Contra Goes Cyberpunk In This Retro Epic

Contra Goes Cyberpunk In This Retro Epic


If you’re going to take something as tried-and-true as the run ‘n’ gun sidescrolling shooter and try to give it a fresh, creative spin, you better really bring your A-game because that’s been done about a thousand times. Games like Contra, Metal Slug, Gunstar Heroes, and Sunset Riders are still regarded as some of the greatest games of the genre for good reason. But after playing Neon Inferno, I’m starting to think there might be a little more room on that short list after all.

The elevator pitch for Neon Inferno is simple, but effective. Basically, if you combine the smooth, effortless animation and large character sprites of a game like Metal Slug, with the fast platforming, intense gun blasting, and big boss fights of Contra, plus the gallery-style background shooting of Sunset Riders, and then you mix it all up into a beautiful Cyberpunk pie, then that’s the recipe here. And it absolutely works.

Neon Inferno Is A Brilliant Pixel Art Shooter

Neon Inferno takes place 30 years in the future on the streets of a New York City on the brink of collapse. Crime syndicates vie for supremacy and the corrupt NYPD are doing nothing but stoking the flames of conflict. It’s a neon-drenched dystopian near-future that echoes hints of Cyberpunk 2077, Robo Cop, Judge Dredd, and Blade Runner in all of the best ways.

Perhaps it has something to do with the fact that I was born in 1990, but I’ve always been a fan of this bright, bold, retrofuturistic style that’s all the rage right now. Marrying that with sharp, crisp pixel art just feeds me so directly it feels almost made for me in a lot of ways.

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For the most part, Neon Inferno plays how you’d expect a game in this genre to play, but there are some surprising wrinkles that help it feel innovative. For starters, all of the basics are here like being able to hold the right trigger to lock yourself in place so you can aim and shoot without moving, plus there’s of course a great dodge roll. By default it’s mapped to a shoulder button, but I remapped it to B in the settings which felt way more natural for me.



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