Bionic Commando Rearmed Review
Tuesday, September 9, 2008 at 2:53PM
Richard Terrell (KirbyKid) in Action, Controller Design, Mechanics, Review

Last time on Bionic Commando, our hero grappled, shot, and swung his way past enemy lines all in efforts to save a man known as Super Joe and stop a certain sinister citizen from taking over the world. Now, the part man part machine all solider must embark on a completely new mission to save a man named Super Joe and to stop a remarkably similar sinister citizen from....well you know.

 


It should be obvious that Bionic Commando Rearmed (referred to as Rearmed) falls under the genre retro evolved. A lot has changed since the NES version. And in true retro evolved fashion, a lot hasn't changed. Whether it's an element from the past or present, it's all going under the critical-eye.

 

Presentation

"However, now that we don't have the same memory limitations that the 8-bit game did, we have fleshed out the story quite a bit. Without altering the original story, we have added some new background information that helps tie Bionic Commando Rearmed to its next-gen big brother" ~Ben Judd, Producer at Capcom Japan

 

Mechanics

 

  1. Primary mechanics: GRAPPLE, SWING, SWING-JUMP, RELEASE, SHOOT,
  2. Secondary mechanics: MOVE, DUCK, GRENADE
  3. Tertiary mechanic: SLIDE, THROW (barrel/soldier), UNSCREW


Controls


 

Level Design
The Modes

And that's Bionic Commando Rearmed. The game has some issues, but overall, it's pretty good. If this game is everything the original is and more, I can't see how the NES game makes it into top 100 games lists. As good as it gets, the limitations of the core design turn this game into a bionic swing and a miss falling short of greatness.

 

Article originally appeared on Critical-Gaming Network (http://critical-gaming.com/).
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