Hard Corps: Uprising(successor to Contra HC)- XBLA
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
After an hour and a half of playing Arcade Mode, I'd say I'm really liking it. Some of the complaints I'm reading here basically boil down to "this is different from Contra, therefore it sucks". Which is silly, since this even isn't a Contra game by name - just consider it a run 'n gun game completely of its own and you'll be fine.
I don't consider Bahamut's slightly slower walking speed and the peashooter's slower rate of fire to be real faults, that's what the running and proper weapons are for. As I see it, they encourage me to learn to stages so I can run and dash more often and keep the good weapons. Dashing through the stages is indeed difficult and risky, but damn it feels good to just zoom and blast your way through when you get it right.
Bought the DLC characters too. Playing as Sayuri is hellafun, she takes a completely different approach to playing. If Sayuri is indeed broken in the penultimate boss battle, that's a bad thing but hopefully it'll get fixed. Likewise, the "press A to jump" quicktime events at the end of Stage 1 are just weird and annoying. Nothing like clearing the first stage without taking a single hit only to jump over the helicopter and lose a life. Hopefully that'll get patched too, though of course it's possible to just learn what to do properly so you hit the 'copter right.
So far my only real complaint about the game is the length. Over an hour for this style of game and it doesn't have a stage select/practice mode? Hooolyyy shit. Hopefully it's either unlockable or doable in Rising mode, haven't tried that yet. Oh, and the "advanced" techniques like the vault and such don't feel all that useful yet. We'll see how that develops.
I don't consider Bahamut's slightly slower walking speed and the peashooter's slower rate of fire to be real faults, that's what the running and proper weapons are for. As I see it, they encourage me to learn to stages so I can run and dash more often and keep the good weapons. Dashing through the stages is indeed difficult and risky, but damn it feels good to just zoom and blast your way through when you get it right.
Bought the DLC characters too. Playing as Sayuri is hellafun, she takes a completely different approach to playing. If Sayuri is indeed broken in the penultimate boss battle, that's a bad thing but hopefully it'll get fixed. Likewise, the "press A to jump" quicktime events at the end of Stage 1 are just weird and annoying. Nothing like clearing the first stage without taking a single hit only to jump over the helicopter and lose a life. Hopefully that'll get patched too, though of course it's possible to just learn what to do properly so you hit the 'copter right.
So far my only real complaint about the game is the length. Over an hour for this style of game and it doesn't have a stage select/practice mode? Hooolyyy shit. Hopefully it's either unlockable or doable in Rising mode, haven't tried that yet. Oh, and the "advanced" techniques like the vault and such don't feel all that useful yet. We'll see how that develops.
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Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
I think I've said that several times over now, and I can't find a single statement where anyone has said this:Ghegs wrote:After an hour and a half of playing Arcade Mode, I'd say I'm really liking it. Some of the complaints I'm reading here basically boil down to "this is different from Contra, therefore it sucks". Which is silly, since this even isn't a Contra game by name - just consider it a run 'n gun game completely of its own and you'll be fine.
If anything the criticisms are down to the unworkable Arcade mode. I felt reward when I could pretty much dash the early levels through unscathed, but it's meagre compensation considering how slow and cumbersome it is to learn them."this is different from Contra, therefore it sucks"
On its own merit, it's a slightly overtough run n' gun with some good sections, ideas and graphics. But it's not a Contra game at all, and totally lacks the series signature flow.
It's basically Dolphin Blue's meaner sequel.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Does this game have good non-boss spots? Boss-fest is boring Simon Says. I doubt it's as good as a Metal Slug but if this and Moon Diver are good it might be worth the price of a 360.
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Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Moon Diver looks interesting. This isn't better than Metal Slug. You'd be nuts to buy a 360 for this alone. The bosses are the best bit and it is packed with bosses. the non-boss bits can be laborious. The bosses too, can be laborious.JoshF wrote:Does this game have good non-boss spots? Boss-fest is boring Simon Says. I doubt it's as good as a Metal Slug but if this and Moon Diver are good it might be worth the price of a 360.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Forgot to mention the long loading times before each stage. What are those things, like 10 seconds? It's not like the game's reading a DVD for the data, what's happening there?
