Though some classic gamers aren't quite sure what to make of Bionic Commando's grim-n-gritty next-gen update -- seriously, dreadlocks!? -- you'd be hard-pressed to find an unkind word to say about Rearmed, the slick downloadable remake of the NES game. It's a faithful revision that takes a few liberties which add even more awesome to an already brilliant game, not least of which includes crisp 3D visuals and co-op gameplay. We spoke with Capcom producer Ben Judd about this retro-flavored labor of love.
EGM: So, Rearmed obviously exists as a companion to the upcoming current-gen revival of the series, but why go with the NES game? Have you forgotten BC's arcade legacy?
Ben: Certainly not. The arcade started it all. But without a doubt the NES version was the one that really hit the sweet spot -- it had a more detailed story, the overhead view stages, RPG elements. And most importantly, it was the first game to allow users to perform multiple swings in mid-air. The arcade version only allowed you to swing once.
EGM: Well, it's remarkably faithful to the NES game, all the way down to the color palette. How did you decide which gameplay elements to retain and which to update?
Ben: We tried to make sure any adjustments built off the older gameplay in some way; for example, the original game made you choose which weapon to take onto a stage and tied in some barricades that could only be opened with specific weapons. In that case, 80% of the people go with the rocket launcher, which defeats the entire purpose of multiple weapons. So, we've allowed the players to switch weapons in real-time and made certain weapons do more or less damage to enemies based on their weapon type. Additionally, we've added some secret areas that can only be accessed if you have the right weapon. The strategy elements that the original team was aiming for are intact and have been expanded upon.
EGM: Did you consider drawing elements from either of the portable sequels? Elite Force's sniper mode was a cool idea that would work better on modern consoles than it did on Game Boy Color. At the very least, the legwarmers sported by EF's female agent would have been nice. Rearmed is supposed to totally '80s, after all!
Ben: Since Rearmed is a homage to the original NES game we didn't want to blend in too many elements from other games. The idea was to tie Rearmed into the sequel and create one cohesive brand, so we knew we had to stick with one singular start point -- the NES version. To top it off, the game features characters which appeared in other older titles, like Super Joe (Commando, Mercs), so we had to make sure those story lines fit in the new canon as well.
EGM: Rearmed seems awfully colorful and upbeat next to the dark and grim current-gen BC. Did you have any trouble reconciling the tone of the two games?
Ben: The poppy '80s action hero style rings true to the fan base of the original game, whereas the 3D sequel is more mature, but in the end I think we've tied it together well. We are currently running a serial web comic on the community site (
www.bioniccommando.com) that links the two stories together quite well. The idea is to give fans the crucial piece of the puzzle -- we wanted to show Spencer's fall from grace. He gave his all to his country, but he and some of his closest friends were left out in the cold due to the government's decision to ban bionic technology. I guess a comparison would be the '60s Batman versus the Dark Knight Batman. Both are Batman at the core, but as the times change and a hero is put under certain pressures, his personality will change to reflect those events.
EGM: Lots of publishers try to resuscitate forgotten series, but few work out this well. What is everyone else doing wrong?
Ben: First, the main gameplay elements have to be relevant to current games. In Bionic Commando's case there has never been a game that featured both a 3D swing element that not only gave the player a lot of freedom and control but also allowed the player to perform other key functions such as aiming and shooting a gun while swinging. Second, I would say that you have to strike the right balance. You can't go with the fans 100% (even though they shout blue murder for every change you make that skews away from the original), but you can't forget that they're the ones to have supported the franchise through the years. If a game is truly fun, people will still support it even if it does skew away from the base concept. A good game is a good game, and a crappy game is also just a crappy game.
EGM: One thing that's definitely revised is the English script, which on the NES often failed to be, you know, coherent. Is the text being updated for all regions, or was it just the English dialogue that was unbearably stupid?
Ben: Not only has the dialogue been updated for all regions, but we are finally pinning it down to one single story line. The problem with the initial localization was that the Japanese and US versions had different stories. On top of that, the sequels used different time lines, character names, and styles. We wanted one consistent, unified Bionic Commando world and made great efforts to pin down all the important parts. However, each language has its own special tone. I come from a localization background and have seen how important story can be. Rearmed is a homage, and we've left in plenty of fanservice for fans of the original game. We can't turn our backs just because it was a bit corny back in the day.