Capcom unveils BC: Rearmed 2
Plus: Okamiden in 2011, lots of DLC news.
Capcom has lifted the lid on three titles it's got lined up for a 2011 release.
Topping the bill is Marvel vs. Capcom 3: Fate of Two Worlds, as reported earlier.
Then there's Bionic Commando Rearmed 2, which sees Nathan Spencer facing a new, "technologically sophisticated" foe named General Sabio. He'll have upgraded powers, including the ability to jump. The game will be released via Xbox Live and PlayStation Network in Q1 of next year.
Or how about a bit of Okamiden, the DS sequel to Wii effort Okami? It's set many months later and stars Chibiterasu, "a young sun god who is summoned to protect and restore the land". Using a "majestic celestial brush", you will get to, well, do some majestic celestial painting, presumably. This one's just down for "2011" at the moment.
Meanwhile, Sengoku BASARA: Samurai Heroes has been given a release date of "fall" this year. Expect fistfights, swords, spears, bows, guns, samurais, etc. Devil May Cry 4 producer Hiroyuki Kobayashi is at the wheel, and the game is in development for Wii and PS3.
Next up is Ghost Trick Phantom Detective, first announced at last year's Tokyo Game Show and now confirmed for a release in the US and Europe. It's brought to you by the director of the Ace Attorney series and follows the adventures of Sissel, "a murder victim who becomes a ghost and gains a special power to posses and manipulate objects".
There's also news of the Dead Rising 2 Prologue which is being released exclusively for Xbox 360 prior to the game's release. Titled Dead Rising 2: Case Zero, the downloadable offering will introduce new hero Chuck Greene. It's set two years after the Wilammete incident and three days before Dead Rising 2 begins. Together with his daughter, Chuck must battle hordes of zombies in the desert town of Small Creek.
Capcom has also revealed that Dead Rising 2 will feature a co-op mode. The game has been confirmed for a 31st August release in North America, so presumably the European date of 3rd September still stands too.
The new Super Street Fighter IV Tournament Mode DLC has been given a release date of 15th June for both Xbox Live and PSN. It will be free to download. New costume packs are coming on 27th April, again to both consoles - the first one, titled Super Challengers 1 Pack, will feature costumes for Hakan, Makoto, Guy, Dudley and Dee Jay.
Lost Planet 2 is also getting new DLC. Map Pack #1 will be out on the same day as the game, 11th March. The extra maps, Helix and Back to the Island, are set on an underwater mining facility and an island with "wide open spaces and compact interiors".
And finally, the Silverstone Circuit will feature in the first downloadable update for MotoGP 09/10. There's no word on a release date for the DLC, but the game is already out.
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Comments (31) Latest comment 2 years ago
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Plenty of other good news to make up for it though.
Nice to see Okamiden getting a decent amount of development time. That should help make it the proper sequel we all want it to be.
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(I kid.)
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Capcom really need to outsource that to someone else. I'm sure if they gave it to Turn 10, they'd mould it into something fun and enjoyable.
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I *loved* BC:Re-armed!
......c
...../
..../
,o/
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Simon Viklund is returning as the soundtrack composer.
http://www .youtube.com/watch?v=uPtHTroVWPM
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Also looking forward to the Dead Rising Prequel.
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A W E S O M E! Please tell me Might & Delight are behind it?
Its a pity there probably wont be a next-gen Bionic Commando sequel though. I loved that game
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Wii and PS3? that's a strange combination of platforms.
I wonder how that will turn out.
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Please make it so that a sequel to Okami is released on a home console.
Thank you.
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You're thinking of the wrong game mate. Bionic Commando: Rearmed was the 2d side-scrolling game released on XBLA and PSN, not the utterly mediocre game developed by Grin.
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Grin developed both
Grin mostly split into two companies. A few left for Fat Shark (Including most of the people on Re-Armed) and others formed Might and Delight from the ashes. Two different companies but both have Grin staff.
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@#22 Bionic Commando: Rearmed was also made by Grin
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Hey, Earl!
You're a whiney bitch!
*Cracked*
*Is weak*
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Jumping is such a superfluous add-on to BCR2. Despite criticism and the usual remarks of "I can't play this like other games so it sucks" leveled at the original, it was balanced and fine tuned to the bionic arm swinging. It's just adding a pointless mechanism that doesn't take into account the level design and it's built on a false premise: platforms don't need to be raised that high in the first place. If they are you're clearly not getting what the arm is about.
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Surely it will be designed with the jump in mind?!
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That's the false premise, built on the same misguided notion of difficulty players had with the first. That they couldn't jump was a non-issue. The flow, pace, dynamics of the levels and the arm excluded the need to jump. It has nothing to do with a port - BCR wasn't a port either, it was a remake - and everything to do with trying to address criticism of the first BCR while not getting said criticism was a failing of the gamers, not of the game.
Again, there was no need for a jump mechanic in BCR because jumping is always - or should always be - a method of transportation that hinges on movement, momentum and interplay between the player, the level design and obstacles. It wasn't present in BCR because the bionic arm replaced it and everything in the game was built around it. What you're seeing in BCR2 isn't an improvement, it's an illusion. They built the trailer, and the moment of the jump reveal, to lead players into believing that the jumping was essential because that particular platform was too high. It didn't really had to be that high for purposes of giving players a playground for their tools; it was made high so it would seem like a necessity, to somehow justify the inclusion of the jump and to excuse the fact they couldn't think of better ways to handle verticality with the bionic arm. Much like the visuals, the spruced up dialogues or the references to other Capcom games, GRIN could've included a jump mechanic. It was, after all, a remake: nothing prevented them from doing it. They didn't, because they understood the original and the arm dynamics in particular.
So what you have now are two tools - jumping and grappling - with a failed synergy. It's a surplus of options that aren't considered in the long run. In the same way the recent Alien vs. Predator gave you the ability to jump, but then also handled a different button to vault over certain obstacles. If you have a primary option of tackling an obstacle, a secondary one - with the same function but limited availability, range and focus - is pointless. Consider this: *why* was BCR so "hard", in the words of several gamers, when the bionic arm did exactly everything a jump mechanic did, and more?
People complain "jumping would let me get up there". False: the arm let you climb up platforms. People said "jumping would let me avoid bullets". False, and in two ways: first, because most projectile-firing enemies would fire off more than one round, meaning by the time you were landing you were getting hit with at least one; and second, the arm already nullified most projectiles fired your way. People often said "the platforms are too far apart". True but hey, that was the challenge. Either they got with the program or they don't. No matter how hard it seemed, everything was entirely doable.
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I loved BCR but I'm not sure I ever got to a point where I felt like I got a good momentum or flow to my movement. Not like I did with Bionic Commando 2009.
I'm excited for BCR2!
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And I couldn't express my dislike with the jump in just a paragraph or sentence, soz >_
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Being a NES BC fan, and a BC:R fan I can see both your points.
I think though, with the challenge rooms in BC:R, BC has now evolved into more of a puzzle game than a scolling action game. So in order to introduce a new element of challenge, the jump has been introduced. I can no doubt forsee areas of the game that give you the choice to jump and hook, or just hook, with one of the options resulting in you going face first into a wall of spikes.
Hopefully, this change has been added to make the game more challenging, not easy. That's what BC is all about.