
Contra: Rogue Corps is the first Contra game released in over 10 years. It contains elements of the older games and combines them with traditional twin-stick shooter mechanics. As I said in my review, if you go in expecting a standard Contra game, you’re going to come away disappointed. But if you just want to lose yourself in a fun twin-stick shooter, there’s a lot to like.
At a recent Contra: Rogue Corps event held in Seattle, I had the chance to sit down with the game’s director, Nobuya Nakazato. We discussed the new gameplay elements found in Rogue Corps, the customization options, PvP modes, and what he hopes people get out of the game. I even asked Nakazato what his favorite Contra game was (his answer came as somewhat of a surprise).

This is a very different kind of Contra game. Why the stylistic change, gameplay-wise?
What people remember most about playing the old Contra games is playing together. With Contra: Rogue Corps, we wanted to expand on that and add more players. You can have up to four players in single player and eight in competitive online multiplayer. We tried to make this work with a traditional 2D camera angle but we felt it was too chaotic. The top-down view was the easiest way to make everything work visually on-screen.
What elements from the order games did you want to incorporate into Rogue Corps? How did you get those elements to work with the 3D environments?
Contra games have always had simple and easy to understand controls. We wanted to keep that in Rogue Corps. Having the flip jump was important because it’s iconic to the Contra series. We adjusted the camera angle so you can jump from certain heights. It’s a mandatory part of the gameplay.

What can you tell me about the customization options? How do they enhance the game?
By having customization options, people have an incentive to play more. We also wanted to make sure that, when playing online, everyone comes in with different kinds of weapons and builds. The goal was to have players discover interesting combinations through customization. We wanted them to enter a game with others and say: “How did you make that weapon or character? I’ve never seen that.”
Each character has a very distinct feel. How did you make each one unique while also making sure they had the same base controls?
Each character has slight differences. But we didn’t want them to be too different. We didn’t want to force players to pick one character over another. It’s about letting players pick the characters they wanted, regardless of their different abilities. The point of Contra is having fun. We wanted characters everyone could enjoy.

What can you tell me about the co-op modes?
For co-op, we wanted to bring people together. We wanted folks who may not have played games together in years to reconnect by playing Contra: Rogue Corps. For the competitive modes, you can have up to eight players from different cities playing together. It’s nice to see people connecting and reconnecting with others.
What can you tell me about PvP?
It wouldn’t have been fun if it was just a simple competitive mode. We wanted something that felt more underground: like a tournament from an action movie. This is the kind of gameplay idea I came up with.
What do you want players to get out of the game? What do you hope they’ll feel as they play?
To me, it’s all about hanging out with friends and having a fun night together. But players can also enjoy Rogue Corps if they’re trying to do the best speed runs. I think you can enjoy this game in both ways. We’re interested to see what people think of the game.
Last question: Which is your favorite Contra game?
Obviously the one I like the most is the newest one (Rogue Corps). That said, when it comes to the older games I’d say Contra: Hard Corps is my favorite.
from Geek.com https://ift.tt/2nuDULS
via IFTTT







0 comments:
Post a Comment