Jump to content

Bionic Commando


wile

Recommended Posts

From Joystiq:

 

Capcom really knows how to make their 2D remakes worthwhile. Super Street Fighter II features new HD sprites from Udon Comics that make it look absolutely dream-like. Their upcoming Bionic Commando continues the trend. Utilizing assets from the upcoming 3D Commando game, this revival of the NES classic adds new gameplay elements. This downloadable title certainly doesn't feel small budget at all, due to its nice graphical overhaul.

 

It's been nearly twenty years since the original's release. Ben Judd told IGN that, "We have taken special steps to get feedback and opinions from some of the staff that were working at Capcom at the same time on other titles in order to maintain the 'classic style' of gaming that we feel Bionic Commando Rearmed needed." Let's hope it plays as well as it looks!

 

http://www.ps3fanboy.com/2008/01/17/bionic...ke-is-stunning/

 

Check out the link the game looks amazing!

Link to comment
Share on other sites

  • 6 months later...
  • 5 weeks later...

Bionic Commando Has Multiplayer

 

I don't cotton to the idea that you need to shoehorn multiplayer into every single action game that lets you shoot a gun from the first or third person, out of this sense of obligation to always complement a strong story component with some rote deathmatch modes. Plenty of action games turn on mechanics or senses of atmosphere that don't lend themselves to a multiplayer environment. The Chronicles of Riddick is a good example of an amazing action game that got along just fine as a solo-only experience.

 

584190-bionic_commando_leipzig_04_super.jpg

This isn't actually the multiplayer.

 

Bionic Commando (the new one, not the remake) seemed like that kind of game to me, relying as heavily as it does on its arm-swinging mechanic that makes you navigate the game's environments meticulously, looking for viable grapple points to latch onto as you swing from one ledge to the next. Keeping up with your grappling while you're swinging every which way seemed like it would get in the way of aiming at and shooting other players with any effectiveness.

 

Until I got my own hands on the multiplayer, anyway. As it turns out, Bionic Commando's grappling system does enough of the work for you that you can pretty much hold down the L trigger and vaguely point it in the direction of the thing you want to swing from, and the arm will do the rest. Playing like that over the course of about 90 minutes, I had enough "holy crap" moments, where I saved myself from a fall with the arm without even realizing I was doing it, to figure that, yeah, this works pretty well. The arm physics and control feel really natural, and there are some great animations to go along with the swinging, like flailing legs and an arms-wide swan dive maneuver when you leap off a high ledge.

 

Capcom only let me try the basic deathmatch mode, which plays out about like you'd expect. The demo level was set on top of a group of skyscrapers (so there were plenty of opportunities to go flailing into the abyss) and the weapon pickups were scattered around in set locations. One nice arm-related feature let me aim at and grapple onto a weapon or armor pickup from a few feet away, so I could grab some new guns without actually having to run all the way up to them.

 

584176-bionic_commando_leipzig_01_super.jpg

Wait, is there flying in this game?

 

You can also use the arm against human players the same way you can in the single-player, by latching onto them, hopping up in the air, and then retracting the arm feet-first to deliver a boot upside the head. In the current version, this didn't do a lot of damage and usually wouldn't kill a dude if you hadn't worn him down a good bit with weapons already. The risk-versus-reward of actually managing to grapple a guy is high enough that I hope GRIN rebalances the attack and makes it an instant kill in the final version. (On the upside, the dude goes flying--but you don't currently get a kill when they hit the ground. I hope that changes.) There's another arm-related ability called kiting that wasn't in this build, which sounds like it will let you tether a guy and auto-aim at him to unload with your current weapon. Speaking of, the weapon lineup in here was pretty basic: starting pistol, shotgun, grenade launcher, sniper rifle.

