Retrospective: Bionic Commando
Parks and Spencer.
Sequels made over 15 years later are notoriously awkward. The Phantom Menace, Indiana Jones & the Kingdom of the Plastic-Wrap Aliens, and more recently Tron: Legacy have tainted that which we held dear all those years ago.
Modern videogames have the more difficult task of bringing something that worked on a 2D plane into the infinitely more complex realm of 3D. Sonic the Hedgehog never made this transition effectively, so bringing Capcom's favourite cyborg super-soldier to the modern era seemed an arduous task indeed.
As an act of good faith, the studio behind Bionic Commando, GRiN, preceded it with an HD remake of the original NES classic, which it dubbed Bionic Commando Rearmed. It captured the cheesy eighties action-movie atmosphere effectively, with leading man Nathan Spencer sporting shades, a green windbreaker and white sneakers as he attempted to rescue national hero Joseph "Super Joe" Gibson. Fighting dwarfs, grumbling about his ex-wife and making Hitler's head "explod" was just the kind of daft nonsense one would expect from a guy nicknamed "Rad".
It may come as a surprise then that GRiN seemingly abandoned this tongue-in-cheek humour in favor of a grittier soldier's tale with the 2009 home console release, simply called Bionic Commando. Spencer – who in Rearmed was all smiles and pointy Phoenix Wright index fingers – has degenerated into a dreadlocked, Tarzan-like creature voiced by Mike Patton.

"What? No sequel? There's no reason to live!"
"Super Joe", meanwhile, has now become simply "Joe Gibson", the corrupt government agent who removed Spencer's arm and imprisoned him for a decade after bionics were deemed unsafe. It's a jarring transition after their budding bromance aboard the sinking Albatross last time out.
Reinvention is all well and good if done well, but things get off to an uneasy start when Spencer starts shouting lines like "Nailed ya!" every time he defeats an enemy. Rather than continue down the path of satirical machismo or humanise him, GRiN's ill-fitting response was to make him edgier. Did we learn nothing from Prince of Persia: Warrior Within?
This never improves. In fact, when Spencer learns the truth about what happened to his wife in one of the most preposterous game endings ever, his purpose in life goes from, "I'm gonna murder Super Joe," to, "Now I'm really gonna murder Super Joe!" Hardly compelling character development.

Still safer than Spider-Man: Turn Off the Dark.
So how did I come around to not only tolerating Spencer's portrayal but actually enjoying his work? (Because he certainly didn't work his way through charm school by throwing a grenade into a mechanical gorilla screaming, "Sucks to be you!") The trick is that the game around him is an underappreciated gem. What it lacks in manners, it makes up for in soaring highs, and Spencer's likeness merely serves as a reminder of all those great times we had together.
He was there when I catapulted myself from underneath a bridge to latch onto a flying sentry whose innards I proceeded to rip out. He was there when I swung round an atrium taking out half a dozen meticulously placed snipers. He was there when I propelled myself through the clouds, grappling from droid to droid in an attempt to murder a Walt Disney lookalike in a robot suit, whooping and hollering all the while, mirroring my own exhilaration.
It's not immediately apparent how to get around with a bionic arm, though. We've been trained for years that the best way to launch oneself far is to release at the apex of one's swing, but in fact releasing towards the middle offers greater propulsion.
Getting into the swing of swinging things takes some getting used to, but the accomplishment is meaningful. It's something you've earned. When it clicks, it works so well that playing any third-person shooter without a grappling hook feels archaic in comparison. Was Just Cause 2 the only game to get the memo?
After playing through Bionic Commando on each of its three difficulty settings, I couldn't look at the real world without imagining how I'd swing around it. Streetlights, buildings and ceilings were transformed in my mind. At every turn I found myself frustrated with our antiquated legs and arms. Bionic Commando makes me dream of a better world where we all have bionic arms and never get stuck in traffic (shut up – it would be better).

50 per cent of marriages end in bionic parts. Good luck, people.
While Bionic Commando's 2009 outing lacks the retro stylings and kooky characters of its predecessors, it's not entirely humorless either. It just presents its rambunctious personality in different ways. When facing off against a giant mechanical worm (which you actually get to fight, unlike the one in Gears of War 2), Spencer retorts, "Is that a long health bar or are you just happy to see me?"