I've yet to see how the Arcade Mode is "unworkable" as you put it. Yes, it's hard from the get-go. Getting hit once so you lose a good weapon and are forced to use the crappy peashooter can be enough of a reason to reset. It's harsh and might actually require more memorization and knowledge of how a stage/obstacle/enemy/boss works than Shattered Soldier, if for nothing else than for just being a longer game. Over twice as long, if PepsimanVsJoe's estimation is correct. That's pretty scary, SS's 40 minutes are nerve-wrecking enough. Admittedly I haven't even reached Uprising's halfway point yet, but from what I have seen so far, it'll just require hard work and practice.
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Somehow I got S-ranks from the first two stages, not sure how that happened. Certainly didn't milk any crocs, so I guess scoring doesn't factor (at least much) into it. And I found out I can start from any stage in Rising mode after I've reached them there, so I guess I'll be playing that mode for a while to open 'em all up. And since you can turn the bought character upgrades on and off it should be possible to re-create the Arcade Mode experience in Rising Mode fairly closely. Not an ideal solution, but I'll take that over playing the first stages every time I want to practice the later ones...
Gave co-op a go with Zaarock. Seemed to work fine technically but I lost track of my character a few times and having the screen's scrolling stop at odd times really threw me off, but I'm really not used to playing co-op games of this kind so those were my problems, not the game's. He played Sayuri, I played Harley and it was a pretty fun combination, made short work of everything.
Also, we need a new thread for Moon Diver.
I exaggerated slightly there, but I keep getting the impression from most of your comments that you have this image, a mold of Contra in your mind and you keep trying to force Uprising into it, and when it doesn't work, you fault the game for not fitting into the mold. It's not a Contra game and it's not supposed to be, the game's doing its own thing.Skykid wrote:I can't find a single statement where anyone has said this:
"this is different from Contra, therefore it sucks"
This is the kind of comment I'm looking for, it lets me know you're not just comparing it to a template in your mind but are judging the game for what it is.On its own merit, it's a slightly overtough run n' gun with some good sections, ideas and graphics.
I've yet to see how the Arcade Mode is "unworkable" as you put it. Yes, it's hard from the get-go. Getting hit once so you lose a good weapon and are forced to use the crappy peashooter can be enough of a reason to reset. It's harsh and might actually require more memorization and knowledge of how a stage/obstacle/enemy/boss works than Shattered Soldier, if for nothing else than for just being a longer game. Over twice as long, if PepsimanVsJoe's estimation is correct. That's pretty scary, SS's 40 minutes are nerve-wrecking enough. Admittedly I haven't even reached Uprising's halfway point yet, but from what I have seen so far, it'll just require hard work and practice.
--
Somehow I got S-ranks from the first two stages, not sure how that happened. Certainly didn't milk any crocs, so I guess scoring doesn't factor (at least much) into it. And I found out I can start from any stage in Rising mode after I've reached them there, so I guess I'll be playing that mode for a while to open 'em all up. And since you can turn the bought character upgrades on and off it should be possible to re-create the Arcade Mode experience in Rising Mode fairly closely. Not an ideal solution, but I'll take that over playing the first stages every time I want to practice the later ones...
Gave co-op a go with Zaarock. Seemed to work fine technically but I lost track of my character a few times and having the screen's scrolling stop at odd times really threw me off, but I'm really not used to playing co-op games of this kind so those were my problems, not the game's. He played Sayuri, I played Harley and it was a pretty fun combination, made short work of everything.
Also, we need a new thread for Moon Diver.
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.
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Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
This game is pretty awesome.
I can't believe the shmups forum of all places is complaining that it's too hard. What the hell happened? The main questions when the videos popped were "will this be too easy". I'm glad they didn't went the casual route. Contra was always about memorisation and this a fucking hard contra (style!) game. The basic controls and some layouts are all contra, the rest is not.
