

This is especially disappointing since that's what the original '80s game featured.Back in 2009, in an attempt to increase the hype surrounding the 3D re-boot of Bionic Commando, a small 2D re-imagining of the classic NES side-scroller was released for XBLA, PSN and PC. Too bad the developer didn't also borrow that game's clever use of open worlds that let you backtrack and explore freely. I couldn't help but notice, playing Bionic Commando, that its interface design is highly reminiscent of Metroid Prime. Although the story moves along at a fast pace, the final stage is the very definition of anticlimax: a completely predictable plot twist, a frustrating shoot-a-thon of a final level, a boring boss fight and a completely incongruous quick-time event to cap it all off. The single-player mode won't take longer than a weekend to complete. We will update the review when we can play the multiplayer.) ( Bionic Commando features an online multiplayer battle mode, but technical issues on Capcom's part kept us from being able to try it.

When I finally completed some of the more frustrating objectives, I didn't feel like I'd accomplished something - just relief that I wasn't going to have to play that section of the game again. The checkpoints are spaced so far apart that you'll quickly learn to be extremely cautious when swinging around. To add insult to injury, you're booted out to a very long loading screen when you die. If you're having too much fun swinging around and climbing buildings, you're quite likely to fall into a bottomless death trap, or swing into an area of the city that's full of radiation. Who needs guns?īut in most cases, Bionic Commando punishes you for trying to enjoy it. These moves also err on the side of perfection: Once I picked up an enemy and threw him, and it auto-locked onto a sniper on a roof about half a mile away, and the two bodies collided perfectly. You can use your arm in fights to grab and throw enemies, or to throw things at enemies, which is quite a bit more effective than shooting them. In practice, Bionic Commando's levels are nothing more than highly linear, strung-together series of firefights against mundane bad guys, something that doesn't feel substantially different from any other third-person shooter. Let go at the right moment, and you'll fly through the air, ready to grab another target and swing like Tarzan through the levels. It works well here: Your targeting reticule will light up when you're in range of something you can grapple on to, and as long as you're holding down the L button, Spencer will hook on and his momentum will start him swinging back and forth.