Your contact replies, "There's no way out. You'll just have to fight it." Upon dying and starting over he'll change his tack to, "There's no way out. You'll just have to f*** it."
"Ummm...?" Spencer snickers. This line is never repeated again no matter how many times you die. Even stranger, the subtitle still reads "fight it". Not since I woke up slaying vampires in Snake's dream in Metal Gear Solid 3 have I been so afraid I was hallucinating. (I've checked around and it really happened. I'm not hearing things. Well, not these things.)

Despite the nickname, nobody ever refers to Spencer as 'Rad'. A pity.
With such attention to detail, it's a shame GRiN went under shortly after its release. Due to poor marketing, middling review scores, and some misguided attempts at baditude, Bionic Commando fell by the wayside for many. It's not all bad news though. Several GRiN staff moved on to Fatshark to work on Bionic Commando Rearmed 2, and our angsty tank-topped pal made an appearance in Marvel vs. Capcom 3.
Then again, limiting the agile Spencer to an enclosed fighting arena seems cruel, like that Star Trek episode where people find themselves part of an intergalactic zoo. Captivity doesn't suit a man who was born to swing. Maybe his devil may care attitude wasn't misguided after all, but a cathartic last stand. Sometimes, you just have to f*** it.
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Comments (50) Latest comment 11 months ago
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That said the combat was usually excellent, with the arm providing a unique attack style and some of the swinging sections in really high areas were truly vertigo inducing. The sense of speed as you hurtled through the air was incredible fun.
I was actually surprised that hardened games reviewers didn't like it, as they shouldn't have struggled with the difficulty like I did, and that was the only thing that I thought was wrong with the game.
Oh and the score with its orchestral remixes of the original theme was really excellent.
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It could have been great with some extra thought put into it, it wasn't bad at all on a base level.
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When it finally arrived, it did a couple of things to make it very easy to hate: the radioactive clouds (I never understood that -- invisible walls would have been much better!) and the "puddles of death" (nothing is more frustrating than seeing badass Spencer die slowly because you can't get yourself out of a small puddle ...)
Still I persevered and realized at the end that this is one of my favourite games. For those who want to try this one out: the first 1/3 of the game is nothing like the rest. Don't let it stop you enjoying this game!
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I haven't beaten it yet but it's a true classic in my eyes.
It's hard but mostly very rewarding once you get the 'knack'. Jumping off ledges feels great.
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What next? A retrospective on Resistance 3?
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The game is awesome, it's a pity reviewers were in general, so cruel with BC. I am so sorry we do not have a sequel.
Graphics are awesome, gampley is hard but when you get used to the bionic arm and get all its uses, you enjoy so much that you get hooked to the game until it finish.
So bad that Grin had to close its doors, hope Capcom trust in Sweden again.
Please come back Spencer!!! (Or Rad)
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I have to disagree with the suggestion that invisible walls would have been better than its radioactive clouds - sure the way the clouds were done was crap as you rarely had enough time to turn around and get back out, discouraging exploration in a game that should have been encouraging it, but invisible walls in a game which is all about aerial freedom of movement would have been a metaphorical and literal smack in the face whenever you hit one. Invisible walls in games are one of my biggest bugbears as they're normally a massive immersion-breaker - if I can't go a particular way you should at least be able to come up with a reason why I can't, not just smack a transparent polygon in my way at let me rub up against it until I realise why I'm not moving.
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I'm going to have to play it again!
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I take issue at the vitriol you levelled at the story line. It really doesn't take itself all too seriously, a giant mechanic spider captained by an outrageously voiced faux Nazi?. As for the ending, I actually enjoyed it. I remember it garnered a lot of snide jokes and comments with games media at the time perhaps because it was so jarring in relation to the rest of the game but I thought it was fairly interesting, daring and epic whilst retaining the games playful cheese factor.
Best use of achievements in a long time too. Love the spread of points and the way it rewards you as you become more competent with each weapon. My biggest complaint comes with the horrible poisonous clouds though. I understand that occasionally they need to restrict your freedom but so often these clouds are placed so close to your path it beggars belief. For the most part they're completely unnecessary.