I don't mind the weapons not being contra:HC strong, they seem more strategic. The blue spread one does seem pointless, maybe it has a non obvious use or something. I don't really understand the lack of autofire, though, and I don't like the weapons being two levels. As Ghegs mentionned the loading times are too long.
Too bad about the crocs though. But I never played these games for scores anyway.
Just because an acheinvment exists does not mean you are entitled to complete it. This is the kind of attitude that makes acheivments pointless grindfests because little jimmy will throw a tantrum if a game doesn't let him have something.
I can't believe the shmups forum of all places is complaining that it's too hard. What the hell happened? The main questions when the videos popped were "will this be too easy". I'm glad they didn't went the casual route. Contra was always about memorisation and this a fucking hard contra (style!) game. The basic controls and some layouts are all contra, the rest is not.
I don't mind the weapons not being contra:HC strong, they seem more strategic. The blue spread one does seem pointless, maybe it has a non obvious use or something. I don't really understand the lack of autofire, though, and I don't like the weapons being two levels. As Ghegs mentionned the loading times are too long.
Too bad about the crocs though. But I never played these games for scores anyway.
Just because an acheinvment exists does not mean you are entitled to complete it. This is the kind of attitude that makes acheivments pointless grindfests because little jimmy will throw a tantrum if a game doesn't let him have something.
"In short, it comes down to spirit" - dodonpachi developper Kohyama.
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
So yes, we're in agreement. Perhaps unworkable is the wrong word, 'unfriendly' might make more sense.Ghegs wrote:Forgot to mention the long loading times before each stage. What are those things, like 10 seconds? It's not like the game's reading a DVD for the data, what's happening there?
I exaggerated slightly there, but I keep getting the impression from most of your comments that you have this image, a mold of Contra in your mind and you keep trying to force Uprising into it, and when it doesn't work, you fault the game for not fitting into the mold. It's not a Contra game and it's not supposed to be, the game's doing its own thing.Skykid wrote:I can't find a single statement where anyone has said this:
"this is different from Contra, therefore it sucks"
This is the kind of comment I'm looking for, it lets me know you're not just comparing it to a template in your mind but are judging the game for what it is.On its own merit, it's a slightly overtough run n' gun with some good sections, ideas and graphics.
I've yet to see how the Arcade Mode is "unworkable" as you put it. Yes, it's hard from the get-go. Getting hit once so you lose a good weapon and are forced to use the crappy peashooter can be enough of a reason to reset. It's harsh and might actually require more memorization and knowledge of how a stage/obstacle/enemy/boss works than Shattered Soldier, if for nothing else than for just being a longer game. Over twice as long, if PepsimanVsJoe's estimation is correct. That's pretty scary, SS's 40 minutes are nerve-wrecking enough. Admittedly I haven't even reached Uprising's halfway point yet, but from what I have seen so far, it'll just require hard work and practice.

My biggest issue with this game is you need the right tools for the job, and arcade mode doesn't really offer them. Lose the machine gun and you feel like crying, lose the laser and as you said, might as well reset, lol. It's really a question of what you find 'fun'. I don't find the game poor, I've given 3 hours to arcade now (just spent a couple more on Rising), but it's a very unintuitive game.
I'm as mystifed by the ranking as you. I've done clean hit free runs of the first stage and got a B, lost a life on it and got an A. Makes no sense.Somehow I got S-ranks from the first two stages, not sure how that happened.
I like hard games!I can't believe the shmups forum of all places is complaining that it's too hard. What the hell happened? The main questions when the videos popped were "will this be too easy". I'm glad they didn't went the casual route. Contra was always about memorisation and this a fucking hard contra (style!) game. The basic controls and some layouts are all contra, the rest is not.

I also like difficulty curves and offensive weapons that have range. My main beef with the game is how sticky the whole thing is from the outset.
It's by no means a disaster, and as long as you're willing to really persevere it's rewarding enough once you learn its patterns. The fact that Rising mode allows you to power up to a 'reasonable' level is what gets my goat. I'd like to be able to have the same luxuries in Arcade.
