<![CDATA[Kotaku: grin]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: grin]]> http://kotaku.com/tag/grin http://kotaku.com/tag/grin <![CDATA[ Wanted: Weapons of Fate Debut Trailer ]]>
"Wanted" hit the big screen in June, and if back then you didn't get enough insultingly stupid movie physics, executed by American Apparel models whose range of emotion goes from "smirk" all the way to "disdain", now you get the chance to do it all yourself in Wanted: Weapons of Fate, the WORLD EXCLUSIVE trailer for which is above. Warning, this trailer actually says "fuck." I guess that makes the game worth buying? Wanted: Weapons of Fate, being developed by GRIN, comes out sometime next year.

Wanted: Weapons of Fate — Exclusive Debut Trailer [Gametrailers]

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Kotaku-5096853 Sun, 23 Nov 2008 08:00:00 MST Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5096853&view=rss&microfeed=true
<![CDATA[ Bionic Commando Is "Not Fucking Spider-Man" ]]> People are worried that Bionic Commando might be a bit too hard. I’m one of them. There’s a fear that, because the game’s swinging mechanic is both integral to the game and difficult to master at the same time, a lot of players may not take the time to learn the system and give up on the game. Is this a concern to the development team? No, not really. Making the mechanic hard was the whole point, says GRIN's Ulf Andersson:

It’s not fuckin’ Spider-Man. We made a swing mechanism that’s not automatic. This means you have to focus a bit more, because it’s a proper mechanic instead of just a button press; it’s the core mechanic of the game. Everything in the game is built around that, from the environments to the enemy.

It’s really hard to do a good swing mechanic. Not many games have got it right. But we’re all really proud of ours. The original Bionic Commando was skill-based. There was a risk in jumping: you might die, you might not. We’ve stayed true to that core mood and feeling of the original in our game.

That mechanic will be too hard for some. Heck, might be too hard for many. But for others, it'll be a hoot. It’s at least refreshing to see a developer make a decision like this and stick with it, if only so you kids that are always complaining about stuff being dumbed down can take a look.

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Kotaku-5063029 Tue, 14 Oct 2008 15:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5063029&view=rss&microfeed=true
<![CDATA[ So, Has Bionic Commando Been Fixed Yet? ]]> Mike played Bionic Commando a few months back, at a Capcom press event. Said it looked great, but had a few problems. I played it for around 20 minutes today, going through a tutorial level and one regular stage from the game, and you know what? It looks great. But has a few problems.

Namely, that it just doesn't feel right. The game looks nice, and the mechanics of swinging are functional - as in, they're not so broken you can't leave the ground - but the whole thing still feels a little off. Like GRIN are painting a picture, have 98% of it on canvas, and are just standing there, brush in hand, unable to find the inspiration to make those last few strokes and tie the whole thing together.

The swingy-swingy, for example, is a little cumbersome. The initial engaement is fine, you just run near something and shoot your arm. But once your arm is hooked on something, the camera quickly becomes your enemy, because the game seemed to rely on a bunch of strung-together swings where you need to nail 3, 4 or 5 in a row to cross an area.

If they're all on the same level, that's fine. But sometimes you need to travel vertically, and things get messy. Retracting your arm to pull yourself up results in the player leaping upwards from the ledge they just climbed, which throws the camera off and makes hitting your next target difficult.

Another niggle with the swinging mechanic is the reach of your arm. At times, your arm will extend dozens of feet during a swing. You'll se it, stringing you out well over a ledge. But at other times, I was flying right past a ledge or obstacle and I couldn't attach to it. Hopefully that's a bug they can fix.

Combat, too, was a little off. The gunplay worked fine, and is probably what most players will rely upon when the game's released, because using your arm to take on enemies is more trouble than its worth. You need to execute combos to finish them off, which takes more time than it should, and picking up an object (like a car) or an enemy up takes forever (as does their hang-time when you throw them), making them look like ridiculous, sticky balloons.

I'm slightly concerned about how close "early 2009" is getting when I look at the problems still plaguing the controls. Hopefully between now and the game's release, Capcom and GRIN can find that last-minute spark of inspiration and tie the whole game together.

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Kotaku-5062269 Mon, 13 Oct 2008 08:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5062269&view=rss&microfeed=true
<![CDATA[ Bionic Commando Delayed, Coming "Early 2009" ]]> Speaking with Capcom's Ben Judd and GRIN's Ulf Andersson today at TGS, we learned that Bionic Commando - which is playable on the showroom floor - won't be out in 2008. Instead, it's been delayed to early 2009. Or, as they put it, "very eeeeaaaarrrlllyyy 2009". That's the console versions, too; the PC version might be out at the same time, it might not, Andersson saying that version's date is "up to marketing".