 

The most interesting-sound parts of Bionic Commando's multiplayer were the ones that weren't working in this build. One is an experience system that looks similar to Call of Duty 4's. You get XP for each kill, with multipliers coming into play when you get more than one kill quickly, kill someone in the air, or kill them with a zip kick or melee attack. Capcom wouldn't say what these points are going to be good for. The adrenaline meter from the single-player game will also show up in the multiplayer and let you unleash some kind of snazzy attacks when you fill it up, but again, not in this build. Lastly, there will be at least one more mode, king of the hill, which will have everyone trying to

 

I'm still more excited about the single-player stuff in Bionic Commando, especially with Rearmed currently tearing up the charts, but it's good to see the multiplayer is more than an afterthought. Once the experience system and more maps and game modes are implemented, it might turn out to be a welcome way to extend the game's life once the story is done. Here's some new footage from the single- and multiplayer modes (thanks to GameTrailers, who also has a better HD version.)

 

[gt]38596[/gt]

Link to comment
Share on other sites

Capcom continued its delightful descent into madness with these instructional graphics, in case you can't figure out how to play the game. They speak for themselves.

 

584192-shoot_copy_super.jpg

Shoot!

 

584197-zip_copy_super.jpg

Zip!

 

584194-swing1_copy_super.jpg

Swing!

 

584218-swing2_copy_super.jpg

Swing some more!

 

584191-dfa_copy_super.jpg

Death from above?

 

Source

Link to comment
Share on other sites

  • 2 weeks later...
  • 4 weeks later...
  • 2 weeks later...

So, Has Bionic Commando Been Fixed Yet?

 

bcswing.jpg

 

Mike played Bionic Commando a few months back, at a Capcom press event. Said it looked great, but had a few problems. I played it for around 20 minutes today, going through a tutorial level and one regular stage from the game, and you know what? It looks great. But has a few problems.

 

Namely, that it just doesn't feel right. The game looks nice, and the mechanics of swinging are functional - as in, they're not so broken you can't leave the ground - but the whole thing still feels a little off. Like GRIN are painting a picture, have 98% of it on canvas, and are just standing there, brush in hand, unable to find the inspiration to make those last few strokes and tie the whole thing together.

 

The swingy-swingy, for example, is a little cumbersome. The initial engaement is fine, you just run near something and shoot your arm. But once your arm is hooked on something, the camera quickly becomes your enemy, because the game seemed to rely on a bunch of strung-together swings where you need to nail 3, 4 or 5 in a row to cross an area.

 

If they're all on the same level, that's fine. But sometimes you need to travel vertically, and things get messy. Retracting your arm to pull yourself up results in the player leaping upwards from the ledge they just climbed, which throws the camera off and makes hitting your next target difficult.

 

Another niggle with the swinging mechanic is the reach of your arm. At times, your arm will extend dozens of feet during a swing. You'll se it, stringing you out well over a ledge. But at other times, I was flying right past a ledge or obstacle and I couldn't attach to it. Hopefully that's a bug they can fix.

 

Combat, too, was a little off. The gunplay worked fine, and is probably what most players will rely upon when the game's released, because using your arm to take on enemies is more trouble than its worth. You need to execute combos to finish them off, which takes more time than it should, and picking up an object (like a car) or an enemy up takes forever (as does their hang-time when you throw them), making them look like ridiculous, sticky balloons.

 

I'm slightly concerned about how close "early 2009" is getting when I look at the problems still plaguing the controls. Hopefully between now and the game's release, Capcom and GRIN can find that last-minute spark of inspiration and tie the whole game together.

Link to comment
Share on other sites

  • 3 months later...

Classic Capcom franchise returns this May

 

Capcom today confirmed that the highly anticipated Bionic Commando will be released on the Xbox 360 and PLAYSTATION 3 this May across Europe with a PC version available in the following months.

 

 

 

peace

Link to comment
Share on other sites

Classic Capcom franchise returns this May

 

Capcom today confirmed that the highly anticipated Bionic Commando will be released on the Xbox 360 and PLAYSTATION 3 this May across Europe with a PC version available in the following months.

peace

 

Damn PC gamers shafted again.

But its a blessing too. If the PC version was released simultaneously with consoles, it probably would have got poor optimization and some few more problems here and there, like typical port. But lately its becoming a fashion releasing the PC version later and in most of the cases PC version emerges as the definitive version (barring Saints row 2) so its OK I guess.

Link to comment
Share on other sites

  • 2 months later...

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...