Anyway, I've just spent a while playing and busted through to stage four on Rising. I've accrued lots of points and bought the rapid fire shot (practically changes the game) and several 'move chips'.
Pepsiman, there seems a distinct lack of tutorials on some of the purchasable items - could you let me know how you activate some of these moves? For instance there's a dash dodge? And several others, but I can't seem to get them to work in-game.
Thanks for the help.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
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PepsimanVsJoe
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Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Dash + vault is done by dashing towards a box or something hitting B and you'll leap over it.
Dash + Dodge is done by dashing towards a bullet and hitting B
Dash + Ambush attack is when you dodge an enemy then you fire at them from behind.
The super tackle is performed by dashing and pressing B (again), mostly it's good for sandbags and other breakable objects enemies like to take cover behind. It destroys the cover and the shrapnel makes short work of everyone.
Bullet reflect is as simple as standing still and pressing B. This is handy for all regular green bullets and works great on the snipers. Key word here is STANDING however. In the situations where you would most likely need it (in the air, on the ceiling, against the wall) you can't use it.
Unfortunately since dashing into something dangerous takes two blocks of health instead of one I haven't found much use for them.
ASW needs to release some videos of high-level play at work.
Dash + Dodge is done by dashing towards a bullet and hitting B
Dash + Ambush attack is when you dodge an enemy then you fire at them from behind.
The super tackle is performed by dashing and pressing B (again), mostly it's good for sandbags and other breakable objects enemies like to take cover behind. It destroys the cover and the shrapnel makes short work of everyone.
Bullet reflect is as simple as standing still and pressing B. This is handy for all regular green bullets and works great on the snipers. Key word here is STANDING however. In the situations where you would most likely need it (in the air, on the ceiling, against the wall) you can't use it.
Unfortunately since dashing into something dangerous takes two blocks of health instead of one I haven't found much use for them.
ASW needs to release some videos of high-level play at work.
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Right, and none of these actions are available in Arcade mode?PepsimanVsJoe wrote:Dash + vault is done by dashing towards a box or something hitting B and you'll leap over it.
Dash + Dodge is done by dashing towards a bullet and hitting B
Dash + Ambush attack is when you dodge an enemy then you fire at them from behind.
The super tackle is performed by dashing and pressing B (again), mostly it's good for sandbags and other breakable objects enemies like to take cover behind. It destroys the cover and the shrapnel makes short work of everyone.
Bullet reflect is as simple as standing still and pressing B. This is handy for all regular green bullets and works great on the snipers. Key word here is STANDING however. In the situations where you would most likely need it (in the air, on the ceiling, against the wall) you can't use it.
Unfortunately since dashing into something dangerous takes two blocks of health instead of one I haven't found much use for them.
ASW needs to release some videos of high-level play at work.

Also, I didn't realise the dash takes off two blocks of health if you take a hit, that explains quite a bit.
Thanks for the help there, much appreciated! I was wondering what that action command was for.
One thing that fucks me off royally in this game is that it's cheap death city. Have you ever jumped across two snapping crocs to find the one off screen has just disappeared?
Or been jumping across a gap for a flying piranha to just knock you mid-air and send you crashing into the water?
So many of these random elements really could be sorted with a decent standard weapon...

Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
You know, you don't have to 1 credit it in a week (and then launch all of this criticism because you just got frustrated). Contra/Gradius/80s arcade style games always feel better with breaks.
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
I promise you Rob, 1CCing it in a week is not the reason for my frustration. If my criticisms came across like that, they've been lost in forum translation.Rob wrote:You know, you don't have to 1 credit it in a week (and then launch all of this criticism because you just got frustrated). Contra/Gradius/80s arcade style games always feel better with breaks.
In fact I've got no ambition of 1CCing this ever, I'll just power up in Rising Mode and then have some fun finishing it by hook or by crook.

Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
I'm really glad they put in the Rising mode. Haven't even touched arcade. I'd probably set it aside after 2-3 levels if it was like Shattered Soldier and this is definitely more like SS than Contra: Hard Corps (except it doesn't look like puke).
