Key art for Contra: Operation Galuga

Game review

Contra: Operation Galuga

7 / 10

Developer
WayForward
Publisher
Konami
Released
12 March 2024
Platforms
Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch
Genre
Run and Gun
Monetisation
One-time purchase, no DLC or in-game currency
Players
Local co-op and split-screen only, up to 4 players; Remote Play Together

The short version

Contra: Operation Galuga reimagines the original 1987 arcade classic, and critics landed it at a respectable 71 on Metacritic, while Steam's own audience is even warmer, Very Positive at 88.1% across roughly 805 reviews. WayForward's execution of the run-and-gun fundamentals draws genuine, consistent praise from longtime fans who grew up with the series. Set against that goodwill, though, are two remarkably consistent complaints that show up across dozens of independent reviews: despite marketing built around "co-op combat for up to 4 players," Operation Galuga shipped with no online multiplayer at all, local and split-screen only, a gap multiple reviewers say feels like a significant omission for a 2024 release at this price. The price itself is the second consistent complaint — a roughly two-hour main campaign, closer to twenty for full completion, at NZ$56.99, which a large, independent slice of reviewers argue doesn't match the content on offer regardless of how faithfully it recreates the original.

Biggest strengths

  • Core run-and-gun action captures the series' fundamentals well, with multiple longtime fans specifically crediting WayForward for a faithful, well-executed revival of the original's feel
  • Local co-op supports up to four players simultaneously, preserving the series' classic couch-co-op appeal for groups who can play in person
  • New stages, enemies and mechanics layered onto the classic structure give returning fans genuinely new content rather than a pure remake

Biggest weaknesses

  • Despite marketing centred on "co-op combat for up to 4 players," the game shipped with no online multiplayer support at all — local and split-screen only — a gap multiple reviewers specifically call out as a significant omission at this price point, with no evidence it has been patched in since launch
  • The main campaign runs roughly two hours, with full completion cited around twenty hours by at least one detailed reviewer, a length several reviewers argue doesn't match the NZ$56.99 asking price regardless of the game's quality
  • Reception to the visual direction is genuinely divided: some reviewers praise the presentation, while others specifically dislike the shift to 3D polygonal character models over the series' classic 2D sprite work, with at least one describing every recent Contra attempt at 3D visuals as a mistake

Who it's for: Longtime Contra fans specifically nostalgic for the series' run-and-gun fundamentals, and players with a couch full of friends for local co-op, will find a genuinely faithful, well-executed revival. Anyone hoping to play co-op with friends online, or looking for a longer campaign to match a premium asking price, should read the specific complaints below — neither has been addressed since launch as far as the available evidence shows.

Our recommendation: Recommended at a discount for the run-and-gun action itself, which earns real, specific praise from longtime fans. At full price, the lack of online co-op and the short campaign length are significant enough, and consistently enough repeated across independent reviews, to make waiting for a sale the more defensible choice.

7 / 10

A faithful return for a genre-defining series

Contra: Operation Galuga rebuilds the original 1987 arcade classic's core run-and-gun structure — relentless enemy waves, screen-filling bullet patterns, iconic weapon pickups — with new stages, enemies and mechanics layered on top rather than a straight remaster. WayForward, a studio with a long track record in the genre, earned a reasonably strong critical reception for the effort: 71 on Metacritic, solidly positive without being a runaway critical success. Steam's own audience is considerably warmer, Very Positive at 88.1% across roughly 805 reviews, reflecting genuine affection from a dedicated fanbase for how faithfully the moment-to-moment action captures what made the original memorable.

What earns that affection

Longtime series fans are consistently the most enthusiastic voices in the review sample, and their praise is specific rather than generic nostalgia. Multiple detailed reviews credit WayForward with genuinely understanding what made the 1987 original work, translating its relentless pacing and screen-filling threat density into a modern structure without losing the tension that made the series a genre benchmark. New content — additional stages, enemy types and mechanical wrinkles — gives returning fans real, new material to engage with rather than a pure nostalgia exercise, and the four-player local co-op mode preserves one of the series' most beloved social features for groups able to gather around a shared screen.

The two complaints that show up almost everywhere

Set against that fan goodwill, two specific issues recur with striking consistency across independent reviews, and both trace back to a mismatch between what the game promises and what it delivers. The first is online multiplayer, or rather its complete absence. Marketing for Operation Galuga explicitly promoted "co-op combat for up to 4 players," and multiple reviewers describe going in expecting online play as a baseline modern feature, only to discover the co-op modes are local and split-screen exclusively. Remote Play Together offers a technical workaround, but several reviewers describe it as a poor substitute for genuine online matchmaking, particularly frustrating for a series whose modern audience is often scattered across different households rather than sharing a couch. Available evidence doesn't show this being addressed via a later patch, meaning it remains the game's state as sold today.

