<![CDATA[Kotaku: bionic commando: rearmed]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: bionic commando: rearmed]]> http://kotaku.com/tag/bioniccommandorearmed http://kotaku.com/tag/bioniccommandorearmed <![CDATA[Bionic Commando PC Swings Into Action]]> Nathan Spencer is back and he's pissed, as Capcom's remake of Bionic Commando attempts to grab PC gamers where it counts - Steam and retail.

Ascension City has been taken over by terrorists, which turns out to be good news for Nathan R.A.D. Spencer, pardoned from execution at the very last minute and sent behind enemy lines as humanity's last defense against whatever it is that those terrorists are up to. PC gamers can now experience this sequel to the arcade classic, just as not a whole lot of console owners did earlier this year.

The game goes live on Steam in about an hour and a half, ringing up at only $35.99, which is $4 off the suggested retail price. As an extra bonus, Bionic Commando Rearmed also hits Steam today, and Capcom's official announcement mentions a deal where you can get both for only $44.99, which turns out to be a savings of...$1? Well it's a savings at least.

Check out the PC requirements below to see if Bionic Commando is right for your gaming rig.

System Requirements
Supported OS: Windows® XP Service Pack 2 or Windows Vista® (service pack is optional)
Processor: Dual-core processor (Intel® Core™2 Duo 2.4 GHz or AMD Athlon™ X2 5200+ 2.6 GHz)
Memory: 1.5 GB RAM
Graphics: DirectX®9.0c/Shader3.0 compatible, VRAM 512 MB (NVIDIA® GeForce® 7800 series or ATI Radeon™ X1900)
Sound: DirectX®9.0c compatible sound cards
DirectX®: DirectX®9.0c
Hard Drive: 8.0 GB free space
Peripherals: Keyboard and Xbox 360 controller supported

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<![CDATA[Wimpified Bionic Commando: Rearmed Patch is Now Live]]> You also get trophies with this patch, which reader Alex L. said went up on the PlayStation Network today.

When news of the patch spread last month, Capcom didn't give a date for its release. We heard it got approved this week, through the company's official Twitter feed. It is now out, so run go get it if you want unlimited lives, and want to swing into walls without detaching and falling to your death.

Unfortunately, Comcrap is taking its sweet-ass time installing my interwebs, so I can't connect and verify if this is on Xbox Live or not. I'll update the post if anyone can verify it for us meantime.

If you were wondering, I'm doing all of my blogging on a tethered iPhone, and it is just as rad as it sounds.

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<![CDATA[Bionic Commando Rearmed Made Easier With Trophies]]> Was Bionic Commando Rearmed just too hard for your delicate gaming skills? The same update that brings trophy support to the PlayStation 3 will make the game just a little bit easier.

Now that they've gotten the full sequel out the door, Capcom and developer Grin have been hard at work tweaking and fixing the Bionic Commando remake, slipping in support for PlayStation 3 trophies in the process. The update, which is due sometime soon, tweaks the easy and normal modes for both the Xbox Live Arcade and PlayStation Network versions of the game, while leaving hard and super hard alone for those of you with madder skills.

How much easier is it? Can you say unlimited lives? Capcom can. Now when you die you will respawn at the last piece of solid ground you stood on. You can also reel out your line if it's too short, and swinging into a wall while hooked will no longer send you falling to your death. They've also fixed a bug with the Super Joe Machine Gun, giving it more damage when upgraded along with the bigger clip.

Needless to say, if you can't finish the game once the upgrade hits, there is most likely something seriously wrong with you.

Trophies coming to Bionic Commando Rearmed plus 100% less broken controllers. [Capcom Unity]

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<![CDATA[Why Did Bionic Commando Rearmed Outsell Bionic Commando?]]> You may have heard. Capcom's Bionic Commando revamp has tanked, and tanked in a big way, selling only 27,000 units during the month of May. Which begs the question: why?

