When Capcom said it would bring jumping to Bionic Commando Rearmed, I had one question: why?
Bionic Commando Rearmed was released in summer 2008 and it was a fresh take on classic Capcom 2D platformer, Bionic Commando. The now shuttered Swedish game studio handled development duties for the new version.
And while Grin dropped on the ball on the multi-platform 3D update Bionic Commando, the studio hit it out of the park with Bionic Commando Rearmed. It looked great, it played great, it was what you wanted from a Bionic Commando game.
The chief mechanic of Bionic Commando is that players cannot jump. Thus, they are forced to swing. Bionic Commando Rearmed 2, however, has included the ability to jump. But does that take away the impetus to swing?
Not. At. All.
If anything the ability to jump adds a fresh layer of game play. In the demo stage (which appeared to be a Mediterranean city), I found that jumping actually freed me up to try new things. If jumping didn't work, I could swing. If swinging didn't work, I could jump. The gameplay didn't feel dictatorial.
And jumping is fun! So is swinging! The studio developing this title, Fat Shark, is made up of former Grin developers. And they haven't forgotten what made the original Bionic Commando Rearmed so wonderful. They have figured out how to push it forward in a way that doesn't feel forced or gimmicky, but instead, totally natural, overdue and most welcomed. Jumping is necessary.
There is a new item scanning feature, too that allows players to collect intel.
The game isn't out until 2011, but it looks to be not only a treat for your fingers, but the eyes as well. Fat Shark has created a beautiful second Bionic Commando title that should have players eager to rearm themselves. And jump!