One of the strange things about a game being timeless is that it can absolutely be of its time and yet still be as good today as it was decades ago on release.  Contra was about as ’80s as it got, being basically Rambo vs. Aliens set in a direct reference to the Nicaraguan Revolution that led to Reagan’s Iran-Contra scandal.  The ’80s were weird and it seeped into everything, but the core of Contra was strong enough that it was able to ditch its baggage and go on to become a much-loved series, consistently spawning games that easily lived up to and surpassed the original.  It’s still possible to start an argument as to which was better, Genesis' Contra: Hard Corps or SNES' Contra III: Alien Wars, and Shattered Soldier was a must-play on the PS2.  The series has been quiet for a while (politely ignoring Rogue Corps), but is about to go back to basics with Contra: Operation Galuga.

Wayforward’s Tomm Hulett was kind enough to answer a few questions about the forthcoming remake, going into the history of the series and what it takes to bring the original up to date, and make sure not to miss the new trailer going over the character roster at the end.

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[Hardcore Gamer] Contra is a series with a long history, starting life in the arcades of the ‘80s and getting regular entries through today despite the occasional multi-year gap between one game and the next. With Operation Galuga reimagining the original arcade game, how much of the series history are you planning to incorporate?

[Tomm Hulett] Story-wise, we’re reimagining essentially the Famicom game, which is where the story was really introduced. But we’re doing this with the benefit of 20+ years of game story (spanning around 2,000 fictional years), similar to how the MCU films used decades of comics continuity to inform focused and deliberate films for a mainstream audience. I won’t spoil any specific details but what you will directly experience is that initial Contra mission on Galuga Island (thus the name) - but our game also provides a greater context for the overall story at play. Contra faithful will have a lot to speculate on!

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While the original arcade game wasn’t all that hard with a little practice (I never 1CCed it but close) the series felt like it got progressively more difficult as it went. How are you planning to address the meat-grinder aspect?

Contra has a reputation for extremely challenging games. Shattered Soldier on PS2 even graded you on accuracy! We know we have a lot to live up to there, but we also want the game to be extremely friendly in onboarding new players, or even returning players who bounced off the old games. This was a big focus for me personally. First, the game needs to be accessible to players of all skill levels. Second, it needs to provide a true Contra experience. Nobody should feel like “Oh, I completed the easy Contra on simple mode.” I really want players to be excited. “I did it! I beat a Contra game!” It’s how a lot of players felt when they completed Elden Ring and then went back and took down the entire From library. Then, on the other side of the coin, this needs to deliver a hardcore challenge for series veterans. They’ve been waiting over a decade for a true run ‘n’ gun Contra! We can’t make them wait any longer!

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Hopefully, if we’ve done our jobs, OG will be the most accessible, and also hardest, Contra yet. Users can tailor the game for exactly the type of experience they want from Contra.

The ’80s are a long time gone but Contra is still with us, a relic of the time. How do you balance the excesses of the ’80s with the needs of today? Are the ’80s references going to stop at the basic Contra setup of being Rambo vs Aliens?

KONAMI made it clear they weren’t looking for a “throwback” experience. This is a 2D run ‘n’ gun, but what does that mean in 2024? This extends to the feel of the game. KONAMI’s big arcade/NES hits all kind of hit a cinematic genre and provided that experience for players, and as you said, Contra was aimed at the big muscles, big guns, action genre. So just like the early games referenced ‘80s films, and the 16-bit titles snuck in Total Recall and the like, we make sure to fit in references to more current action staples (and of course the classics). After all, Contra is like family…

Contra quickly developed a reputation for over-the-top action scenes, like fighting a robot that’s grappling with the train you’re standing on top of, or hopping from missile to missile through the skies, but the original Contra didn’t go quite so hard. What kind of new set-pieces are being added to match the insanity of the later games?

That would be telling! Big setpieces are something we kept in mind throughout development. Part of that escalation was, of course, advancing technology on the 16-bit platforms and beyond, and very clever programmers showing off rad visual tricks. We had a lot of fun thinking of interesting things we could do with 2D gameplay in 3D worlds, what might make for interesting gameplay or boss design, and then how that fit into the setting of Operation Galuga. It was important to make sure each stage had something memorable going on, so OG can have its own “that stage where you ride a rocket!” effect.

Robots sure do love trains though, don’t they?

This is Wayforward’s second Contra game, after 2007’s Contra 4. What’s it like revisiting a series after so long away, and ignoring for a moment that Spidersaurs was basically a Saturday morning cartoon version of Contra?

On one hand, it’s immensely validating to learn that Contra 4 was so well-received that KONAMI would trust WayForward with such an important game in the franchise. On the other hand, it adds some pressure. WF went all out with C4, spending a lot of time coming up with the ultimate version of the Super Wall and the ultimate version of Gromaides (the waterfall boss). Returning to Contra meant we had to outdo ourselves. What’s an even MORE ultimate version of Super Wall? Gromaides? Etc.

The war between 2D and 3D ended several years ago with both sides the victor and both sides happily coexisting. With Wayforward best known for its 2D art, and Contra’s history being filled with moments like sprite-scaling on the Genesis, what was the reason for the 3D approach?

This is something we have to consider at the start of any project, weighing various factors; project goals, available resources, scope, budget, etc. With Contra OG, KONAMI’s vision for the art style, presentation, and effects made more sense in 3D rather than using sprites or a hand-drawn style. Also, among the WayForward directors, I believe I’ve had the most experience making games with 2D gameplay and 3D assets, so this isn’t compromised in any way. Like you said, both 2D and 3D can create amazing results and have come a long way in the last 10, or even 5, years. 3D art in a classic-style game used to mean compromising in a lot of areas, but you won’t find animation delays or floatiness in Contra OG. This is a responsive, crunchy experience that is true to the originals!