Compare CONTRA: ROGUE CORPS prices across 50+ stores and find the best deal. Developed by KONAMI. Published by KONAMI. Released on 9/24/2019. Available on PC. Genres: Action.

Konami slapped a beloved name on a mediocre twin-stick loot-shooter with a dead online population. Know exactly what you're signing up for before clicking anything.

I want to be straight with you: the Contra branding here is doing most of the heavy lifting, and it's not strong enough to carry the weight. Rogue Corps is a perspective-shifting twin-stick shooter built around loot, character upgrades, and up-to-four-player co-op. It is not a side-scrolling run-and-gun. The sooner that expectation is buried, the more honest a look you can take at what's actually here. The four playable Jaegers, Kaiser, Ms. Harakiri, The Gentleman, and Hungry Beast, each bring a distinct special ability, whether that's a panda-shaped turret drop or a brief black hole, but every character shares the same weapon pool. You carry a main gun and a sub weapon, switching between machine guns, lasers, flamethrowers, homing missiles, and more exotic stuff unlocked through blueprint-and-credits crafting. On paper that's a solid loop. In practice, the weapon cooldown mechanic breaks it. Your guns overheat after a few seconds of continuous fire, which in a franchise built entirely on the fantasy of relentless shooting, is a design choice that makes you stop and squint. Movement also punishes aggression: your character halts dead after a dash attack instead of carrying momentum through, which kills any flow you might build. The upgrade system is the most functional part of the game. You can surgically graft bionic replacements onto your character's brain, skeleton, eyes, and organs, each with randomized perk rolls and rarity tiers. Weapon blueprints layer on top with accessories that tweak cooldown speed and crit rate. There's genuine depth here if you want to dig. The problem is the stat display is nearly illegible, with no clear feedback on what leveling a body part actually does to your numbers, so the depth feels accidental rather than designed. The mission structure that feeds this system is repetitive and visually forgettable, with level layouts that recycle often enough to notice. The isometric camera compounds this by occasionally losing enemies off-screen or making platforming sections outright painful to read. Then there's the online situation, which is the real reason this review has to be a warning. The PC player base peaked at 30 concurrent and currently sits at near zero. Rogue Corps was built with four-player co-op and an eight-player competitive mode as its raison d'etre. Both are functionally dead on PC unless you bring your own crew. Local co-op is restricted to randomly generated Exploration Missions only, so even couch play is hobbled. If you have three friends who will all buy the same game and coordinate sessions, you'll find a janky but occasionally fun arena brawler in here. For everyone else, you're looking at a solo grind through generic corridors with a weapon cooldown that keeps reminding you this isn't the game you wanted. Fred, Scout Team

CONTRA: ROGUE CORPS
Action

CONTRA: ROGUE CORPS

Sep 24, 2019KONAMI
GamerScout Says

Konami slapped a beloved name on a mediocre twin-stick loot-shooter with a dead online population. Know exactly what you're signing up for before clicking anything.

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About CONTRA: ROGUE CORPS

I want to be straight with you: the Contra branding here is doing most of the heavy lifting, and it's not strong enough to carry the weight. Rogue Corps is a perspective-shifting twin-stick shooter built around loot, character upgrades, and up-to-four-player co-op. It is not a side-scrolling run-and-gun. The sooner that expectation is buried, the more honest a look you can take at what's actually here. The four playable Jaegers, Kaiser, Ms. Harakiri, The Gentleman, and Hungry Beast, each bring a distinct special ability, whether that's a panda-shaped turret drop or a brief black hole, but every character shares the same weapon pool. You carry a main gun and a sub weapon, switching between machine guns, lasers, flamethrowers, homing missiles, and more exotic stuff unlocked through blueprint-and-credits crafting. On paper that's a solid loop. In practice, the weapon cooldown mechanic breaks it. Your guns overheat after a few seconds of continuous fire, which in a franchise built entirely on the fantasy of relentless shooting, is a design choice that makes you stop and squint. Movement also punishes aggression: your character halts dead after a dash attack instead of carrying momentum through, which kills any flow you might build. The upgrade system is the most functional part of the game. You can surgically graft bionic replacements onto your character's brain, skeleton, eyes, and organs, each with randomized perk rolls and rarity tiers. Weapon blueprints layer on top with accessories that tweak cooldown speed and crit rate. There's genuine depth here if you want to dig. The problem is the stat display is nearly illegible, with no clear feedback on what leveling a body part actually does to your numbers, so the depth feels accidental rather than designed. The mission structure that feeds this system is repetitive and visually forgettable, with level layouts that recycle often enough to notice. The isometric camera compounds this by occasionally losing enemies off-screen or making platforming sections outright painful to read. Then there's the online situation, which is the real reason this review has to be a warning. The PC player base peaked at 30 concurrent and currently sits at near zero. Rogue Corps was built with four-player co-op and an eight-player competitive mode as its raison d'etre. Both are functionally dead on PC unless you bring your own crew. Local co-op is restricted to randomly generated Exploration Missions only, so even couch play is hobbled. If you have three friends who will all buy the same game and coordinate sessions, you'll find a janky but occasionally fun arena brawler in here. For everyone else, you're looking at a solo grind through generic corridors with a weapon cooldown that keeps reminding you this isn't the game you wanted. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayercooponline-cooplocal-coopachievementscontroller-supportcloud-savestier:indieTwin-Stick ShooterLoot ShooterDead OnlineWeapon CraftingIsometricCharacter UpgradesCo-op RequiredFranchise Departure

System Requirements

Minimum

OS
Windows 7 / 8.1 / 10 (64 bit) (64 bit OS required)
Memory
4 GB RAM
DirectX
Version 11
Storage
14 GB available space
Graphics
NVIDIA GeForce GTX 650 (2GB) or better (DirectX 11 card Required)
Processor
Intel Core i5-4460 (3.20GHz)
Additional Notes
Controller required to play

Recommended

OS
Windows 10 - 64bit (64 bit OS required)
Memory
8 GB RAM
DirectX
Version 11
Storage
14 GB available space
Graphics
NVIDIA GeForce GTX960 (2GB)
Processor
Intel Core i7-4790 (3.60GHz)
Additional Notes
Controller required to play

Reviews & Ratings

No ratings available

Game Info

Developer
KONAMI
Publisher
KONAMI
Release Date
Sep 24, 2019

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