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LTTP: Bionic Commando (So close yet so far)

shaowebb

Member
bionic-commando-1.jpg




Recently after a strong curiosity overtook me to study camera mechanics in various games I picked up Bionic Commando wondering not only how they handled the mechanics in a game involving swinging, but also wondering in general about the series. Turns out the camera was wonderful, and it always made certain to keep emphasis on the horizon so as to allow you plenty of screen to aim at with your swings, and I never once got the camera pinned or banged by buildings and I play around a LOT with cameras. The rest of what I experienced in Bionic Commando can be summarized in one sentence.

After playing this game all I can say is it felt like a triple A title...for about 15 seconds at a time.

While the swing felt wonderful, and play mechanics were easy to learn this game could've become so much more. For those wondering if the swing felt wrong the answer is "no". This was the greatest joy in the game. Simply hold down the left trigger, and look around with the right thumbstick. If you see any gray "x's" then these are things you can grab and will automatically grab the moment they become blue so long as you hold the left trigger. That means if you see an x and dive off of a building all you have to do is dive off and keep it generally viewed with the right thubstick. The moment it comes in range you will grapple it automatically. To let go you simply let go of the trigger. Just that simple. Momentum takes care of the rest. Though minefield swinging is difficult since Nathan is often placed with too little an "x" zone at too far a distance to make these areas feel as good as they could've been. Not really bad areas, but you can still screw up in them if you mess around, or aren't careful.

So why didn't the game make it if it's main mechanic felt as thrilling as I hoped?

The problems that occurred in this game are really a rotating cycle of "Lets introduce a great element", followed by "Lets cripple it somehow unintentionally through bad game balance".

Here is my general impressions.

  • Your health, and ammo drops are ludicrously small.
  • To balance this they make your arm incredibly powerful to enforce the mentality of "Use the arm more" to players so the game will feel more like what it was meant to be and not just a generic 3rd person shooter with a few extra mechanics.
  • They gimp your arm, however, by making your enemies have a ludicrously long range aim. 200 yard kill shots from grunts with a pistol sucks early on.
  • To try to balance this they give you radar, and an incredibly speedy way to change camera direction and where you face with the d-pad
  • This is gimped by the fact that your enemies have NO indicators over them until they are within arm range. This means that you can be killed by guys from 200 yards away with a pistol who, when you turn to face them, you cannot find in time. Your radar says they are behind you, but they could be below you, or above you on the terrain and you cant see them. Early on, before your maximum health increases this is a nonstop issue.
  • LONG load screens between waypoints staged too closely together break game flow. They should have done what Unreal does in games, and use placeholder imagery of environs that are replaced when you get within range of them. This would have prevented the game from needing to load EVERYTHING at the start of each waypoint, and potentially could have allowed for far longer levels before each waypoint to exist since it would only need to load textures, and rigs that you were close to, and it could merely generate very low in size placeholders for more distant areas you couldn't reach.
  • Collectibles in this game are awesomely addictive to find since they are large glowing pixel-stylized sprites from the classic games that hover tantalizingly in the air. These provide excellent incentives to make the player explore stages more, and to try to make time to just use the fun swinging mechanic more so as to allow you to have an excuse to just play around.
  • Collectibles are pointless to attempt since 155 exist, and once you hit a waypoint you CANNOT go back to attempt to find the ones you missed in the last area. Also, if you die before a wapoing (which is often) you lose every collectible you had grabbed and have to get them again.
  • Revisting earlier stages using a "section select" on the load screen will take you back to these areas...minus any moves, upgrades and weapons you earned at anypoint beyond these areas.
  • Earlier levels are REALLY hard compared to the later levels because the game essentially makes you attempt them with next to nothing to use to fight with. You only get the tungsten and its limited ammo in these earlier levels. It takes a bit before you earn any of the essential combat abilities, or get any of the decent weapons. Until you get the Zip line attack, the throw, and the ability to punch and launch objects about the stage the game just feels broken in balancing combat with fun. Ammo drops aren't really that short supplied later on because weapon pods are launched in EVERY LEVEL later on for quick ammo, and weapon grabs. Plus, by this point you have enough arm abilities that your main tactic is to use guerilla warfare to 1) Swing about so they cannot hit you easily 2) drop down on one with "Death from above" 3) grab another and throw him into more enemies 4) zip line a guy 5) repeat
  • Sniping is retarded in a game with so little health, and enemies that can spot fleas 2 counties over and shoot their wings off. Just swing in, and zip line people. You can even combo this move several times since so long as you are in range of a grabable enemy your aiming reticle will try to hover on them.
  • The game gives you challenges to try in combat that will award you bonuses, health, more challenges to try and ammo limit upgrades and these are addictive to try.
  • You often do not have the liberty to attempt challenges on purpose, in order to progress since for a large period early on all you will be able to do is die, until the game hands you your arm abilities after scripted story moments. This means you upgrade by accident as you flail at enemies begging them not to blow your face off. It's kind of degrading to die with only 3 enemies to fight, but its easy to do in this game until your arm is beefed so challenges are too risky to shoot for early on. Plus, the lack of being able to play through older levels once a challenge is unlocked means you can't revisit areas that would've been perfect to attempt them in.