The second consistent complaint is length relative to price. Multiple independent reviews cite a main campaign completable in roughly two hours, with full completion — including all achievements — taking closer to twenty for a dedicated player. Against a launch price of NZ$56.99, several reviewers explicitly argue the content on offer doesn't match a premium asking price, with more than one suggesting a fairer price point somewhere between NZ$20 and $30 based on what the game actually delivers. This isn't a complaint about the game's quality so much as its value proposition specifically — several reviewers who otherwise praise the action itself still recommend waiting for a discount on value grounds alone.

A visual and audio direction that divides its own fans

A smaller, more divided disagreement concerns presentation. WayForward rendered characters in 3D polygonal models rather than the series' classic 2D sprite work, and reception to that choice is genuinely split rather than uniformly negative — some reviewers praise the presentation, while others specifically call out every recent Contra attempt at 3D visuals as a step backward from the series' sprite-based roots. The soundtrack draws a similarly divided response, some crediting it as a genuine highlight and others describing it as comparatively forgettable next to the series' classic themes. Neither disagreement rises to the consistency of the co-op and price complaints above, but both are worth knowing about if you have strong feelings about the series' visual and audio identity specifically.

Why the co-op gap stings more than it might for other genres

It's worth explaining specifically why the missing online co-op lands as harder than it might for a different kind of game. Contra has always been, culturally, as much a social game as a solo one — the series' reputation was built partly on the specific experience of two players fighting through relentless enemy waves together, a format that made sense in arcades and living rooms decades ago but assumes a shared physical space few modern friend groups can rely on by default. Releasing a 2024 revival explicitly marketed around that co-op identity, without the online option that's been a standard baseline feature for cooperative games for well over a decade, reads to many reviewers less like an oversight and more like a genuinely strange scoping decision for a genre revival built specifically to appeal to nostalgia for shared play. That context is part of why the complaint recurs so consistently rather than being a minor footnote — it cuts against the specific selling point the marketing led with.

Verdict

Contra: Operation Galuga succeeds at the thing longtime fans most wanted from a series revival: run-and-gun action that genuinely captures what made the 1987 original a genre benchmark, executed with real care by a studio that clearly understands the assignment. Where it falls short, consistently enough across independent reviews to treat as a real pattern rather than isolated grumbling, is everything built around that core action — a complete absence of online co-op despite marketing promising exactly that, and a short campaign priced like a considerably larger release. Buy it at a discount for the action itself, gather local friends for the co-op it does support, and go in without expecting either online multiplayer or a lengthy campaign to match the asking price.

Pros and cons

Pros

  • Core run-and-gun action captures the series' fundamentals well, with multiple longtime fans specifically crediting WayForward for a faithful, well-executed revival of the original's feel
  • Local co-op supports up to four players simultaneously, preserving the series' classic couch-co-op appeal for groups who can play in person
  • New stages, enemies and mechanics layered onto the classic structure give returning fans genuinely new content rather than a pure remake
  • Critics were solidly positive, landing the game at 71 on Metacritic, reasonable territory for a genre revival with a specific, limited audience
  • Remote Play Together offers a workaround for online-adjacent co-op, even if it's a less convenient substitute than true online multiplayer

Cons

  • Despite marketing centred on "co-op combat for up to 4 players," the game shipped with no online multiplayer support at all — local and split-screen only — a gap multiple reviewers specifically call out as a significant omission at this price point, with no evidence it has been patched in since launch
  • The main campaign runs roughly two hours, with full completion cited around twenty hours by at least one detailed reviewer, a length several reviewers argue doesn't match the NZ$56.99 asking price regardless of the game's quality
  • Reception to the visual direction is genuinely divided: some reviewers praise the presentation, while others specifically dislike the shift to 3D polygonal character models over the series' classic 2D sprite work, with at least one describing every recent Contra attempt at 3D visuals as a mistake
  • The soundtrack draws a similarly mixed reception, with some reviewers calling it a genuine highlight and others describing it as forgettable compared to the series' classic themes
  • At least one detailed longtime-fan review argues the game contains "not a single original idea," describing it as a well-executed but ultimately unambitious retread of ideas the series and its genre peers have already explored more thoroughly

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 8 / 10
  • Visuals 6.5 / 10
  • Sound 6.5 / 10
  • Value 5 / 10
  • Originality 6 / 10
  • Multiplayer 4.5 / 10