After all, the same developers (Grin) released a Bionic Commando game last year that lacked the advertising, budget and horsepower of the "main" title, yet it still managed to sell over 130,000 copies during its first week on sale, despite being a port of a difficult, antiquated arcade/NES title.

So what gives? Why were there over 130,000 people willing to buy Bionic Commando Rearmed in a week, but in over a week on sale, the "real deal" couldn't even move 30,000?

Aside from the fact Rearmed was great, and that the 130k figure includes global sales, surely price plays a part. Rearmed was an Xbox Live Arcade title, while Bionic Commando launched as a full-price retail game. The game's long development period - which has led many to remark "oh, that wasn't already out?" - probably didn't help either.

But I lay the blame squarely at the feet of the game's demo, perhaps the worst of its kind I've ever seen. Here we had a game with a difficult, though not impossible control scheme. At press events, demos had been preceded by a helpful, effective tutorial, which let you come to grips with the game's swinging mechanic before hitting the streets.

But the demo was inexplicably multiplayer-only. With no tutorial. Gamers downloaded it, booted it up, then had no idea what the hell they were supposed to be doing. For a game most would only be picking up for its singleplayer experience, this was as big a marketing error as you could possibly hope for, as it generated a ton of negative buzz over the game, and these kind of titles live and die on the buzz generated by the hardcore.

Maybe Grin - and Capcom - would be in better shape if they'd just commissioned a sequel to Rearmed instead?

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<![CDATA[Capcom Talks Street Fighter IV, Bioinic Commando Rearmed On The Wii]]> Capcom has released some of the best third party titles for Nintendo — and continues to do so. But is there hope for Street Fighter IV Wii? Street Fighter II HD? Bionic Commando Rearmed?Here's Capcom exec Christian Svensson (pictured) dashing and creating hopes:
(On Bionic Commando Rearmed for WiiWare)..It would never fit in the Wiiware filesize so it would have to be disc based and you’d basically have to redo everything for Wii. It would not be an inexpensive process and I’m not sure the result would be completely satisfactory. I think you underestimate how technically advanced BCR is. It’s built on the same engine as the big BC is. (On Street Fighter 2 HD for WiiWare) It couldn’t ever be Wiiware, even at 480p. File size is just too large given the storage restrictions for Wiiware. Theoretically it could be disc based but there are no plans at the moment. We’ll see how it does on its current platforms and then maybe we’ll see. (On Street Fighter IV for Wii) In theory, with reasonable downgrades in visual quality including resolution reduction, yes [game could be possible on Wii]. I will still raise the question: what’s the input mechanism for a Wiimote + nunchuck (which is what 100% of the installed base has) on a Street Fighter title?
Oooooooooh guessing games! Capcom on why Bionic Commando Rearmed and Street Fighter 2 HD aren’t on WiiWare, Street Fighter IV discussed [Nintendo Everything via Go Nintendo] [Pic]]]>
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<![CDATA[Bionic Commando Rearmed Success "Hasn't Sunk In" For Capcom Japan]]> Interesting comment from Bionic Commando (the big, new one) producer Ben Judd. Speaking with Videogamer about the success of Bionic Commando Rearmed, he says:

It's a game that's been done by a Japanese publisher so even though it's doing extremely well, that information hasn't really sunk in to their side. It'll be interesting to see what happens with Mega Man 9. That right there could set our internal strategy. If the Mega Man 9 stuff is successful we might see more retro games like that. But if ultimately Rearmed is more successful, they could come back and say 'people really want these high def, high quality remixes, they don't want just the old stuff'. It'll be interesting to see what happens.

Sure we can find room in our hearts - and our wallets - for both styles of re-release, Capcom.

Bionic Commando Interview [Videogamer] [Image]

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<![CDATA[Rearming the Music — and Memories — of Bionic Commando]]> Of all the features in Bionic Commando: Rearmed, other than its fundamental game play, nothing bridges 1988 to 2008 like the game’s soundtrack. Its driving, blood-pumping, head-nodding rhythm is instantly recognizable as the music from the NES classic of 20 years ago, and it has won praise from many who have reviewed the game. Simon Viklund, of Stockholm-based developer Grin, did more than personally oversee the soundtrack as the game’s creative director. He composed it himself.

