Tech Comparison: Bionic Commando
The PC version ripped apart in both senses.
Bionic Commando is a great little game, well worth the 7/10 score it received in Eurogamer, but as discussed at length in both Face-Off Round 20 and this more in-depth Digital Foundry article the console versions are something of a mixed bag technically, with varying graphical effects and uneven performance on each platform.
That being the case, the PC version looks like being a potentially better bet, especially considering that both PS3 and Xbox 360 versions don't even run at full 720p HD resolution, clocking in at a disappointing 1120x640. Even a bottom-end, enthusiast-level graphics card (think: Radeon HD4830 or NVIDIA 9600GT) has more than enough horsepower to outquaff either of the console GPUs, while today's bottom-end dual-core Intel CPUs offer relatively huge amounts of processing power. So it all comes down to the quality of the conversion work.
Does GRIN's PC rendition of its Diesel engine cut the mustard? It's surprisingly difficult to tell. But to get some idea of the game running at the top-end of HDTV performance, check out this 1080p PC screenshot gallery and this triple-format selection of shots showing the new version up against the existing console builds. As you can see, the overall result is a curious mash-up of both console versions, although the unique PS3 lighting remains one-of-a-kind. The HDR lighting from the Sony game, omitted from the 360 build, has made its way in, however, even though the v-sync (amazingly) hasn't.
Two shots from our 1080p screenshot gallery. Nathan's still an angry man, although in this case it seems justified.
Right off the bat, probably the most surprising thing about Bionic Commando on PC is that there are barely any graphics tech options to tweak. There are actually more HUD customisation features to fiddle with than there are GPU selectables. Capcom originally sent us "final reviewable code" that had this threadbare selection of options and I was very uncomfortable reviewing it, owing to the fact that it looked like the most basic of console ports without any of the PC "bling" we would expect in a release that took months to appear. It looked unfinished, closer to preview code, and after a bit of to-ing and fro-ing, we decided to hold back from reviewing it and await a promised boxed copy. However, aside from the addition of DRM, the full retail code is to all intents and purposes the same. Final reviewable code it was then, and a week wasted.
So, what do you get to play with then? Essentially you can adjust resolution settings, refresh rate, aspect ratio, gamma and, um... that's it. It suggests that either GRIN is dynamically tweaking the game under the hood to provide the best experience for your hardware (and really, if that is the case, the choices should be down to the gamer) or else there's a one-size-fits-all policy in place that suggests some PC owners out there are going to be disappointed. Perhaps disappointingly, the latter appears to be true.
As it happens, even if you're running on a high-end PC, it's not all plain sailing. On a Core i7 unit clocked at 3.33GHz, backed up by the world's fastest graphics card (NVIDIA GTX 295), the game cannot sustain 1080p at 60 frames-per-second, and there is noticeable screen-tearing. The tearing is reduced significantly at 1600x900, and completely absent at 1360x768, whereupon we finally get the image consistency and frame-rate we would want. There really is no v-sync option, and you actually need to dig into your GPU's control panel in order to force it on if that's what you want. More than that, some users have reported slowdown issues on SLI PCs, and have resorted to their own GPU tweaks in order to solve the problem.
Downclocking the CPU and swapping in a more consumer-friendly graphics card (in this case a sub-£70 Sapphire 512MB Radeon HD 4830) shows an obvious decrease in performance but it still runs at around 30FPS in 1080p mode, albeit with a lot of tearing. It seems pretty obvious that the game's one-size-fits-all performance profile is tailored towards the more modest GPU, and from a business perspective that's probably a smart move.
Were it not for the fact that Bionic Commando is a bloody good game, I would have serious issues recommending this. The fact is that while the conversion is just about good enough, no love has gone into the PC version at all that can justify the staggered release from the console versions. Yes, we can play at higher resolutions using, er, non-16:9 screens if that's what we want. But there's no ability to dial up or down individual settings to get desired performance, and while mid-level performance is acceptable, there's not much support at all for the hardcore enthusiast with top-end kit. Even the graphical basics on PC have been neglected - there is no support whatsoever for any kind of anti-aliasing or selectable texture quality and there's no implementation of soft-shadows either. Despite mention to the contrary on the box, there is no DirectX 10 mode in this game either. More than that, on one of PCs I tried the game on, the resolution-selector didn't actually work, locking the game to the desktop resolution.