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
this game IS amazing.
pre-release interviews lead me to believe i would hate rising mode ... but i actually love it.
love the bonus characters ... dlc or not. 200pts isn't a big deal, if the mechanics change along with the character
sayuri makes this game strider 3
pre-release interviews lead me to believe i would hate rising mode ... but i actually love it.
love the bonus characters ... dlc or not. 200pts isn't a big deal, if the mechanics change along with the character
sayuri makes this game strider 3
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Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Greetings fellow STG-ers (awkward title maybe, but i always thought "shmuppers" sounded like a 80's children's cartoon on Boomerang.) Loooong time lurker first time poster. Anticipated this game for months. Bought it today as soon as I got home from work.
__First impressions__
Opening cinema scene: "hmm.. OK... I like anime. Not like I was expecting CGI spacemarines blasting aliens to Dope's "Die Motherf*cker Die" (yea Google)
Level One: Pffft. cmon Arcsys, you're insulting me.
Level Two: Yea baby. now we talkin...
Level Three: What? WTF??
Oh, and did anyone else feel like this game was designed for the Nintendo 3DS by 2nd year interns at Treasure? Nice try but a WHOLE lot of extra game mechanics that are either almost useless, or just slightly missing the mark.
Arcsys is great at making fighting games, and i really really love playing Uprising. But as a contra fan from the very (very) beginning (heh ...yea I'm old shut-up) I can say with confidence that this is NOT Contra. NO. Hard Corps:Uprising is Guardian Gunstar Alien Super Soldiers Advanced.
That being said, I'll be playing this game for years to come.
(oh, and FUCK the helicopter. violently.)
__First impressions__
Opening cinema scene: "hmm.. OK... I like anime. Not like I was expecting CGI spacemarines blasting aliens to Dope's "Die Motherf*cker Die" (yea Google)
Level One: Pffft. cmon Arcsys, you're insulting me.
Level Two: Yea baby. now we talkin...
Level Three: What? WTF??
Oh, and did anyone else feel like this game was designed for the Nintendo 3DS by 2nd year interns at Treasure? Nice try but a WHOLE lot of extra game mechanics that are either almost useless, or just slightly missing the mark.
Arcsys is great at making fighting games, and i really really love playing Uprising. But as a contra fan from the very (very) beginning (heh ...yea I'm old shut-up) I can say with confidence that this is NOT Contra. NO. Hard Corps:Uprising is Guardian Gunstar Alien Super Soldiers Advanced.
That being said, I'll be playing this game for years to come.
(oh, and FUCK the helicopter. violently.)
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Doctor Fugue
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Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Regarding the slow firing rate: rapid tapping will greatly increase the number of bullets fired per second. Since the lowliest grunts die with a single bullet and some medium enemies require only a short burst of a few bullets, it is possible to feel somewhat less pathetic without succumbing to wrist and finger failure. Save your best tapping for the bosses.
Perhaps everyone knew this already, but it is probably worth mentioning again as it might get lost amongst the complicated controls. It will not be everyone's cup of tea, but I personally prefer active and meaningful button use over passive auto-fire. Or perhaps I play too much Mars Matrix and Darius Gaiden.
Perhaps everyone knew this already, but it is probably worth mentioning again as it might get lost amongst the complicated controls. It will not be everyone's cup of tea, but I personally prefer active and meaningful button use over passive auto-fire. Or perhaps I play too much Mars Matrix and Darius Gaiden.
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Holy cuntshit full of fuck.
The game gets better with every level. I'm at stage 5 so far in arcade mode (no, not in 1 credit) it's just fucking insane. Contra meets metal slug meets treasure meets god.
Why did they put such a okay but not too good first stage is beyond me. The rest of the game is beyond awesome. Best thing I played in ages. If you don't play it because it's not contra, well, your loss.
So other than autofire, what abilities does rising mode get that arcade doesn't? Haven't played it much yet. I think I'll play it once I beat arcade. The game is hard because there's death traps all over the place. But it's still death traps so quite avoidable once you know what's coming. I'm only at stage 5 though, who knows what's next.