It’s an unusual combination to find in the development of a game. Both skill sets would be served by Viklund’s own personal attachment to Bionic Commando, a love shared by others on the Grin/Capcom team behind the game. Conversations with Ben Judd — Capcom’s producer for both BCR and next year’s 3D version of Bionic Commando — and others close to the project revealed an attention to detail that bordered on obsession.

“At the time I think we just loved what we were doing,” Judd said. “We were all fans of Bionic Commando. Some of us have incredibly fond memories when we played it as kids. We didn't want to be lazy. We didn't want to be cheap. We wanted to give this title our best.”

Last week, Viklund and I had an in-depth discussion of the music. The talk was less about the mechanics of assembling it — he’s a classically trained musician and adept at several instruments, I’m not — but more the inspiration and memories behind it. The soundtrack is available for download both at iTunes and sumthingdigital.com (where listeners can also buy the original 8-bit soundtrack, and compare the two). More than just great music, it’s the guts of a legitimate remake, of something that honors a classic more than imitates it. And a look inside the minds of those who knew they were toying with nostalgia — including their own — for a beloved title, and felt a strong commitment to doing this the right way.

Judd remembers being in Sweden when Viklund was scoring the introductory music — that first screen, with the awe-inspiring “Let me tell you about the man I knew when I was still young,” and then the unmistakable tones of the Bionic Commando anthem soaring in over that. “Simon was trying to sync up the exact moment that the intro music comes thumping in, so that it worked well with the text,” Judd said. “It's that sort of planning that is what makes Bionic Commando: Rearmed so great. Not only did Simon mix together a great new version of the intro music but he timed every beat so that the text and the music would blend together for maximum impact.”

“Judging by Simon's face he put a lot of personal time into the project and well beyond the call of duty to make it the great game it became,” Judd said. “It really shows that everyone attached to the product loved the base material and wanted to make damn sure we paid it the proper respect it deserved.”


You know, I worked out to the soundtrack today.

That’s awesome. [laughing]

I was running to it, on the treadmill. It cycled through to the theme, and I had that vision of Nathan "Radd" Spencer, running into the distance as I was poking along in my 10 minute mile on the treadmill. So, you have formal music training?

I played the violin when I was a little kid, and I am a classically trained pianist. Other than that, well, I taught myself to play the bass and the guitar, and I’ve done [remixing] electronic music on the computer since high school.

But you’ve studied music theory.

Yes, but not with the aim to become a composer.

You have called this game “a love letter to the entire side-scrolling genre and its fans.” Before we talk about the music in-depth, I’m curious how you came to feel that way about this project. Did you set out at the beginning to write this love letter, or was this a feeling that developed in you as moved forward with the project.

I think I knew from the beginning that this would be a project that would consume a lot of my time, that I would pour my heart into it. The original game is one of my favorites from the NES era. When I got the chance to become the creative director, I was like, “OK, we’re going to do this right, from the beginning.” Initially it wasn’t Grin that was supposed to do the remake. Although, or maybe because we were doing the sequel, Capcom were looking at other studios to do the sequels. It was more like a marketing tool, I guess. But it turned into something more, when it was decided that Grin and I were supposed to do the creative direction.

So you had a great affection for this game before coming on to direct it. How did you get that job?

I was asked, and I thought they were joking at first, because it was such an honor to be working with such great source material. Of course I was working with Capcom already as the lead sound designer on the 3D sequel. But to actually, hands-on decide where to take a game and make all the calls in design, that was awesome.

So it sounds like this was envisioned as something to build buzz for the commercial project due out in the coming year. But it also sounds like you went into this project to make a game that was far more than just advertising material, though.

Yeah, any remake, as long as it is faithful enough, it would have been a fun game in its own right anyway. But I don’t think there would have been as many features added into it without our ambition.

You mentioned you played this on 8-bit NES.

