Conclusion: Coded Arms Contagion definitely has its ups and downs. For a Coded Arm fan like myself, this new title provided a nice ten to twelve hour break from my other reviews and it managed to put together a very generic, but fun, single player experience, complete with typical story and formulaic design. As for the multiplayer experience, while its nice they added it, it’s severely hampered by the lack of lock-on aiming and it isn’t likely to keep you playing for long.
Excerpt: As a game produced by William Oertel, one of the main hands that is bringing us Silent Hill: Origins, I was using Coded Arms: Contagion to kind of gage what I could expect from him. My conclusions: God, I hope this is not an indication of what he's doing to my beloved Silent Hill franchise. Not that Coded Arms: Contagion is a terrible game-far from it actually-but it's nothing to dance a jig about, either.
Excerpt: The original Coded Arms launched the first-person shooter genre on Sony's PSP in 2005. The controls were a newer concept and were difficult to adjust to, and the boxy, randomly-generated maps were boring, but the gameplay was decent, the graphics were great, and sound effects were explosive. Konami needed to create interesting maps, hone their weapons, and improve the A.I., and they did all that. Why, then, is Coded Arms: Contagion a slightly less impressive game?
Summary: Ein sehr durchschnittlicher Shooter, der das Genre definitiv nicht neu erfindet. Trotzdem kann er, gerade Fans des Vorgängers, sicherlich eine Weile durchaus begeistern. Nach vier bis fünf der 13 Level wird es dann auch denen irgendwann zu öde, sich immer wieder von Abschnitt zu Abschnitt zu ballern. Die Orte und Texturen gleichen sich, die Story langweilt und hält den Spieler nicht bei der Stange, ...
Pros: Upgrademöglichkeiten der Waffen, teilweise ansehnliche Grafik, viele Steuerungsoptionen
Cons: keine Story, Minikarte unübersichtlich, kaum existente Gegner-KI