special, a missile appears and launches out of thin air, prompting Kaiser to grab on and ride it straight into the ground – a la Dr. Strangelove.

Contra: Rogue Corps is, by all means, a completely moronic and asinine game that gives no fucks. But it’s precisely because of this that I find myself instantly endeared and compelled by the bizarre, unlikely sequel. The game’s absurd, messy, off-the-wall approach to just about everything is unheard of in 2019, where even comedy-driven games like Borderlands 3 feel decidedly focus-tested and cynical. Rogue Corps, by contrast, feels like the product of another era – a bona fide “b game” that isn’t afraid to throw caution to the wind if it means entertaining the ꦛplayer.

And make no mistake – Rogue Corps is a deeply entertaining game, if the short demo is anything to go off. Developer Toylogic has eschewed the franchise’s 2D roots in favor of a 3D twin-stick shooter, in the vein of unsung series gems like Neo Contra. While there’s absolutely a place for the classic Contra approach, as seen with WayForward’s phenomenal Contra 4, there are indie🦹 developers out there doing that thing better than Konami might have managed in 2019. It’s nice to see them trying something a little different, honestly.

It’s nice, too, that the game plays remarkably well. There’s a weightiness to the movements and a deliberate slowness to the physics that work in tandem to make every step, dodge, and jump feel intentional. When navigating Kaiser, it didn’t feel an🐽ything like the zippy movement of the classic games. While kind of a shock at first, I found myself digging the different direction, and being pleasantly surprised at how well it worked.

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That goes ditto for the gunplay, which hews very closely to the sort of bullet hell shenanigans you might see in, say, TouHou or a Cave joint. Players are given a standard weapon that they can fire ad infinitum, some bonus weapons that eat up ammo, and special supercharged items like the Spread Shot. There’s a cooldown for weapons, but it’s very generous, and feels designed to force players to lea🦄rn the mechanics as opposed to firing off shots with wild abandon. I liked how the cooldown forced me to be accurate as I was dodging dozens of projectiles at once – it was a stressful experience that demanded I play better,ಞ and that’s always a good thing.

What’s not necessarily a good thing, however, are the visual and audio components of this game. The art direction in this thing is nice and very Jim Lee/Rob Liefeld-adjacent, but the low-resolution graphics make it all look a tad smudgy and dark. Hopefully, this can be cleared up in a patch. A patch can’t really fix the music, though, which is pretty generic and mostly non-existent, as the predominant audio of the game are gunshots and enemy screaming. Contra is known its excellent soundtr🧸acks, so this is definitely a major letdown.

Still, Contra: Rogue Corps seems promising. It’s a wild thing to see a game so flippant and genuine-feeling in 2019, especially one put by a company notorious for… well, for everything, really. We’ll see if the rest of the game keeps up that energy when i༺t hit𓂃s stores on September 24.

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