The PC is always a slippery slope because of piracy, stuff like sorting out DRM, making sure we don't have too little or too much. But also because we want to make sure it doesn't feel like a port, so we can add a little extra polish to the PC version.

Sad, no? Still, "early 2009" isn't as far away as it used to be.

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Kotaku-5060930 Thu, 09 Oct 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5060930&view=rss&microfeed=true
<![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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Kotaku-5045411 Thu, 04 Sep 2008 12:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5045411&view=rss&microfeed=true
<![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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Kotaku-5043826 Sat, 30 Aug 2008 14:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5043826&view=rss&microfeed=true
<![CDATA[ Warner Bros. Throws A Curve With Wanted ]]> Did you see the movie Wanted or read Mark Millar's comic series and think to yourself, "This would make a nifty video game?" Warner Bros. Interactive Entertainment apparently did, and they've tapped Bionic Commando developer GRIN to get the job done. The game picks up where the movie left off, continuing the adventures of sad-sack turned master assassin Wesley Gibson. Expect plenty of curved bullets, slow-motion "assassin's time" events, and an advanced cover system to help deal with the fact the guns don't shoot straight anymore. Here's the first set of screens for the game, available later this year for "consoles and personal computer". Hey, I have one of those!

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Kotaku-5027690 Tue, 22 Jul 2008 10:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5027690&view=rss&microfeed=true
<![CDATA[ Bionic Commando Has Control Issues ]]> "Wow I suck," I thought to myself as I sweated through a demo of GRIN and Capcom's upcoming sequel to the beloved Bionic Commando. The nice gentleman from GRIN guiding me through the level was being extremely patient with me, but I sensed he was a bit frustrated as his simple instructions - run, jump, press A to shoot out your arm and then release when the blue hourglass shape appears on the HUD to signify the optimal angle - were consistently met by me falling into a pit, or off the side of a bridge, or any number of places that you could fall.

"The controls are skill-based," he explained with a smile, taking the controller and easily navigating the part I was having issues with. He made it look so simple, but then I suppose he's logged a few more hours on the game. He tells me that once you master the controls you'll be able to do amazing things. Unfortunately fifteen minutes isn't long enough.

It's a pity, really. Despite the sometimes confusing graphical design that makes enemies hard to see, I can sense the potential for fun in the game. When I can do the things he can do I am sure I will have a blast, but how long do I have to wait?

Later on during E3 I talked to some other members of the press and found that I wasn't alone. Bionic Commando isn't a game you can really get a feel for just by playing for a quarter of an hour. Unfortunately that's all of the time most writers have to spend, and instead of walking away feeling fulfilled they wind up either unsure of themselves or unsure of the game.

It used to be that a steep learning curve was the norm for video games. You had to first master the controls and then master the game. Now we've come to expect a certain degree of intuitiveness with our video games, and that intuitiveness isn't there for Bionic Commando. Is this a good thing? A bad thing? I suppose if a demo gets released before the game comes out that helps players perfect the system for free it could be fine, but I don't know if I am ready to lay down $60 on a game I'm not sure I'll be able to play.

What do you folks think? Is it better to be able to pick up a game and play immediately, or is the challenge of mastering the skills needed to control your character essential to the gaming experience?

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Kotaku-5026780 Fri, 18 Jul 2008 13:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5026780&view=rss&microfeed=true
<![CDATA[ Bionic Commando Devs Fear The Japanese ]]> Swedish developer GRIN, working on Capcom's new Bionic Commando title as well as the PSN/XBLA update of the original one, were entertainingly forthcoming during an industry conference in the Netherlands where they talked about the tough path for an independent developer.

Managing director Bo had some blunt language for the harsh reality of game development as a business, something the audience may occasionally lose track of when levying certain accusations at development studios:

“Really, to get started, you’re not making a game for a gamer, you’re making a game for a publisher," he said. "And that’s how it is. They know the product, they are paying for the product, and they want you to pull through... on time.”

Also, apparently working with the Japanese is scary:

On working with the Japanese: “If you don’t deliver exactly what you specified, they kill you.”

Whoa. By the way, McWhertor checked out Bionic Commando over here.

GRIN Co-Founders On The Hard Road For Independent Developers [Gamasutra]

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Kotaku-5022983 Tue, 08 Jul 2008 17:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5022983&view=rss&microfeed=true
<![CDATA[ Bionic Commando Hands-On Impressions ]]> Capcom's big-budget revitalization of its Bionic Commando intellectual property has the potential be outshone by its classic remake, Bionic Commando Rearmed, as far as hardcore fans are concerned, but the new-gen update, the one starring Nathan Spencer, shouldn't be overlooked. Both are graphically gorgeous in their own ways, with Rearmed presenting a tight, clean and colorful 2.5D re-skin, with the all-new Bionic Commando appearing to be an impressive visual achievement, stuffed with attention to detail and smart level design.

