Get Hooked- Bionic Commando Rearmed 2 Review

Amidst the sterile cubicles of the 2008 Electronic Entertainment Expo, I had formed a transitory bond with two programmers from (the now defunct) GRIN. After spending the bulk of the appointment mutually gushing over the NES iteration of Bionic Commando and displaying unconcealed optimism for their upcoming reboot of the series, awkwardness emerged with a single question. Thinking of an audience more familiar with Mario than Ladd Spenser, I asked, “Did you ever consider adding a jump button to Bionic Commando Reloaded?” The conversation skipped a beat, and  the developer’s jovial demeanor turned to confusion. “But that wasn’t in the Nintendo game”, was the reply- clearly demonstrating GRIN’s steadfast direction.

In hindsight, the programmer was right: an inability to leap didn’t dampen the title’s success. Recent Xbox 360 and Playstation 3 sequel, Bionic Commando Rearmed 2 probably doesn’t need the skill either, since each of the game’s environments are designed for traversal with the series’ trademark grapple-arm. Yet, the jump button is there, catering to players with low frustration levels (purists may use fanatical restraint to earn an achievement/trophy by never tapping the button). Beyond an aptitude for foot-propelled altitude, the title also makes a number of additional changes in an effort to initiate a new generation of cybernetic swingers.

Forgoing the niggling tutorial screens of many contemporary titles, Rearmed 2 offers players Biovision. By holding down the R2 button, gamers can freeze time, and move their on-screen cursor over any color-coded points of interest. By lingering on those objects, game tips are given- detailing everything from the basics of maneuverability to supplying data on each bosses’ weak point. Like the ability to leap, Biovision is wisely kept optional. Surprisingly, Rearmed 2‘s new powerups and weapons are mostly elective as well. Two capabilities found early in the game- arcing grenades and health regeneration, are never necessary for advancement, yet will make the title’s trek easier for newbies. The same goes for the game’s arsenal. While shotguns quickly make mincemeat out of foes, I was able to complete the game using only the game’s standard-issue pistol. For completionists aiming to complete their loadout, the title coaxes a bit of Metroid-esque backtracking, where players utilize their newly found arms to access previously inaccessible areas.

Even if franchise veterans don’t dabble with Rearmed 2‘s additions, they’ll discover a host of small changes. Gone is the game’s multi-path map screen, replaced by a linear series of stages. The title’s integration of PhysX middleware allows for a few interesting graphical effects; now enemies crumple before falling lifeless off the bottom of the screen, while barrels seem to roll with a sense of weight. Several sequences which task players with picking off enemies via an on-screen crosshair add a bit of visceral variety to the game. Yet, the biggest change might be reserved for the game’s swing mechanic.  Now, the protagonist’s grappling hook tenaciously sticks to objects, prohibiting the inadvertent death drop. The downside is that Bionic Commando‘s swinging cadence is absent; hooking across platforms and fixtures no longer feels rhythmic. Additionally, I took things slow- as the game’s camera tended to conceal if there was solid ground beneath by hero’s boots.

Both the local co-op component and the Challenge Rooms of the last game return, offering players supplementary methods of diversion. Justification for the title’s price increase (the last game sold for $10 vs. Rearmed 2‘s $15 price) is found in the amount of new content- there’s roughly twice as many levels in this new game.

Despite a handful of minor concerns, Bionic Commando Rearmed 2 does offer a gratifying adventure which scales to the ability of novices and series stalwarts. While it’s unlikely I’ll be discussing this title’s virtues in twenty years, Rearmed 2‘s running, swinging, shooting- and jumping, are a fitting testament to pleasures of  retro-influenced gaming. 



Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

44 Comments

  1. I never really like Rearmed all that much. I don’t think jumping and a few other changes will make me think any different.

  2. I won’t be playing on PSN. YOu guys heard about the DRM, right? It checks your connection all the time. Your router goes out, you can’t play.

  3. My complaints:

    – They took out Multiplayer battle. Why? That was one of the best parts of Rearmed.

    – No option for the old hook mechanic. C’mon guys patch it in.

    – Occasional bugs. I got stuck it a wall twice now.

  4. Yep- the swing just felt off in the 360 demo. Maybe I’ll play it a few times to see if I can get used to it, but I doubt it.

  5. Deagle, not any difference between the platforms? Hearing about the DRM stuff makes we want to set the 360 one.

  6. Yeah, the PS3 version requires a constant connection to PSN to be able to play it. You can’t play the game offline on the PS3. I don’t believe that’s the case with the 360 version, but I could be wrong.

  7. So a spike in your connection throws you out of the game, like Ubisoft did with their PC game? I’m out for that reason.

  8. Good review, better than those Joy-grumps.

    Worth the 1200 points, IMO. If you like the run and run games, it delivers.

  9. The demo seemed like they slowed the game down a bit, or was it just me.

    I’ve heard some people complaining the graphics took a hit. They look just like the first game.

  10. I know a couple of the Fatshark guys came from Grin, but did the guys you talk to work on this one?

  11. I didn’t like game at first, but once I got to the 4th stage, I’m liking it more. I wish there were more enemies.

  12. I believe it works the same way that Final Fight’s DRM operated: it verifies your connection when you start a game, but then doesn’t really check after that. It makes sense, since they are both Capcom titles.

    I know my internet at my old apartment was off and on (which is why I almost never played multiplayer) but I had no trouble with single player Final Fight.

  13. Wrong-

    http://www.1up.com/news/rearmed-2-hampered-restrictive-drm

    1UP has confirmed today that ‘Bionic Commando Rearmed 2,’ purchasable through the PlayStation Store, will come with the dreaded ‘always-connected’ DRM last seen on Ubisoft titles.
    ‘Always-connected’ DRM means the game is unplayable unless the gamer stays connected to the Internet at all times.

    In this case, gamers must always be logged into the PlayStation Network so PS3 offline playback is not an option.

    Earlier in the year, developer Capcom raised some eyebrows when it released Final Fight: Double Impact with a special DRM that blocked the game from being shared with any other PSN user.

    Family members who shared a PS3 but had different PSN accounts were effectively locked out.

  14. Can I get confirmation from a reputable site? The 1Up article sounds like NOLA said, it checks once.

  15. I thought it was about the same speed. Maybe it seemed slower because they pulled the camera back.

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