Genre: First-Person Shooter
Publisher: Konami
Developer: Creat Studios
Release Date: September 18, 2007
When it comes to FPSes, the average gamer wouldn't generally think of a handheld as the platform of choice. There have been some hits (Metroid DS) and misses (pretty much everything else), and although most of the releases are firmly in the "miss" category, every now and then, a title aims for the crown. From the outset, the PSP seems better equipped to handle the FPS genre, as it's graced with a thumbstick. In theory, this should give it an edge. In theory.
The first release in the Coded Arms series was definitely in the embryonic stages of the console and software's life cycle, before its potential had been fully explored. The game promised much, and from the veritable stables of Konami, we were all expecting a little extra. Unfortunately this was not the case; Coded Arms was a difficult, stunted and clumsy affair. It looked OK but handled like a three-legged buffalo doing the tango. It's a good thing that the sequel is a whole lot more graceful.
Coded Arms: Contagion is the next instalment and the logical evolution in the series. All elements have been improved and tweaked to a decent level, and most of the original kinks have been ironed out. Of course, this means that as a gamer, you're in for a treat.
Pretty, Shiny Things
The graphics are very well balanced in this title. As far as the PSP’s graphical prowess is concerned, there is only so much the 2 MB,166 MHz graphics chip can pump out, but the developers have managed to squeeze out just enough. The visuals are crisp and moody, keeping with the industrial tone of the game, and the frame rate is consistent and never drops too much so you are not jarred by crummy scenery or badly modeled enemies.
Your own weaponry is also well modeled, which is a welcome evolution from the original title's very basic look. Little effects also help lift the overall immersion quality of Contagion. This is obvious when you get infected by the virus during the latter levels, filling the screen with particles and obscuring your vision in a way that works without really being an annoyance. As such, the look of the game follows the Konami ethos of moody and contrasting colors — think MGS or Zone of Enders.
Animation should also be mentioned, as Contagion boasts cut scenes that are all too reminiscent of the MGS series and help carry along the storyline. All in all, the game doesn't look too shabby, and all the elements work really well together, giving the player a real feast as he or she navigates this miniature marvel.
Playing With Fire
The most important aspect of any handheld FPS is the control system. As anyone familiar with the genre can attest, it is very important to be able to move and see accurately, or you'll end up firing your entire clip into a wall while getting destroyed by a flood of enemies. As mentioned earlier, the PSP has the buttons to really pull this off, but it seems that until now, the software was not up to scratch. In Contagion, there is a nifty auto-lock feature that is actually quite responsive and allows for quick target selection. This means that the player is no longer hindered by the lack of a real controller and can really get sucked into the action.
At the same time, the levels are well paced with enough in terms of enemies and puzzles as the game progresses. Another interesting feature is also the inclusion of "hacking." You may all be familiar with the similar concept from Bioshock, and this title actually incorporates it into the game in a very logical manner. You play as Maj. Jacob Grant, who, apart from being a top-notch soldier, is also quite deft at hacking.
This element is a nifty addition to a game that is staged within a software environment. The hacking aspect not only allows you to open doors and disable turrets, but it also gives your frontal lobes a real workout as you must discern from streaming numbers in true algorithmic style. Most importantly, unlike Bioshock, it actually makes sense and feels like you are sort of hacking something, not rearranging the plumbing.
The only real drawback in the gameplay department is the way the enemy-to-ammo ratio is laid out. I found myself traversing one-third of Contagion with about five bullets for six different guns and about four times as many bad guys. This may not be inherent to the game, but to each player’s style, but a few more ammo crates would have definitely made the journey more enjoyable.
Another sticking point for some may be the fact that the game seems to churn out similar situations. At the same time, this can also be said of a few AAA titles, like Gears of War and Halo 3, both of which are guilty of churning out similar gunfights and levels. This issue shouldn't dissuade shooter fans, as consistency is not always a bad thing.
Playing with Your Friends
The multiplayer aspect of Contagion is also worth mentioning, albeit for the wrong reasons, as it boasts two different modes (ad-hoc and infrastructure). The problem with the multiplayer segment is simple: The great assisted aiming tech that got you through the single-player portion of the game is now gone, so the player is thrust back into the stone age of handheld shooters. Online matches are also not easy to find, and unless you and your buddies want to huddle around your couch, actually setting up a game is not quite as easy as it should be.
It is important to realize that although the game has been pretty decent so far, the multiplayer aspects are a major drawback in an otherwise enjoyable ride.
The Final Countdown
In closing, I would definitely recommend Coded Arms: Contagion, not to replace your Call of Duty 4 sessions or to even change the face of gaming as we know it, but it’s just enough for you to squeeze in some FPS time during a train ride. All aspects of this title create a fun experience that is not bad at all. It seems that the developers at Creat have gotten the balance just right with Contagion and served up a slice of fun pie. It may be a small slice, but it's a tasty one nonetheless.
Score: 7.9/10