In general, this game feels incredible once you have all the essential moves to play it, and the promise of a pod refill on guns and ammo per level. The graphics look great, and even though Nathan is a twat and dialogue is early 90's action hero it does have decent voice actors portraying them. There is only so much you can do though with some of these lines is why the dialogue seems off to me.

What would have saved this game would have been more balancing of computer AI, more abilities early on , a better training area to learn abilities since mine field swinging is often a source of death and a radiation meter.

I forgot to mention that didn't I...radiation kills you so quick that one high swing into a cloud means your dead before you can even begin to plummet out of the cloud.Problem is since radiation is blue, and so are good things in this game like grapple reticles, and collectibles your mind doesn't subconsciously make you aware of these colors half the time since radiation streaks of blue on buildings and in the sky often do not even have similar ranges of danger zones. You only get a radiation symbol when your right on top of radiation, too. A meter similar to the ones in Metroid would have been better. For that matter a HEALTH BAR would've helped a lot as well to keep my alive. Red screens only go so far as to make me guess how close I am to dying.


In the end, the game felt so fun to play when I had my arm pulling off insanely addictive moves like grabbing enemies, and throwing them over the horizon, or into buildings way off in the distance while Nathan screamed "Sucks to be you!". However, too many load screens, lack of enemy aiming ai balancing to coincide with the limitations placed upon the player, and terrible balance earlier in the game serve as a decent reason this game flopped. This was my first experience with this series, and while I love the moments I got I hope this series gets a Bionic Commando sequel with more attention paid to the issues I mentioned.
If I had all of my arm abilities during the early stages on a new game, and enemies couldn't kill me from 200+yards away I would probably have a much better time. I know if I had started with the ability to fling bodies, and objects around like I do in later levels I would've been hooked VERY early. Until then, this game is just one long load screen from how often you will be dying.
 
You're correct about everything of course, but I view it in a more positive light. The game was criminally under-looked and it's sad that it helped bring GRIN down. The ending is one of the coolest this gen.
 
I can tell you this, I first played it on PS3 and walked away feeling really bad about the game.

Later played it on the PC, however, and my opinion completely changed. Seriously, at 60 fps with ultra short loading screens, the game just felt so much better and many of your other critiques (many which I agree with) suddenly become much less problematic.

The average load screen requires no more than 2-3 second on the PC and the framerate never falters (it's terrible on the consoles). Really, those two things made a world of difference and elevated it from failed "in beta" experiment to great game for me.
 
The good parts of that game were the swinging, the music, and fighting the mech suits/vtols. I should give this game another shot one of these days.
 
dark10x said:
I can tell you this, I first played it on PS3 and walked away feeling really bad about the game.

Later played it on the PC, however, and my opinion completely changed. Seriously, at 60 fps with ultra short loading screens, the game just felt so much better and many of your other critiques (many which I agree with) suddenly become much less problematic.

The average load screen requires no more than 2-3 second on the PC and the framerate never falters (it's terrible on the consoles). Really, those two things made a world of difference and elevated it from failed "in beta" experiment to great game for me.


This is good to know. I sincerely hope that Capcom decides to give this series another go at some point looking hard at all of the great things Grin did do, while maintaining an awareness of the mistakes they made that should not be repeated. If so...day one.

ultron87 said:
The good parts of that game were the swinging, the music, and fighting the mech suits/vtols. I should give this game another shot one of these days.

Your right. The music WAS incredible, and I often tried to find safe zones to enjoy it in. The mech fights were great to. I especially enjoyed the ground based ones that charge you because it meant a lot of me playing keep away, using the "death from above", and a LOT of throwing giant objects during combat. The flyers bots as well since if you get under them you can do the zipline. I often would swing headlong at them screaming, and shooting a gun, then as I fell juuuuust below them after an incredible flying midair John Woo gunfight, I grab them and zipline kick them into oblivion. Felt like fucking Captain America, Rambo, and Batman all in one during these moments.
 
I didn't have a bad time with the game, but it is chockful of so many dumbfuck design decisions and cut corners and overlooked issues that it's not hard to see why it belly-flopped. I've mentioned "death by a thousand paper cuts" before, and this is pretty much a perfect example.

