For better or worse, Contra's been on this over-the-top kick for a while. Contra ReBirth had an undercover cross-dressing Lance Bean, an alien lizard enemy leader who decided he wanted to be a Contra soldier (who was partially referencing Metal Gear's Solid Snake), a tiny robot that looked like a little girl with pigtails, an enemy robot boss that gets hit with its own head, robotic purple camels, a robot ninja surfing a missile, and goofy movie references like this (
http://www.klustr.net/contra/images/articles/trivia/contra_rebirth_victory.png) that made the characters look like goofballs. That was just some of it.
We need to be more honest about this series, perhaps.
I'm not sure the "core" of Rogue Corps is that far removed from the Contra series as a whole. Even as far back as the NES games, you had camera shifts to behind-the-back or overhead perspectives on stages. Oddball characters with unique weapons started in Contra Hard Corps on the Genesis (or to a lesser extent, the Contra Force spinoff on NES), and selecting different loadouts before missions and having additional 3D-type perspectives was in the unexpectedly enjoyable Neo Contra on PS2.
This looks like an evolution from Neo Contra, adding more of the classic elements back in, like the rolling-jump platforming. (Seeing that is a huge step in the right direction alone.) As a Contra fan, I think it shows a lot of promise, despite being somewhat unconventional and [somewhat unfortunately] even more over the top in its humor than Contra ReBirth or Neo Contra. But that same off-the-wall attitude is giving us a rolling spherical version of what looks like an old-school Contra foe, and that's amusing and interesting from a gameplay perspective.
I am glad to hear longtime Contra producer Nobuya Nakazato is overseeing this one. He's been involved with the series since Contra III, and while he sometimes takes things too far, he knows about the extreme scenarios Contra presents and is good at giving them unique spins. I hope this gets an honest try by fans and newcomers, because this will be a good learning experiment, if nothing else, and only solid sales will allow this series to continue to grow. Contra requires a 360-degree action component that most (if not all) FPS and/or modern 3rd-person cover shooters can't deliver; this Rogue Corps is a compromise to provide a little bit of everything the franchise is known for. I think there are other, likely better, options for this franchise in the next-gen realm, but it's not like it should be a copy off of Halo or Gears of War. Neither of those has the all-around hectic craziness and personality that Contra demands. (And to that point, I'm very curious how aerial enemies will be handled in Rogue Corps.)
I hope the music is as good as the last few Contras, especially Neo Contra. As much as Contra 4 and Contra ReBirth were touted--and they both had amazing standout moments--I felt they did have a certain amount of staleness to them and couldn't quite top the 16-bit era they were emulating overall, so I appreciate the effort to try to evolve Contra's level design. It looks like there's a good mix/balance of shooting, platforming, and bosses. (When there are too many mini-bosses, it breaks things up too much.)
Anyway, all in all, I'm not ecstatic yet, but I am hopeful, and feel that everyone needs to keep the franchise in perspective versus comparing it to, say, Contra 1 on the NES, or just a few of the games. That's unfair in some ways, and sort of shortsighted in terms of what the franchise could come to be. I'm not saying the 2D era has to be completely replaced, but having 2D and 3D Marios and Zeldas works fine and is healthy, and I'd like that for franchises like Contra. This right here, with all its potential issues, is an attempted culmination of the whole franchise, both the classics and the fun, underrated gems. Again, I think the tone could and should be more balanced, but there's a fine line before it becomes overly westernized, as it was always a Japanese take on western scifi-military action tropes.