It is very possible to fire the arm straight out horizontally in midair. This time around, the arm mechanics are more fluid and easier to control. It makes it sound like you’re at the doorway of the most awesome dance rave.īeyond the graphics and music, the basics have not changed, but there are tweaks to the controls that make it feel a little faster. Even cooler, there are some “prelude” areas – like the opening screen before you enter a base, or when you’re entering into a boss’ room – where you can hear the thumping bass of the music, but not the actual melody. The overhead enemy assault phases have a different piece of music though, based the original Commando theme from Rob Hubbard’s Commodore 64 rendition. The general pace of each piece is decidedly slower than their originals, with the percussive beats heavily emphasized. Bison.Īll of the game’s original music has been remixed, and the project’s director, Simon Viklund, arranged them in a style that can best be described as steady techno beats with a definite old-school flavor. Even more than before, Kilt looks like a lot like M. Shinkiro, the legendary artist know for his work on SNK games like Fatal Fury and The King of Fighters, has provided character portraits for the dialogue scenes. The move to a widescreen presentation allows for a zoomed out field of view, which makes it easier to see what you’re supposed to be swinging towards. There are amusing little details, such as Rad nodding his head towards the camera after he lands from his parachute, or enemy soldiers’ bodies hanging around for several seconds before plummeting off the screen. The gameplay is kept in 2D, but every single thing modeled in the game is 3D, running at a silky smooth 60 frames per second. One area even warns the player to wear hard hats, and includes a pixellated image of a Met, the ubiquitous hard hat wearing bad guys from Mega Man. Population: You!” Communications with allies are less riddled with typos, and wire-tapped talk sessions with the enemies are simply hilarious, even making in-jokes to please longtime fans, including appearances of the “get out of here, you nerd!” and “about to explod” lines. For example, a delightful exchange against a war machine pisses Spencer off to issue the ultimatum: “Next stop: The Junkyard. Spencer has far more of a personality now, coming off as the awesomely typical action hero who talks smack to his enemies and playfully chats with his helicopter pilot, Haley. However, by simply revising the text and building on the dialogue, the story feels as different as it does familiar. On paper, it’s the same as the original, with the Federation (now known as the FSA: The Federal States of America) fighting against the Imperials, who have discovered the Albatross project from the original Badd architects. The basic premise is unchanged from the NES game, but the story has been expanded by a great deal. Unlike the GB Bionic Commando, which had all new stages and a few new bosses but kept all of the items the same, Rearmed does the opposite – it keeps the basic structure of the NES original, but adds all new weapons, alters the gameplay significantly, includes many new features to appeal to gamers both old and new, and delivers one of the most impressive 2D packages ever developed. In order to cater to older fans who might not be onboard with a new 3D game, Swedish development team GRIN and Capcom of Japan producer Ben Judd treated longtime fans of the original with Bionic Commando Rearmed, a fantastic revival of a treasured NES favorite. Bionic Commando would officially be resurrected with a brand new entry, fully in 3D on the PS3 and Xbox 360. Then, in 2008, Capcom decided to bring their action classics back into the light again for a new generation to enjoy. With the series languishing for nearly a decade after the somewhat flat Elite Forces, Capcom focused on their more popular series and explored new projects in the meantime.
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