A straight hour of equal joy and frustration has gotten me as far as Stage 4 before I drained my continues on Normal. Attacking aggressively has never been so fraggin' awesome.
Indeed, this is a challenging game, but it's challenging in all the right ways. The difficulty is, as promised, a throwback to the Contras of old, where constant run 'n gun is combined with a thorough balance of enemy memorization and reflex heavy action. With the proper amount of practice, one will undoubtedly get better and better with the game. I was able to tackle Stage 1 with absolute ease, thanks in part to my extensive play on the demo. From there, Stage 2 proceeded to kick my ass and drained all my continues before even getting to the boss; it took me a fair while to get used to the dual-screen's Waterfall verticality. In addition to climbing up walls, you can also climb ropes now. Once I started over, I was able to get through the entirety of Stage 1 and 2 without losing a single life; I even gained a surplus total of eight!
Then, Stage 3's Base came along. The gameplay in this level feels fundamentally the same as the original, but I've gotta say..... the graphics here look absolutely fugly. One could make a crack that WayForward definitely knows 2D, but when it comes to 3D? These about the blandest-looking polygons and textures I've ever seen of the caliber. You're gonna laugh out loud when you see the simplistic render of the boss's "bubble" attack.
Oh, and the remixes of both the original Base and Base boss theme? Sublime. You've done good, virt. You've done real good.
Stage 4 ends the homages with a whole new level design. The Harbor gives you plenty of opportunities to use the grappling hook. It's also the first level to have a set-piece mini boss of sorts; it took me a quick bit of memorization and shooting to take down the multipart battleship. At this point, I've taken a break by turning off the DS. Imagine my surprise when I started the game back up, and they gave me the option to continue back to the beginning of the level I last played on! At the expense of a Continue, that is. So, they do have a Suspend feature of sorts in the game, which is pretty cool.
To speak of the final gameplay mechanics, other than the ability to discard stacked weapon power-ups individually, none of the core gameplay mechanics have changed from the demo. Which means still no ducking-prone to down-pointed stationary stance, sadly. I was also secretly hoping that they'd be able to fit in lock-on-while-moving, a la Contra Advance and Shattered Soldier, but alas. (There isn't a single designated button left for it anyway - unless they had placed the weapon-swap to Select.) The auto-fire is the same rate as in the demo as well, so while it's conceivable to be able to get through the game on auto-fire alone, manual is where it's really at.
I gave Easy Mode a quick try, just to check it out. It's disgracefully easy, to me. They start you off with ten lives as opposed to Normal's five, and every weapon you pick up is automatically stacked. Enemies are fewer and far less random, and certain tweaks were made, such as the crane not being able to blow the concrete floors apart. According to the instruction manual, Easy takes you up to Stage 7, and then ends. (And speaking of the instruction manual, it's a great read; every page is reeking of masochistic taunts and put-downs. This game clearly knows its place.)
I also gave Hard Mode a go as well. Three lives, enemies have a LOT more stamina, they move quicker, and fire much faster. And here, the first level uses the original Jungle theme! It's the same version as the one featured on the official site, but it's mixed slightly differently.
C4 is clearly living up to my expectations. Impressions on Stages 5 to 9 forthcoming.