The game gets better with every level. I'm at stage 5 so far in arcade mode (no, not in 1 credit) it's just fucking insane. Contra meets metal slug meets treasure meets god.
Why did they put such a okay but not too good first stage is beyond me. The rest of the game is beyond awesome. Best thing I played in ages. If you don't play it because it's not contra, well, your loss.
The bullet reflect, dodge, vault etc is. I don't know about the ambush thing.Right, and none of these actions are available in Arcade mode?
So other than autofire, what abilities does rising mode get that arcade doesn't? Haven't played it much yet. I think I'll play it once I beat arcade. The game is hard because there's death traps all over the place. But it's still death traps so quite avoidable once you know what's coming. I'm only at stage 5 though, who knows what's next.
"In short, it comes down to spirit" - dodonpachi developper Kohyama.
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
This game is fun! I haven't played it enough to actually form a full opinion yet, but so far so good.
I think most of it can be learned. So I don't think a 1cc is impossible.
But no missing it? (achievement). The final boss' platforming-over-a-f***ing-bottomless-pit phase makes me think I'll just leave that alone.
I think most of it can be learned. So I don't think a 1cc is impossible.
But no missing it? (achievement). The final boss' platforming-over-a-f***ing-bottomless-pit phase makes me think I'll just leave that alone.

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evil_ash_xero
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Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
I'm hesitant to say much about this game, since i've only gotten past stage 3...but I will anyway.
I think it's pretty good. There are certainly problems, but it's got it's pluses. It doesn't really feel like Contra though. It's slower, and there' are enemies coming from everywhere, kind of like in Gunstar Heroes. But it doesn't feel like that either.
The stages I have been through have been a bit to left to right(I prefer much more platforming, like in Contra 4), but it keeps it a bit interesting. If I had to compare, I do not like this as much as Contra 4, but I favor it to Contra Rebirth. That may have something to do with Contra Rebirth looking like crap, and taking out a lot of the improvements they made in 4(like interesting level design). But it did have a helicopter in space, and that always gets points with me.
But I really can't compare this too much to Contra, since it doesn't really feel like it. It's a pretty solid, but a bit slow moving, and a bit long. The bosses, as Sky Kid said, are laborous. You can tell a lot of work went into it though.
I'd probably give it a 7. I don't think there's any chance of it going lower than that. If the game gets better, maybe a 7.5. I'd recommend it to most of the people here. But i've only been messing around with Rising Mode. Sky Kid scared me off from Arcade Mode.
I think it's pretty good. There are certainly problems, but it's got it's pluses. It doesn't really feel like Contra though. It's slower, and there' are enemies coming from everywhere, kind of like in Gunstar Heroes. But it doesn't feel like that either.
The stages I have been through have been a bit to left to right(I prefer much more platforming, like in Contra 4), but it keeps it a bit interesting. If I had to compare, I do not like this as much as Contra 4, but I favor it to Contra Rebirth. That may have something to do with Contra Rebirth looking like crap, and taking out a lot of the improvements they made in 4(like interesting level design). But it did have a helicopter in space, and that always gets points with me.
But I really can't compare this too much to Contra, since it doesn't really feel like it. It's a pretty solid, but a bit slow moving, and a bit long. The bosses, as Sky Kid said, are laborous. You can tell a lot of work went into it though.
I'd probably give it a 7. I don't think there's any chance of it going lower than that. If the game gets better, maybe a 7.5. I'd recommend it to most of the people here. But i've only been messing around with Rising Mode. Sky Kid scared me off from Arcade Mode.

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Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Lol, glad you've finally got to play it man.evil_ash_xero wrote:I'm hesitant to say much about this game, since i've only gotten past stage 3...but I will anyway.
I think it's pretty good. There are certainly problems, but it's got it's pluses. It doesn't really feel like Contra though. It's slower, and there' are enemies coming from everywhere, kind of like in Gunstar Heroes. But it doesn't feel like that either.
