First impression: Coded Arms Contagion

Adams Briscoe
A. Briscoe|05.10.06

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Adams Briscoe
May 10th, 2006
In this article: coded arms, contagion, E3, E32006, konami
First impression: Coded Arms Contagion
First impression: Coded Arms Contagion
We're still not sure why Konami was so defensive about the new Coded Arms, considering that they wouldn't let us into their press event and all, but it could have something to do with the complete awkwardness of the game.

When I showed up to finally see what Contagion was all about, I was a little bit disappointed with how uncomfortable the whole thing felt between my hands. Graphically, it was okay for an FPS on the PlayStation Portable. Not any better looking than the first installment though.

I'm not a fan of the control scheme either. While playing the demo, I took off into the random level they had available, only to be harassed four seconds into it by two enemies. This would have been forgivable had the baddies been gifted with a little more intelligence. The programmers need to tweak the enemy AI, because all they did was run into me repeatedly.

Because of the button layout, I wheeled around aimlessly while firing into the air, effectively missing my targets. It can be said that Coded Arms Contagion has an awkward learning curb attached, but if you find yourself with a short attention span and large fingers, you'll quickly get agitated.
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