Compare and contrast with Capcom's usual PC support in its Japan-developed releases, which feature comprehensive benchmarking tools and tons of GPU selectables that work well in tailoring the game to work well on pretty much any gaming PC of any budget. It's become a company house-style for its Framework MT games (Resident Evil 5, Devil May Cry 4 etc.) which was even extended to games made outside of that development environment (Street Fighter IV), and it would have been massively more preferable if GRIN was compelled to match that style. It wasn't.
Overall then, despite the many disappointments, Bionic Commando is still a lovely game and the opportunity to play it in proper high-definition is hugely welcome. But regardless, GRIN has let down PC owners here with a game that really should have been far superior to its console variants, failing to embrace some of the most very basic features of the technology on offer.
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Comments (24) Latest comment 3 years ago
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For one, the game box mentions on the back that it is enhanced for DirectX 10 which it certainly isn't as EVGA Precision reports the game is running in DirectX 9 on my PC under Vista x64. That means that the game doesn't support AA at all as it uses a deferred lighting engine that is incompatible with AA in DX9 mode. Why claim the game will support DX10 and then not bother? Isn't that grossly misleading?
The lack of graphics options is truly shocking though, it doesn't even bother with a V-Sync option, a cardinal sin IMO even if it can be forced via the graphics driver control panel. We shouldn't have to though.
The game looks OK at 1920x1200 on my setup but even at that resolution jaggies are noticeable from time to time and small objects still pop into view depressingly close. The game runs flawlessly at 60 fps with V-Sync forced so clearly my system is capable of handling some AA and a longer draw distance, shame the developers didn't put more effort into it. The DX10 claim is an outright lie for one unless they plan on adding it later?
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As much as I enjoyed the game, it really does have some glaring design flaws, most of which could be easily fixed with a patch, just like they've done with BC: Re-armed.
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So basically, GRIN are a bunch of lazy swines.
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That seems truly weird. Trading Standards levels of weird.
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It's pretty mediocre IMO so far (about three or four hours play). It's a series of smallish levels (separated, I might add, by atmosphere sapping loading screens) which are almost completely linear in nature, thanks to the ridiculous blueish radiation pockets that conveniently place themselves where the developers don't want you to go, i.e. everywhere that you WOULD want to go! It ruins any sense of exploration. It gets a bit better later on with more open levels and more freedom to move around but they still feel more restrictive than they need to be IMO. I could understand the restrictive level design if the game was for the Wii or PS2 but it's a current gen game.
Also the controls are frustrating in places with the bionic arm failing to lock onto targets that it should and that coupled with the games glaring lack of checkpoints means you'll no doubt find yourself redoing some sections over and over and over again. Ammo is also so scarce that you'll constantly find yourself running out which makes some of the enemies difficult to dispatch until you gain the throw and punch ability.
At times, the game is reasonably fun when you're swinging around not being hassled by bio-mechs or enemy soldiers but the poor design lets it down IMO. At most this is a 6/10 game but at the moment it doesn't deserve higher than a 5 from me!
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I suspect that DX10 support was dropped in order to get the game out quicker so Capcom could cut their losses sooner as the console versions don't seem to have sold very well. That's fine, those things happen, but to claim the game supports DX10 when it bloody well doesn't leaves a sour taste in my mouth. I thought Capcom were better than that now? Someone ought to inform Trading Standards really...
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So far my experiences with them on the default Normal difficulty have been less than fun and more tedious because they amounted to basically getting as high as I can then doing to repeated Y pressing thing in order to land EXACTLY on the right red spot on their backs to damage them. Then their A.I. is appalling. On my first encounter I was able to take cover behind a tree while the bio-mech was on the other side of it... I jumped up, pounded it and ran round the other side to take cover, repeat until dead. It never bothered to move at all despite being just feet away from me! Once you realise how limited their intelligence is then they're actually pretty easy to get rid of but it's still dull nevertheless.