Oh, but one thing I will give a straight up FUCK YOU to GRIN and Capcom for:
Why the godfucking christ would you make the last boss entirely a QTE? FUCK. That is the most bullshit unsatisfying way to end a game, and whoever thought that was a good idea should be fucking slapped upside the head, should they locate the garbage can he or she is currently living in.
 
Your right. The music WAS incredible, and I often tried to find safe zones to enjoy it in
Yeah, GRIN had an awesome music guy. His work on both Bionic Commando titles was fantastic. I can't think of a better attempt at remixing NES music than what we got with Rearmed. Kept the spirit of the original tunes but sounded very original and unique. A good companion to those original tunes.
 
I just remember getting frustrated at certain parts. It didn't really seem to flow for me. Although it had tons of potential.

I remember reading that they spent an inordinate amount of time on the swing mechanic. I would guess that led to the unevenness of the final product. Would definitely like to see another studio try, though.
 
I thought I was the only one that enjoyed this game :p

I listen to the ost at work... So good!

That ending stage was badass. I just wish they didn't spoil that scene in the trailers :(


devildog820 said:
I just remember getting frustrated at certain parts. It didn't really seem to flow for me. Although it had tons of potential.

I remember reading that they spent an inordinate amount of time on the swing mechanic. I would guess that led to the unevenness of the final product. Would definitely like to see another studio try, though.

Once I realized I couldn't swing everywhere, the game started to click. Just head toward the beacon while being aware of the radiation.
 
FlashbladeGAF said:
I thought I was the only one that enjoyed this game :p

No. I'll come right out and say it. I absolutely loved this game. When it clicked it did so in one of those incredible ways that can define a console gen for you. However, it just clicked too infrequently to say it was everything it should've been, or even a great game.

I'd be lying if I said I didn't several times convince myself that this game was shit early on and nearly put it down for good. Those moments it clicked just kept me going long enough to see through all of its flaws. Once the game takes off it is insanely fun for as long as it can go before running into one of the flaws I mentioned. If capcom were to take this game, fix some AI, checkpoint loads and balance some things with health, ammo, radiation and health monitoring and when you acquire moves in the game it would go straight through the roof.

The game is still damned fun even with these flaws, but with this many small things afflicting it the game indeed suffered a death by papercuts.
 
I paid like 6 euros for this game during a sale and almost feel like I robbed the publisher. It was a pretty uneven game both visually and technically, and honestly it could've been a bit longer too, but I still liked it as a whole. Definitely had a cool ending.
 
You raise many valid points OP. It's the masterpiece that was brought down by numerous small issues, but when the game is ON, it's really fucking ON.

Random thoughts:

Swinging from trees, buildings and cliffs feels like nothing else. The only thing that maybe comes close in recent memory is the Spiderman games last gen. (Specifically, I'm thinking of Spiderman 2)

The soundtrack was jizz in my pants awesome. A big budget action blockbuster soundtrack that greatly contrasts the retro-electronic rearmed. Each score fit the corresponding game so well.

I love how (like the original game it was based on) skill is rewarded, and in some cases, required. You are given weapons like a traditional shooter, but also a variety of moves which of pulled off in the right manner, makes you feel like a certified badass.

Unsurprisingly, the boss fights were at their best when they incorporated swinging, particularly the one with the Buraq helicopter.

When I figured out that I could zipkick all the different mechs on their backside, it saved me a lot of time, and I no longer dreaded fighting them.

The radiation patches were lame and restricted your movement too much, especially when one of the most basic joys of this game is swinging.

Multiplayer, if you can find a game, is blissful.
 
Does installing ease the loading issues? I'm pretty sure this came out before you could install games to the xbox, maybe it helps?
 
Another positive of this game, it gave us the term
Wifearmed
for when a game throws out a ridiculous ass plot twist at the end.
 
Fuck all haters, I love this game and I can honestly call it one of my favorite this generation. It was so refreshing to get a game that didn't completely hand hold you and made you learn actual mechanics.
 
I don't think Capcom gave the developers proper direction. Producing a game from a different country, can't work so well.

Sure you can have all the conference/video calls you want, but if you're far away from the production facility, how good is your attention to detail?
 
I would rather have a sequel to this than Rearmed 2. After playing this I don't see myself going back to Rearmed at all. And I loved that game.
 
game had its flaws.

but it's the most fun i had with a third person shooter this gen and by far, so i don't really care if it's a little rough or has a few game design mistakes. I really hate the habit with people and magazines of judging games by their flaws and not their qualities.

Game deserved a sequel and Grin deserved to live.
 
Given that Capcom chose to give this game a nod by putting Nathan Spencer in MVC3 they may not be entirely done with the Bionic Commando 3d series. I know MVC3 has been a subject of hype and speculation for a decade and to make the roster is an honor only a few are meant to have from Capcom's lineup.
 