Bionic Commando's move into the third dimension looks to potentially present challenges on par with the original NES classic, bringing a rather complex mechanical arm-swinging mechanic (plus jumping!) into a more freely navigable 3D space. Add to that camera control that's totally up to the player and Bionic Commando could be seen as overly complex, a potentially rough 2D to 3D transition.

We're still hopeful despite that, for reasons we'll hopefully make clear.

GRIN has already implemented a rough tutorial system that aims to get gamers up to speed quickly. Players will learn the basics of claw usage, combat and more via quick tasks early on. Add to that visual cues that indicate the ideal moment to release your jump and where one should shoot their bionic claw, players may pick the mechanics up simply. Bionic Commando also does a bit of thankful fudging when it comes to zipping up and over platforms, making upward mobility less frustrating than in its retro namesake.

Visually, the new Bionic Commando is more than just impressive. Protagonist Nathan Spencer's dreadlocks wave believably in the breeze—a minor detail, yes—as does the transition from devastated city settings to lush forested areas—a more impressive feat artistically and technically.

At this stage in development, with a ship date still "TBD," combat feels unfinished. Spencer's powerful mechanical arm could launch bad guys into the air, but they floated oddly, something we hope (and assume) will be fixed in the final version. The ability to disable one half of a pair with the bionic arm while firing at another shows that combat has potential. That Spencer can lob, then spike cars at enemy soldiers might prove that GRIN has a bit of a sadistic streak.

In the end, there's a lot to like about the new take on Bionic Commando and an equal amount of concern. The game is extremely easy on the eyes, but potentially frustrating control still has a chance to get in the way of us fully enjoying it. It almost reminds us of Sega's Gunvalkyrie in a way, a title that was still enjoyable despite its faults. Fortunatley, GRIN's spin on Bionic Commando still has plenty of time to work out the kinks, hopefully letting the solid gameplay shine.

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Kotaku-5012552 Tue, 03 Jun 2008 07:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5012552&view=rss&microfeed=true
<![CDATA[ Bionic Commando Rearmed, Shipping Soonish ]]> Good news! XBLA and PSN title Bionic Commando Rearmed seems like it's getting one step closer to digital shipping. On developer GRIN's official site, the game's Creative Director Simon Viklund blogs:


The final date for completing Bionic Commando Rearmed is closing in - we're stabilizing the game and polishing all the details now, and soon this product of almost a year of late nights and hard work will ship to a digital distribution channel near you!

...Within weeks we will see with sad eyes how it leaves to enter the approval process, and I'm sure that just days after things have calmed down here at the office and our schedules say "wait and see", the team and I will already start longing to get back to the backbreaking work we've gotten used to during the project.


Good news indeed!
BCR Approaching Completion [GRIN Thanks, Inget!] ]]>
Kotaku-378625 Fri, 11 Apr 2008 04:30:21 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=378625&view=rss&microfeed=true
<![CDATA[ "Japan Will Come Back" ]]> Western games are really starting to come into their own. No wonder some think that Japan's place in the gaming sun has set. Japan-based-Capcom producer Ben Judd disagrees! While his Bionic Commando title is being developed by a buncha Swedes, he hasn't given up on The Land of the Rising Sun. According to Judd:


I mean, don't make any mistakes: The Japanese guys know that the west is starting to kick ass and take names, and they are studying those games. And from what I know of Japanese motivation and business practices is, if they ever feel that there is something that they're not staying on track with, or on target, then they study it, see what's great about it, then they learn how to do it better.

A lot of people talk about the Japanese industry being, you know, on the way out, in terms of design and stuff like that. I don't think that they're out yet. I think that they'll come back.


He's probably right. And if he's not, well, then he'd be wrong. We shall see!
Judd on Japanese Development [GameSetWatch]
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Kotaku-368510 Mon, 17 Mar 2008 03:00:36 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=368510&view=rss&microfeed=true
<![CDATA[ Let's Learn About Bionic Commando Rearmed ]]> Excited about Bionic Commando Rearmed? We are! The game's got co-op play, more weapons and hot dogs that are harder to see. Here, Simon Viklund from Swedish developer GRIN talks about the game. Watch it if you like. If not, don't! ]]> Kotaku-351846 Fri, 01 Feb 2008 21:00:58 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=351846&view=rss&microfeed=true