Actually throughout growing up, I’d bring this out on my old NES from time to time and play it.

So you knew the game front and back.

Oh yeah.

You knew the music, more to the point — you could hum it or recite it to yourself before you were brought into this project,

Oh yes, definitely. It’s something that will stay with you for the rest of your life.
Sure, I think that’s why people are reacting the way they are to Bionic Commando. There is such a culture of nostalgia for video game music, and it presents a double-edged sword, because it’s already something that’s provoked a great emotional reaction in the people who played it. At the same time, you’re trying to update it, bring it into the future and make it relevant to times that are 20 years into the future with instruments that are 20 years into the future. Was it more an advantage to have the themes created ahead of time, or was it a disadvantage to be working with music that people had already cared about, deeply, for 20 years?

I’d say it was absolutely an advantage. The fear was there as well, because you’re messing with people’s nostalgia. Some people, I’ve read, hate BCR because they think it’s redone in the way they don’t think it should be redone. Most people seem to like it, which I’m happy to hear. But I could never have written that music. I’m not taking credit for all the raving reviews that the game gets, because we’re basing it off of something that has been done before. A lot of why people like the game and the music is because of the nostalgic factor. And that has nothing to do with me. I was eight years old, nine years old when the game came out. I can’t take credit for that. But it did help a lot.

So maybe you couldn’t have written these melodies, exactly, but could you have composed a soundtrack from scratch?

I suppose, but it would have taken a lot more time, with the melodies and the harmonies. I just took the source material and added my own flavor to it. That made it a lot easier.

Talking to Ben Judd, Capcom’s producer for this project, he said he wasn’t sold on techno or electronica as the theme or genre for the soundtrack. But he let you have creative space on it. His concern was that techno wouldn’t serve people’s memory of what the game was. How did you arrive at your decision to do the game’s soundtrack in that style, and how did you justify it as honoring the memory of the original Bionic Commando.

Listening to the original Bionic Commando soundtrack for the NES, you can interpret it in two basic ways: Either it’s just ... beep sounds, computer generated music of that age. Bringing that to the future would mean making electronic music, but how it sounds today. So, that was music the NES could make in 1988, and now we’re making it the way it can be made today, with the compressors and distortions, and you can add your own loops, and the way we make it today. Or, you could interpret the original music and try to emulate it with something else. And with the military theme of Bionic Commando, you can then make that into, real sounding, orchestrated military music. It can be more cinematic. And that’s how we interpreted the music for the 3D sequel, it’s a larger game, and it has these larger views and you have these huge outdoors areas, and it fits with a game that has these huge cinematic cut scenes. That’s the game where we would interpret the music as more orchestrated. For BCR, which has these bright colors, and a cartoonish look to it, I thought it would fit with something more dance, disco, techno music, for the visual style.

What was the first piece of music you worked with?

I started working on the Area 1 music. But I was so tired of that song, because I had written several interpretations of it for the 3D sequel. Before we went into full production, Capcom wanted to see a prototype, and for the prototype, I was planning to have the Area 1 music. But I realized I needed something new. I realized I needed to sink my teeth into another one of those tracks and interpret something else, just to get my inspiration flowing again. So I started with area 1 but I finished Area 5.

And that would be “Heat Wave.”

Yes, and then I went back and finished area 1, and I forget what the third one was ... I was so tired of Area 1. but when I got my inspiration back, it went pretty well, although the drum snares I had in the beginning, which are iconic in a way, they’re gone now. There’s a completely different melody going on at the beginning of Area 1, and then as soon as the drums kick in, you’re like “Ah, here’s the melody,” now it’s in there. So you get the two-stage rocket, when you arrive in the area for the first time, when you parachute in and you have all these graphics to take in, and then you leave some space in the music because you don’t recognize it until 20 seconds in, and that’s when the recognizable theme kicks in. So I thought people could get the graphics first and then the music kicks in.

Which theme posed the most creative challenge to you?