This game was a good joyride & I stand by this 100%.

Although over top, the weapon challenges like pick off 4 enemies with a missile in mid swing felt good pulling off.

Buraq helicopter fight on building rooftop > mole. Yeah I said it.
 
I loved the game when it came out, even made the OT for it. At the time, a lot of people complained that it wasn't open world. And I don't think that was needed for the game. Your points are all valid though. Some of the levels were insanely claustrophobic, which was kind of detrimental to the overall style of the game. I remember fighting in the museum against waves of enemies and there was hardly anywhere to swing around, which turned it into a fairly generic third-person shooter. And I think the story turned a lot of people off too. Spencer was so fucking angry through the whole damn game. Super Joe was an asshole. The bionic chick that helped you was also a bitch. Was there a nice guy in the whole game? So much angst.

But yeah, as Dark10x stated, the PC version is leaps and bounds better, and doesn't require a necessarily powerful PC either.

It's a shame Capcom sent the game to die with absolutely no marketing whatsoever. I didn't even see any magazine ads or Web site ads, which are always common for games. It was pretty much stealth launched. I guess because it got delayed. Originally, the plan was to release the fall before with a Resident Evil 5 demo. It would have been an instant-multi-million seller then. I just hope Capcom doesn't abandon the game. They could easily make a sequel and fix the gameplay issues you listed and I would buy it Day One.
 
I'm so happy to see some others who liked the game as much as I did. Yes, it has some unpopular design decisions (blue radiation zones, near insta-death water, etc.) but this is one of those games where if you accept the framework you're given and play the game within it, you can have a really good time. Swinging around in this game felt so wonderful, and if you don't get any joy from that, then it's probably not the game for you.

The PC version on Steam is great, BTW.
 
JdFoX187 said:
I loved the game when it came out, even made the OT for it. At the time, a lot of people complained that it wasn't open world. And I don't think that was needed for the game. Your points are all valid though. Some of the levels were insanely claustrophobic, which was kind of detrimental to the overall style of the game. I remember fighting in the museum against waves of enemies and there was hardly anywhere to swing around, which turned it into a fairly generic third-person shooter. And I think the story turned a lot of people off too. Spencer was so fucking angry through the whole damn game. Super Joe was an asshole. The bionic chick that helped you was also a bitch. Was there a nice guy in the whole game? So much angst.

But yeah, as Dark10x stated, the PC version is leaps and bounds better, and doesn't require a necessarily powerful PC either.

It's a shame Capcom sent the game to die with absolutely no marketing whatsoever. I didn't even see any magazine ads or Web site ads, which are always common for games. It was pretty much stealth launched. I guess because it got delayed. Originally, the plan was to release the fall before with a Resident Evil 5 demo. It would have been an instant-multi-million seller then. I just hope Capcom doesn't abandon the game. They could easily make a sequel and fix the gameplay issues you listed and I would buy it Day One.

Pretty much this

Still love the game though.
 
My biggest gripe with the game was that the radiation clouds crushed any desire for me to explore the levels. I can understand that they want to limit where you can go but to tease you with collectibles and then have you almost insta-die when hitting a radiation cloud is no fun. I ended up just forgetting about collectibles half way through the game and just powered through it.
 
I played the PC version, and it's very good. I love the swing mechanics and the gunplay isn't bad either. I and my friends always play some LAN and have a blast.
 
joeyjoejoeshabadoo said:
My biggest gripe with the game was that the radiation clouds crushed any desire for me to explore the levels. I can understand that they want to limit where you can go but to tease you with collectibles and then have you almost insta-die when hitting a radiation cloud is no fun. I ended up just forgetting about collectibles half way through the game and just powered through it.
Well, the original Bionic Commando was extremely linear. But, as much as I hate to say it, GRIN should have taken a page out of Bungie's book and made large expansive, albeit linear levels, that allowed the player to explore without getting lost.
 
While Bioshocks wonderful, long and well though out Demo put pay to people fears and led to massive sales,

BC shows how not to do a demo.Only Multiplayer Despite the focus of development being single player.
One game type and worst of all a fucking night level, Multiplayer night levels rarely work and the one in BC looked way worse then everything else I saw of the game.
 
JdFoX187 said:
Well, the original Bionic Commando was extremely linear. But, as much as I hate to say it, GRIN should have taken a page out of Bungie's book and made large expansive, albeit linear levels, that allowed the player to explore without getting lost.
I didn't have a problem with the linearity I had a problem with how they implemented it. The radiation fog caused way too many cheap deaths for my liking. I'd almost would rather have had invisible walls.
 
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