
2.5D visuals are well implemented and revamp the look of the series for today's home consoles; soundtrack options are welcome, with both old school and modern tracks to choose between; co-op is well done; tough as nails, like a Contra game should always be, but customization helps soften the blow

Perks and new abilities are fine, but don't feel necessary; WayForward might have bit off more than it could chew and should have scaled things back a tad to make the game run its best
The last time Nintendo fans got to play a Contra game, it was 2020’s Contra: Rogue Corps. While it was admirable to see Konami make an attempt to revive the beloved series, deviating away from a traditional 2D perspective to a third-person, twin-stick shooter proved to be the wrong decision. The game was very rough, even after updates, and ultimately felt uninspired and generic. It wasn’t Contra, despite the window dressing.
What was Contra, very much Contra, was developer WayForward’s take on the series for Nintendo DS. Way back in 20o7, Contra 4 had released, embracing the series’ 2D roots and gameplay. It was a delight, one that apparently Konami hadn’t forgotten all these years later. Now, WayForward is back with Contra: Operation Galuga, a modern reimagining of the original NES Contra from 1988. Returning to the gameplay that made the series famous was clearly the right decision, and but for some technical hiccups, Operation Galuga would be one of the best shooters on Switch.
One major change fans will notice right from the offing is that Operation Galuga is full of dialogue and cutscenes. It helps to make the game more cinematic than old school 2D Contra games are, as well as provide lead characters Bill Rizer and Lance Bean with a bit more personality. WayForward really wanted to push Operation Galuga to the next level and ensure that it’s not a basic remake of the first Contra. As a whole it’s fine, but in practice, hearing the same dialogue repeating over and over when practicing (or dying a lot) in a stage can become grating.
If you’d prefer things more traditional in your Contra games, Arcade mode is a nice alternative to Story mode, where the focus remains on the action. And action is something Operation Galuga does very well. In fine Contra tradition, those who want to make Operation Galuga tough as nails can do so thanks to a litany of gameplay options, including the ability to activate one-hit kills for the player. Conversely, players can instead opt to activate buffs like a health bar to soften the challenge.
The customization options don’t end there. Players have various perks that can be equipped by earning points while going through stages. The general idea is that you spend points on the perks you want and then activate them during gameplay. Bill has a perk that allows him to become invincible while dashing, for instance, while Lance can utilize a perk that increases his maximum jump height. For those who want a traditional, vanilla Contra experience, all of this is optional, so no matter what your tastes might be regarding game difficulty, Operation Galuga should have you covered.
There are some other changes that WayForward has made which add some new complexity to the action. Characters can double-jump and slide, for instance, which, when used in tandem, incorporates a lot more fluid motion than in previous Contra games. At the same time, these new moves, along with the previously mentioned buffs, all end up feeling a tad superfluous. I suppose speed runners and the like will be most interested in playing around with these changes, and those who need a helping hand will appreciate them. At the end of the day, I think that perhaps all of these extras weren’t necessary—nothing tops the traditional Contra formula of play.
Visually, it was personally disappointing to see Konami and wayForward go for a 2.5D aesthetic with 3D-rendered assets. WayForward, especially, is masterful with pixels, as evidenced by the studio’s efforts with Contra 4. However, my own hangups aside, there’s no denying the love and care put into Operation Galuga’s graphics. The characters are appropriately beefy and the stages full of details. The downside is that Switch is simply not powerful enough to keep up with the demands of Operation Galuga’s visuals. Slowdown and stuttering are common throughout the adventure, resulting in a choppy gameplay experience. It sucks because when the game runs smoothly, it’s sublime. The game has been updated since launch and is better than it was, but it remains rough, regardless.
That said, it certainly isn’t unplayable, and if you can get past the glitches and warts, there’s a solid, enjoyable Contra game here. Operation Galuga might be flawed, but the heart and devotion that WayForward is known for shines through. What I hope is that this serves as the foundation for more entries in the series to come and that WayForward is given another shot at getting things 100 percent right in a sequel. Until then, Operation Galuga will do.
Nintendojo was provided a copy of this game for review by a third party, though that does not affect our recommendation. For every review, Nintendojo uses a standard criteria.