That would be “Power Plant.” (Area 8). That was one of those songs, I had the schedule that said this song is supposed to be written by this month, this song supposed to be written after that. And I was closing in on the time when I would have to have written the music for the Area 8 theme. And I wasn’t looking forward to it. I had no idea how to make a take on that one. I had The Crystal Method [a U.S. electronica duo] — for anyone who likes BCR, they should check them out — I did the Crystal Method take on Area 1 and 5, but for Area 8, I listened to the original NES track and realized I had to do something else. I was not looking forward to sinking my teeth into that.

Listening to the original, it looked like they were going for a blaring horn, almost like a siren, kind of opening to that. You came in, slowed down the pace a little ... it was an interesting redo, as opposed to a literal translation ...

When I listened to the original song, what I’m hearing is folk music, like Eastern European folk music, maybe accordions and stuff, some kind of a polka melody. The melodies are so awkward ... But I made a trip to the U.S. at the end of the summer, August 2007 to supervise the recordings of some voice acting, and I was standing in a Virgin Megastore, and they had some CD on display there, and it was this French group, disco- and funk-inspired house and techno. This duo called Justice. I listened to it and I was blown away. It was so cool. Usually, I’m more of a break beats guy, rather than a [emulates heavy “Zoolander” house beat] style, which I see as a modern take on polka, because it’s just 1-2-1-2, nothing happens really. I’ve seen that as uninteresting, maybe unfunky in a way. But now I thought this is something I can use, that kind of a groove for this take on the area 8 music. When I came back to Sweden, I had listened to the Justice CD a lot, and I used that inspiration to make “Power Plant.” After that I did the Area 12 song, which has the same kind of a vibe to it.

Did you see your job here more as honoring the original, or perfecting it?

In this project, we asked ourselves if the creators of the original NES title were making the game today with today’s technology, what would they do? Of course we realized that would be cooperative modes, and the ability to grab and throw around barrels, that’s how we came up with those ideas, and that’s how I approached the music as well. In the original, they had maybe three or four channels of sound. I have unlimited channels as of now, so, what about adding some melodies, and adding some layers of stuff, but not changing things around too much? But if you listen close enough, you’ll hear where I have missed some details, unintentionally and sometimes intentionally. It hasn’t changed a lot, but it’s more layers, of pads, and drums, and stuff.

Bionic Commando is notable — you even parody this in the trailer — for the fact your character can’t jump. It’s the feature that, by denying it, makes the game what it is. What is the musical equivalent of jumping?

Great question. For the longest time, it would have been guitars. There are guitars in the soundtrack, if you go into the secret tunnels — on the soundtrack it’s “Killt’s Hidden Treasures” — so I guess I sold out. [Laughs] Some people, the ones who don’t like techno, they wanted me to interpret the originals with rock guitars. If I was making interpretations of the Mega Man music, that’s guitars. But for BCR, either it’s symphonic military, or it’s techno, because it’s military and science-fiction themed. For the longest time I thought I wasn’t gonna do guitars in this game.

But it’s in there, subtly.

And also in a part of the game which not everyone will find. You don’t need to find these secret tunnels to complete the game.

Yeah, you buried it, literally.

[Laughing] True.

Which track did you work on the most? The track where you knew what you were doing, but you were working on it as a perfectionist.

“Heat Wave.” It was the first track that I finished, but it was also the one I came back to as I was working on the other songs. It was the last song I was fiddling with in the project. It was good enough to be released, as it was in the prototype, back in August 2007, but I kept coming back to that song and updating the mix, and the harmonies, up to the end of the project in the summer of 2008. The perfectionist in me kept coming back to that song and adding stuff, partly because I found new ways of mixing the songs and I had all these tricks that I was using that I discovered when I was doing the songs. So I kept coming back to Area 5 to update it, so that it would match the other songs.
If you could take a crack at any classic soundtrack —

I’d have to say Mega Man 2.

Nice choice, what theme is it you would want to remake in there?

I know all the bosses and their melodies by heart, but ... Flashman? I don’t know, it’s a tough choice. They’re really good melodies. But if I could choose just one song from any game, that would be the moon stage from Duck Tales.