The stages I have been through have been a bit to left to right(I prefer much more platforming, like in Contra 4), but it keeps it a bit interesting. If I had to compare, I do not like this as much as Contra 4, but I favor it to Contra Rebirth. That may have something to do with Contra Rebirth looking like crap, and taking out a lot of the improvements they made in 4(like interesting level design). But it did have a helicopter in space, and that always gets points with me.
But I really can't compare this too much to Contra, since it doesn't really feel like it. It's a pretty solid, but a bit slow moving, and a bit long. The bosses, as Sky Kid said, are laborous. You can tell a lot of work went into it though.
I'd probably give it a 7. I don't think there's any chance of it going lower than that. If the game gets better, maybe a 7.5. I'd recommend it to most of the people here. But i've only been messing around with Rising Mode. Sky Kid scared me off from Arcade Mode.

In all honesty, the game has risen in my estimation since leaving Arcade and going purely after Rising. I'm quite enjoying the levelling up of the character, it's got an RSG Saturn mode vibe. I'd prefer Arcade to be the default, but the underpowered weaponry just makes it frustrating.
Based on Arcade alone I would have said a 6, but with Rising I'm upping it to a 7. I've still got to get past stage 5 and see what the rest of the game holds to form a final opinion.
Oh so they were there all along were they?TVG wrote: The bullet reflect, dodge, vault etc is. I don't know about the ambush thing.

Does this game have any tutorials at all for this stuff (did I just miss 'em somehow?)
I'm really surprised at how much you enjoyed stage 2. I found that to be the most painful stage of all when playing arcade - a total hideous mess when you start off. But that was because I was probably still expecting the game to go at a different pace. Stage 2 really teaches you the hard way that you need to baby step through the level, not run, shoot, vault, kill.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Sounds like my type of game. I like having to look for lots of cues not just 1 from a boss.there' are enemies coming from everywhere
MegaShock! | @ YouTube | Latest Update: Metal Slug No Up Lever No Miss
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
This.kid aphex wrote:sayuri makes this game strider 3
Also, I think rising mode is pretty cool for the first playthrough with a character because you get closer to victory with the upgrades, after that it gets pretty pointless and easy. Upgraded Sayuri is ridiculously broken (autofire, 2x damage, almost instant charge shot, invincibility jump..) Will be weird going back to arcade mode with her. I wish she had the quick charge shot in arcade but her melee were slightly nerfed. Oh well, guess I'll need to keep getting up close.
I got all S-ranks on rising mode coop, the requirements were something like this for me:
Stage 1: no deaths, good time
Stage 2: no deaths, good time
Stage 3: 1-3? deaths, good time
Stage 4: 4? deaths, decent time(easy, unless you do badly at the last boss)
Stage 5: 4? deaths, decent time
Stage 6: no continues
Stage 7: no continues, decent time
Stage 8: no continues
Too bad the leaderboards aren't working.. still, I'll be up for some arcade mode coop with any european players. I use Sayuri and Krystal.
Skykid: you can rush through Stage 2, just need to know what you're doing :p Will be interesting seeing people play that and other levels for the pacifism achievement (I don't think those special actions give much score)
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Well, I'm quicker on stage 2 than I was at first (I don't stumble over all the half hidden plants and robot mice anymore) but I'm no way near to speed running it or anything.Zaarock wrote: Skykid: you can rush through Stage 2, just need to know what you're doing :p Will be interesting seeing people play that and other levels for the pacifism achievement (I don't think those special actions give much score)
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
I'm staggered of how this game gets ripped apart in various forums I've visited. Yes, it's not really Contra but it doesn't mention Contra in the name so it's quite obvious that this is a take in a new direction.
I've played both Arcade and Rising several hours since yesterday and still think this game is superb. So many great ideas, so many bosses, so much variety - I love it
I get some of your criticism like the game is too long, walking speed is too slow and the standard weapon is too weak. Valid points but they don't break the game for me.
I don't know why the controls should be clunky, I think they are perfect. Also I don't feel there are cheap deaths, some spots in the levels just require some memorization. Also I've fallen off the last jump in stage one to the helicopter only on my first try and never again since then. Just be sure to press right all the time and do the double jump, that's all.