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[link url=http://www.eurogamer.net/articles/bionic-commando-pc-d ated
]http://ww w.eurogamer.net/articles/bionic...[/link]
And here's the interview where GRIN specifically mention DX10 support for the PC version:
[link url=http:/ /www.gamexeon.com/forum/news/48962-bionic-commando-multithre ading-much-higher-visual-quality-pc.html
]http://ww w.gamexeon.com/forum/news/48962...[/link]
Tut.
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The game does have some cool moments, I'll give it that, like the bit where you get the sniper rifle or the part where you get to use objects as weapons but just when I'm starting to warm to it and have fun, the game throws another spanner in the works like this horrid mine field that I have to somehow traverse on the seventh or eighth level. It's not that I don't know where to go or how to do it, it's more the fact that the arm doesn't always latch onto the target. One miss and you fall in the water with absolutely zero chance of getting out again. Result: back to checkpoint. It's really quite frustrating really. I'm playing with the wireless Xbox 360 controller by the way. I noticed that Tom Bramwell mentioned this section in his preview; he was having difficulty with it too...
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The invisible walls/ rubbish checkpoints and linearity do detract from it , but the core game is absolutely solid IMO
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I think it's a combination of 1080p being a resolution recognisable to console owners who might not understand PC resolutions and the fact that there seem to be more and more PC monitors these days that are 16:9 instead of 16:10.
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Checkpointing is terrible as mentioned... I traversed a mine field, reached a mid-checkpoint on some vehicles half-covered in water then resumed to a derelict warehouse and a cutscene. I couldn't work out where I had to go and ended up dying. Instead of the game resuming post-cutscene it instead sent me back to the mid-checkpoint where I had to do the last section again before the cutscene!!! Rubbish! It ended up that I had to fall down a hole into the ground too in order to progress, something that wasn't obvious at all. The level design IMO is really lacklustre and the path you have to take is poorly sign-posted except for a green blip on the radar. It's only when you're being irradiated that you realise you're going the wrong way. Surely part of the fun in a game like this is exploring and trying things, except here any attempt to go off the path and you'll quickly die of radiation poisoning. It makes finding the correct route feel like trial and error of the absolute worst kind, which is crap really.
Also later on in the game when you reach the FSA building you have to climb it to reach the top where you battle the Buraq helicopter. This triggers the loading of the next level. However, should you decide to jump down from the top of the building (remember that Nathan can survive a fall from any height) then you die from radiation! Erm, hang on, wasn't I just down there a few minutes ago and there was NO radiation?!? I mean I climbed the side of the building in a cutscene! Ah, silly me, convenient radiation cloud has just moved in, how could I forget!!! :?
Bionic Commando is passable entertainment but it doesn't show a lot of thought or love in terms of design. It's certainly no classic like the original either. Levels are very generic and dull so far (city, cavern, etc.) and enemy A.I. on the default difficulty is predictable. Rather than each enemy being a challenge the game loves to throw half a dozen of them at you at once, all shooting, so you have to retreat quickly and pick them off. Feels a bit cheap and you can see it coming a mile off. The graphics are also a bit underwhelming with some very poor textures on mid-distance buildings and lots of pop up of small, nearby debris and objects.
That said, there were moments when I was really liking the game, like when you're dispatching bio-mechs by throwing cars at them. Sadly it doesn't last long before some annoyance comes my way and I'm back to hating the game. I'll stick with it though to the end... might as well as I'm 47% of the way through according to the save file.
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The game runs just fine on 1920x1200 with:
Windows 7 x64 RC1 Build 7100
8800GTX
4GB 667Mhz DDR2
QX6700 @ 2.66Ghz.
I'll get around 50-70FPS constantly.
So I really don't get the problem, is it with Vista perhaps?