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Thread: Neo Contra

  1. Overreacting much?

    I'd wait till a few more reviews appear, or at least until Johnny Undaunted gets it.

  2. Apparently, Gamespot feels the same way, and gives the game a 6.8.

    They had the same complaints as IGN did, that the game was too easy. They added the fact that it seems enemies are too weak though, and die alot easier then they should.

    They also mention how the controls seem off, which is what IGN griped about as well. Though this in particular is very disappointing


    Neo Contra's soundtrack consists almost entirely of techno beats that help establish the fast-paced theme of the game but seem a little too upbeat and just aren't very interesting
    Yuck. I really liked the hard rocking guitar riffs used in other games, and I hated the demo music.

    Gamespot ultimately calls the game a rental, but at times the review reads more like a manual than an actual review. Hopefully tommorrow EB will let me switch my preorder on this to pay off the rest of Alien Hominid =/

    http://www.gamespot.com/ps2/action/n.../review-2.html
    R.I.P Kao Megura (1979-2004)

  3. #43
    Quote Originally Posted by Roufuss
    AHopefully tommorrow EB will let me switch my preorder on this to pay off the rest of Alien Hominid =/
    Of course they will, it's YOUR money.
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  4. Quote Originally Posted by skelly
    I'd wait till a few more reviews appear, or at least until Johnny Undaunted gets it.
    Might get it during the weekend, so keep your eyes peeled.

    Anyway, I don't get the reasoning behind bitching about Neo Contra's overhead perspective. It's not like it's even the first Contra game to feature overhead stages (see Super C and Contra III). So what if Neo is 100% overhead? It's not like the premise of the game was altered significantly.

    BTW, there's a mistake in IGN's review. The Strafe Option is nothing new to Contra. It's already been introduced in Shattered Soldier and Alien Wars EX. Make what you will.

  5. #45
    Quote Originally Posted by Johnny Undaunted
    Anyway, I don't get the reasoning behind bitching about Neo Contra's overhead perspective. It's not like it's even the first Contra game to feature overhead stages (see Super C and Contra III). So what if Neo is 100% overhead? It's not like the premise of the game was altered significantly.
    I think the reasoning is that the overhead levels in the old Contras ranged from outright suck at worst to not as good as the normal fucking levels at best.

    To base an entire game on them is pretty fucking stupid.
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  6. Quote Originally Posted by Johnny Undaunted
    Might get it during the weekend, so keep your eyes peeled.

    Anyway, I don't get the reasoning behind bitching about Neo Contra's overhead perspective. It's not like it's even the first Contra game to feature overhead stages (see Super C and Contra III). So what if Neo is 100% overhead? It's not like the premise of the game was altered significantly.

    BTW, there's a mistake in IGN's review. The Strafe Option is nothing new to Contra. It's already been introduced in Shattered Soldier and Alien Wars EX. Make what you will.
    Only one review I've read out of three, the IGN review has mentioned the overhead levels as being shitty.

    Every review has agreed that the game isn't challenging, the only interresting part is the unlockables, it's very short even by Contra standards, and it's a rental at best.

    I thought the overhead view point was shitty, but I thought the game would still be awesome that I had the whole thing preordered in full, without ever touching a demo. I thought the awesomeness of Contra would still shine even with a different perspective.

    Metal Slug 3, Shattered Soldier, games like that are worth the cover charge, because it takes alot of skill to ace all the levels, alot like a shmup. And these are game reviewers saying it's easy, and they are usually the FIRST PEOPLE to whine about difficulty. Easy for them is incredibly easy for someone like me, who's played every contra and a large number of run n gun's to death.
    R.I.P Kao Megura (1979-2004)

  7. Quote Originally Posted by Mzo
    I think the reasoning is that the overhead levels in the old Contras ranged from outright suck at worst to not as good as the normal fucking levels at best.

    To base an entire game on them is pretty fucking stupid.
    If we're talking about the Contra III stages, I would be inclined to agree with you, although they weren't that bad, so much as they were gimmicky (l@@k, Mode 7 graphics).

    On the other hand, the overhead stages in Super Contra weren't that bad, as they played like the regular stages, except for the Helio Bomb in the Arcade version (which was quite a relief considering you're always surrounded by enemies).

    Anyway, the overhead stages in both games had plenty of potential and would've been alot better if more work were put into them.

  8. the thing is, you dont build a game for mass consumption on the possiblity of a stage design having "potential". that's the problem.
    XBL Gamertag = XMrWhitefolksX

  9. Got to play NeoContra on a demo unit today, so a clarification-

    The E3 demo was all of level 1. The OPSM demo is part of level 2. Level 1 is more fun than level 2, but both are pretty easy.

    James

  10. #50
    Quote Originally Posted by Johnny Undaunted
    On the other hand, the overhead stages in Super Contra weren't that bad
    That was my point. Why look at a great game and then base a new game off a couple of levels that "weren't that bad"? Does that make sense to anyone?
    HA! HA! I AM USING THE INTERNET!!1
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