It's a small tarnish on an otherwise fantastic game, one which easily made it up there with my best of 2009.
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That was quite common in 80s game but for nowdays and where gamers often have quite limited time as it is, not suitable to me. The fact there were a lot of middlings reviews does perhaps mean that the game has just one flaw too many for it to be taken as endearing part of game?
Mass Effect was quite buggy, awful control and so on, but the pros far outweights the cons in the whole package, I didnt find that with Bionic Commando despite how badly I wanted it to be otherwise.
Loved the game when its worked well, swinging freely across beautiful scarred urban landscape is a dream but not worthwhile in the larger content.
What I m hopeful is that the sequel in work will recognises the worse of the flaws and irons them out to make it an unmissable experience.
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I really do hope Capcom try this series out, but since Capcom is after money like never before, I think they won't take risks. Shame.
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The multiplayer was excelent imo, but matchmaking was a huge deterrent unfortunately. Taken wwith a pinch of salt the sp was also very enjoyable. Good trashy story with good gameplay. Shame a squel is unlikely.
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I never finished the game cause it was too painful to play.
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http://ww w.youtube.com/watch?v=Wj94owo0k...
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Sold.
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It's a shame for the talented people at GRIN, but I get the feeling that there were too many people trying to pull the project in too many directions and the end result isn't quite focussed enough on its own (bionic) strengths.
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As some people ahve mentioned, it would have benefited from slightly less frustrating checkpoints and stored collectables.
The grapple hook is superb in BC, but I whenever I load up another Capcom game, Lost Planet 2, I feel it could really do with the same thing. The grapple in LP2 just feels pointless since you can't swing on it, can't fire it mid-air and can't jump and fire it!
Did anyone here ever try the multiplayer in BC? I thought that was pretty cool.
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/buys
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First I bought it for PS3, but was dissappointed because of the bad resolution of the game. Very crispy...
But then I got it for the PC! There I played it at 1680x1050 - it is a great experience! Even I like the control with the mouse much more than with the controller! This game should get at least 9/10 for the PC! For me, it´s not often that I finish a game. Most times I get bored and stop it somewhere at level 4 or so. But this game I played through to the end! AND WHAT A SHAME there is no BC II coming out!If you haven´t played it: Go and get it for the PC! Feel the freedom of the Open-World-Swinger! (Or little-bit-closed-but-feeling-free-Swinger!)
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EDIT: In fact, cheers for reminding me EG... gonna start going back through this TODAY!
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As previously pointed out by some commentators here, the spacing of the stupid clouds was ridculous. But that is really the only real fault that I can hold against it. I can see why it was designed this way (perhaps to mirror the quite restrictive and super difficult NES orginal), but if only they gave you a slightly bigger play area it would have been perfect.
My friend HATES this game, but he is not too good at games and finds it frustrating. Once you get the hang of the swinging mechanic it is a true joy to play; one of the few games that I replayed through multiple games to get 1000 gamerpoints. If you like hardcore and difficult games that you have to persevere through then I highly recommend it. It is one of those games that scales in enjoyment as you get more proficient.
One of the best games of 2009 for me, and up there with Peace Walker and Demon's Souls as one of my favourite games in recent years (ha - maybe my taste is strange, but hey, it's what I like). Thanks for a great article!
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Bionic Commando is a real satisfying challenge and some of the battles are epic when played through on the hardest setting.
Grappling hooks and parachutes should be made compulsory.
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I really enjoyed the game so i tried to recomemend the game to everyone but in the end ... maybe 5 guys got it eventually (and they actually enjoyed it aswell).
I blame lousy reviewers for the bad sales (and little marketing) and i recall reading them after i completed the game and it was quite apparent that they never even tried to give the game a chance and most of all most of them never even got further than a few hours into it.
I totally lost respect for some reviewers after this game.
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Sure, the writing was awkwardly bad (except for when they justified game mechanics), but the game itself had a heap of soul. They could have given Spencer as many bad one-liners as they liked, but moments as triumphant as zipping after flying mechs with a whoop and a shout is something that just has to stick with me, no matter how rough the game was around the edges.
To any former GRIN staff out there, I salute you. o\