Didn’t the same guy write both Bionic Commando and Duck Tales? [Note: This could not be verified.]

Actually, that was a girl. Her name was Gondamin. it was her handle, most of the creators back in the day had these secret names. They told me because the companies didn‘t want other companies to steal their talents. The gaming industry was so small back then. The good people were so hard to come by. They still are today.

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<![CDATA[Bionic Commando Comparisons]]>
Show of hands, how many of you got Bionic Commando: Rearmed and then went out and found the ROM for the original Bionic Commando and played it? Tooling around on the Bionic Commando blog I found a link to two videos Gametrailers put up last week, splicing gameplay from both titles and highlighting some things you might have missed.

This is also to say that on Thursday I spoke for about an hour with Grin's Simon Viklund, Rearmed's creative director and the composer of its soundtrack. You should see something in-depth about that conversation in the coming week.

The second video is on the jump. Also, I've been meaning to ask this — when you enter a birthday at the stupid age verification prompt which one to you put in? If it lets me, I always do the date of the 1906 San Francisco Earthquake. More importantly, why the hell do you have to put it in for this game? You're not seeing any of the content that got it an M rating. (Kudos to Grin and Capcom, btw, for sticking with an M-rated game instead of stripping out or watering down its finale. It hasn't hurt sales.)

Bionic Commando Rearmed: Classic Gameplay Comparison [Gametrailers, via BionicCommando.com

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<![CDATA[Bionic Commando: Rearmed First Week Download Numbers]]> Bionic Commando: Rearmed is a proper downloadable game. It's meaty — like a real game! Reviewers and players seem to be picking up on that. And for a downloadable title, the game's doing pretty good across the platforms. But how good? Over at the official Bionic Commando site, producer Ben Judd writes:

While I have to admit, throwing out a number like 100,000 seemed pretty overzealous after seeing how hard digital titles are to sell, I still hoped we could reach that lofty goal. Boy, did I miss the mark.

7 days — over 130,000 units.

Holy fiddlesticks!

That may not seem impressive compared to package titles that sell in the millions but compared to other digital titles that is a friggin JUGGERNAUT!

...Consumers voted with their dollars. They basically have sent the message loud and clear:

We are tired of meta-emulated crap.
We want the titles of yesteryear to be paid the proper respect.
We want them done right.
And if the price is right, we'll buy.

That's a nice message, you know. Hopefully other developers are, you know, listening.

BC Weekly Field Report: #12 [Bionic Commando]

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<![CDATA[Mechanical Arm Swinging Goodness in Bionic Commando Trailer]]>
If you haven't gotten your hands on Bionic Commando: Rearmed for 360, PS3 and PC, do it, it's fun and hard as hell. This brings us to its big brother, Bionic Commando that Fahey got to try out at E3. In this gameplay trailer we get to see all of the mechanical arm swinging one could only dream about. The game will be hitting PC, Xbox 360, and PS3.

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<![CDATA[Bionic Commando Rearmed Review: Swing Low, Sweet Re-Release]]> Let's get this out of the way right now: Bionic Commando Rearmed isn’t a “reimagining” of Capcom’s 1988 classic. It’s not “based on” the characters or premise, it’s not a sequel, it’s not a prequel. This is the original Bionic Commando, albeit with a freshly-applied coat of paint, and it brings to the 360, PS3 and PC all the pros and cons that go along with that.

So. Considering this is a remake of a twenty year-old game, is it worth all this fuss? Worth your time? Your money?

LOVED

Faithful – This is your father’s Bionic Commando. You’re still swinging between platforms in a 2D world, you’re still playing through a bad 80's action movie (which is good), there still aren’t many games that can really nail the joy you get from stringing together a series of perfect hook-shots to traverse a tricky sequence of ledges.

Spit & Polish - While it plays like your father’s Bionic Commando, it doesn’t look like it. The locations and designs will appear familiar to fans of the series, what won’t be familiar is how great the game looks with ragdoll characters, hand-drawn backgrounds and a warm haze that makes the whole thing look like it’s been dipped in sweet, delicious caramel.

Love – This is no cheap update, knocked out for the sake of a quick buck. There’s love in this project, a genuine drive to update both the feel of the game and the spirit. From the delightful banter between Spencer and Haley to the intercepted chats between the bumbling imperial troops, we’re presented with a game that not only captures the mechanics of a simpler time, but also the - pardon the misty-eyed reminiscing - innocence.

Bang For Buck – For your $10/$15, you get the core Bionic Commando game. Which is no slouch, especially on Hard. Then consider it’s a gorgeous game with a classy soundtrack. Then consider it’s got both co-op and deathmatch multiplayer (though these are offline-only). Then consider that, unlike the original, Rearmed has over 50 “challenge rooms” that play out like Portal/speed run puzzles, and you’ll realise that you’re getting a lot of game for your money.

HATED
Faithful – Nostalgia’s great, but when you’re recreating a game from 1988, we can do without the shitty parts. Anyone who hasn’t played the original will wonder why a super soldier, capable of superhuman feats, can’t...jump. Not even to get over a small barrel. And anyone who has played the original will wonder why the swinging collision mechanics are still so woeful, leading to many frustrating and unnecessary deaths during the game’s trickier platforming sections.

Digital Controls – We reviewed the game on the 360 (though we have also played it on PS3). And by God, Street Fighter aside there’s never been a game to make you hate the console’s awful d-pad as much as this one. You will die, and die often, because the mashy pad sends your arm in a direction you don’t want it to go. If you own both consoles, you’ll want the PS3 one, just for this (that and the PS3 version's a tiny bit slicker).

You really should go get this. Get it because it's a polished, challenging experience, which is one of the best downloadable titles (at least on console) we've yet seen. Get it because it takes the soul of a classic game, yanks it out of the grave and puts it in a sexy new body. Get it because Capcom deserve to be rewarded for not just re-releasing a classic, but releasing it in a way that, twenty years on, once again makes it relevant.

Bionic Commando Rearmed was developed by GRIN & Capcom, and published by Capcom. Released on August 13 on Xbox Live Arcade, August 14 on PlayStation Network & PC. Priced at 800 Microsoft Points/USD$10 on console, USD$15 on PC. Reviewed on Xbox 360. Played to completion of main storyline.

Confused by our reviews? Read our review FAQ.

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<![CDATA[Bionic Commando Rearmed: Launch Trailer]]>
Swedish techno music and the Wilhelm Scream! (at 0:50). Are either of those the reason for the "mature audiences" flag on this trailer? Or is it because they show quasi-Nazis? (Quazis?) Bionic Command Rearmed is out on PSN, XBLA and PC in all regions. Anyone pick it up yet?

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<![CDATA[Capcom Still Has "Ace Up Its Sleeve" For Bionic Commando]]> And not any ace, says Bionic Commando producer Ben Judd in his ear wax shirt, but a "fucking ace". At a small event for the launch of Bionic Commando: Rearmed, Judd said that the downloadable title was doing way better than it had been targeted. "There were people at Capcom who told me not to make this game," Judd said. While BC:R is doing well, Judd says that it won't do nearly as well as the upcoming 3D version, which has apparently gotten a recent control tweak to make the game less frustrating. "Store retail games always do better than downloadable games," he added. As Judd goes off to Sweden to oversee developer GRIN's finishing of Bionic Commando, he stated:

We still have a fucking ace up our sleeve. It's an ace, a fucking ace... At TGS (Tokyo Game Show), the Capcom booth stage is going to make people's balls pucker up. It's going to be big.

When questioned further, Judd would not reveal what this ace was. Wonder what Capcom still has left to announce for Bionic Commando...

Thanks Jon for the iPhone pic!

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<![CDATA[Bionic Commando Out On PC, Just Not On Steam]]> You buy PC games online, there's generally only one place you do it: Steam. So it's a pity that today's release of Bionic Commando Rearmed sees the game absent from Valve's service, after they and Capcom were "unable to reach mutually agreeable terms". Shame, but it's not a complete disaster. The game will still be available on Direct2Drive, and also from Capcom's own store, so don't go feeling like you're missing out, or anything.

Is Capcom satisified with the early reviews for Bionic Commano Rearmed? [Capcom]

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<![CDATA[Relax, Bionic Commando Rearmed On PC Has More Stuff]]> Bionic Commando Rearmed is $5 more expensive on PC than it is on console! Oh, the outrage! The injustice of it all! The...oh, Capcom's Ben Judd has an explanation (or, at least, a better one than this). Which is:

I can give you a song and dance about PC digital content being more expensive as a general rule... but nobody wants to hear that crap. I can say this: for the PC version we are planning on uploading some additional PC-only challenge rooms via a free patch so you will get more bang for your buck.

There you have it. More buck, yes, but also more bang.

BC Weekly Field Report: #10 [Capcom]

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<![CDATA[Your Weekly XBLA: Fable II Pub Games, Bionic Commando: Rearmed]]> Fable II fans can start earning big virtual bucks this week... from the comfort of their own homes! Fable II's Pub Games lead the charge of new Xbox Live Arcade games this week, as the 800 Microsoft Points priced gambler arrives in advance of the full game. The casino-style title that lets you carry over your virtual winnings to the Fable II retail release features three playables in Fortune’s Tower, Keystone and Spinnerbox.

Also hitting at the wee hours of August 13 is the NES remake, Bionic Commando: Rearmed. Similarly priced at 800 MSP, the game features four-man multiplayer, an M rating and zero exploding Hitler brains.

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<![CDATA[Why Bionic Commando On PC Is More Expensive]]> When we posted the European and PC release info for Bionic Commando Rearmed yesterday, the more observant amongst you will have noticed that the PC version of the game carries a heftier price tag than the PSN or XBLA versions. Why the bump-up? Capcom explains:

It has nothing to do with Piracy concerns. It has to do with different business terms/expectations in that sector and more importantly, generally prevailing pricing of PC digital games versus their console counterparts.

The typical downloadable price for digital-only games on PC is actually $19.99.

Not the answer you were expecting, then, but it's the answer you're going to get.

Capcom: Piracy Not a Factor in Higher PC Price for Bionic Commando Rearmed, $14.99 Is 'Appropriate' [Shacknews]

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<![CDATA[Bionic Commando Rearmed Dated, Priced For Europe, PCs]]> Yeah, we knew when Bionic Commando Rearmed was coming on 360 and PS3 for Japan and the US (hint: August 13), but what about Europe? And PC owners? Well. The 360 launch is global, so that's August 13 again, but PS3 owners in Europe will be a combination of disappointed and totally unsurprised to hear that the PSN version has a release date of "TBC". On a brighter note, the PC release is also global and will also be on August 13 (through Steam, Direct 2 Drive, Gamer’s Gate and "more"), though it's also a little pricier, at $15 (console versions are $10).

Bionic Commando Rearmed Release Date: Confirmed for Next Week! [Capcom]

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<![CDATA[Behind the Scenes on Bionic Commando Rearmed]]>
This is honestly one of the coolest videos I have had the pleasure of posting so far. Even if you are not a fan of Bionic Commando Rearmed you can appreciate the work that is going into it. In this lengthy behind the scenes video we get a look at the elements from 3D models to the VR Mission style Challenge Rooms. What is also great is how much attention to detail they are putting into staying faithful to the original game. Adding this to my list of things I must have now!

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<![CDATA[Bionic Commando Rearmed Dated For North America]]> It's official! Capcom has dated Bionic Commando Rearmed for North America. The game will hit Xbox LIVE Arcade on Wednesday August 13th for 800 points and PSN on August 14th for US$10. So, yeah, good news! Here's a picture of BCR producer Ben Judd cleaning his ear.

Bionic Commando Rearmed available for download in N. America on Aug. 13/14 [Capcom] [Pic]

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