But yeah, maybe I'm just a sucker for Run'n'Guns
I've played both Arcade and Rising several hours since yesterday and still think this game is superb. So many great ideas, so many bosses, so much variety - I love it

I get some of your criticism like the game is too long, walking speed is too slow and the standard weapon is too weak. Valid points but they don't break the game for me.
I don't know why the controls should be clunky, I think they are perfect. Also I don't feel there are cheap deaths, some spots in the levels just require some memorization. Also I've fallen off the last jump in stage one to the helicopter only on my first try and never again since then. Just be sure to press right all the time and do the double jump, that's all.
But yeah, maybe I'm just a sucker for Run'n'Guns

WTB: Arkanoid II Revenge Of Doh PCB, Outzone PCB, Fixeight PCB
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Fill me in, who's saying what and where? I'm curious about the reaction to this. Even though I'm warming to Rising Mode I still consider there to be mis-judged ideas and implementations that cause frustration, even if most of you lot seem good-natured about them.antares wrote:I'm staggered of how this game gets ripped apart in various forums I've visited. Yes, it's not really Contra but it doesn't mention Contra in the name so it's quite obvious that this is a take in a new direction.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Some comments on german forums which are of no use to you I guess.
Most people at Retro Gamer seem to dislike it:
http://www.retrogamer.net/forum/viewtop ... =2&t=27224
Most people at Retro Gamer seem to dislike it:
http://www.retrogamer.net/forum/viewtop ... =2&t=27224
WTB: Arkanoid II Revenge Of Doh PCB, Outzone PCB, Fixeight PCB
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Lol, half that lot haven't even played it! It sounds like most of the guys on RG forum are about sixty years old, no wonder they don't like the look of it.antares wrote:Some comments on german forums which are of no use to you I guess.
Most people at Retro Gamer seem to dislike it:
http://www.retrogamer.net/forum/viewtop ... =2&t=27224
I actually think the game looks great. I was perplexed by some of the comments made in this thread about the 3D being poor... I can't see it.


However, for the dudes who actually have played it in that thread, I feel their frustration. Realistically, they shouldn't have billed this as Contra reboot or anything like it. It should have a sub-header: "Not Contra", and be called something completely different.
It's the expectation of Contra's fluidity that causes those initial reactions. You're expecting a visual overhaul, but with the same speed and flexibility of weaponry as all the Konami outings from the past, and Uprising really asks you to play a very different type of game.
I still think Arcade Mode is unbalanced in the sense that it should have been the most accessible (and obvious default) option, rather than Rising. I keep going back to it though, and it feels good to be getting better at it - but some of it is laborious to learn, no question.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
-
DJ Incompetent
- Posts: 2374
- Joined: Tue Jun 13, 2006 10:28 pm
- Location: Murda Mitten, USA
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Another log onto the hate-fire.
http://fronttowardsgamer.com/2011/02/17 ... sing-xbla/
http://fronttowardsgamer.com/2011/02/17 ... sing-xbla/
@shmups | superplaymixes Reworked Game Soundtracks | livestreamin'
______________________
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
DJ Incompetent wrote:Another log onto the hate-fire.
http://fronttowardsgamer.com/2011/02/17 ... sing-xbla/
I feel like I'm looking at a GameFAQs review circa 2000.STORYLINE:
He enjoys a challenge ("in this era of unlimited continues and generous checkpointing..."), but give him a break (Rising mode)!
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
LOL that was funny.
Best part of it this guy didn't even finish the second level from my understanding
Best part of it this guy didn't even finish the second level from my understanding

WTB: Arkanoid II Revenge Of Doh PCB, Outzone PCB, Fixeight PCB
Re: Hard Corps: Uprising(successor to Contra HC)- XBLA and PSN
Jesus Christ...
Where's a facepalm when you need one?but in this era of unlimited continues and generous checkpointing, to have a “shoot-em-up” (schmup) experience was little more than frustrating for me.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts