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Bionic Commando

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Chiptune rock

Check out this sick 11-minute NES chiptune rock medley


Psycho Crusher takes you on a musical tour of the best of the NES
Mar 09
// Tony Ponce
Guitarist Psycho Crusher, whose amazing rock arrangements I've shared numerous times in the past, originally composed this latest jam with the intent to play it live as a full band. Instead, he decided to turn it into a chip...
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[Update] Contest closed! Winner is Genki-JAM for his awesome entry. Hotdog arms! Bionic Commando Rearmed 2 was released last month for Xbox Live Arcade and PlayStation Network and we thought the game was pretty good. Develope...

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Fatshark briefly talks jumping in Bionic Commando Rearmed


Feb 10
// Jordan Devore
When it was unveiled that the ability to jump would be in Bionic Commando Rearmed 2, some of you freaked out. Just a tad. Well, maybe considerably more than that. But now many of us have tried jumping, and there's been a mor...

Review: Bionic Commando Rearmed 2

Feb 02 // Nick Chester
Bionic Commando Rearmed 2 (Xbox Live Arcade, PlayStation Network)Developer: FatsharkPublisher: CapcomRelease date: February 1 (PSN), February 2 (XBLA)PRice: $14.99 (PSN), 1200 MS Points (XBLA) With the original Rearmed, developer GRIN did its best to update the original Bionic Commando formula just enough to not step on any toes. That meant was a complete graphical overhaul, yet one that stayed stylistically close to the original. It also meant the firm decision to make sure that the game’s protagonist Nathan Spencer would only leave the ground if his bionic arm and swinging is involved. In the sequel, the game’s developer FatShark (made up of many former ex-GRIN staffers) takes a literal leap forward, adding a jump button to the mix. Along with a few other tweaks, this simple addition gives Rearmed 2 a more “modern” feel, with faster and looser controls. Not only can Nathan jump, but he’s not longer confused at the sight of small ledges and can now climb over small objects. The bionic arm, of course, makes its return and is indispensable as always. Combined with the jump, small tweaks to the hook controls make it instantly more accessible than the original. Interestingly, most of the game’s levels are designed to be complete without using the jump button if you so choose. There’s no way to disable it within the game options that I could see, so this is entirely up to the player to avoid that pesky jump button. Rearmed 2 does keep track of this achievement for every level, so this is definitely a nice little nod to the purists. For everyone else, that jump button will be a welcome addition in some of the game’s trickier platforming areas. Also new for Rearmed 2 are a bunch of new weapons and upgrades, many of them passive abilities, like one that will slowly regain Nathan’s health. While these additions give the appearance of a more rounded, richer experience, that’s not entirely the case. It’s nice to have these additional weapons in your arsenal, but you’re rarely forced to use them in combat. Mostly, you’ll find that you’ll need them simply to trigger things in the environment, and many times not even on mission critical paths. The game’s stock “pew pew pew” pistol served me well from beginning to end, with its unlimited ammo and rapid fire response time to my button presses. Part of the uselessness of some of these weapons comes down to the game’s enemies, of which there really aren’t that many. Less than halfway through the game, you’ve likely encountered them all. There’s the Roomba-looking robot that strolls around on platforms, and then there’s his cousin that kind of looks like him but has spikes and occasionally fires bullets at you. There are also you standard soldiers, along with a few other robotic pests that try to make your life miserable. Very few of them, however, require tactics that demand the use of your varied arsenal or even your bionic arm. It is a bit disappointing that FatShark made what seems like a great decision to give the players more tools, yet squandered the opportunity to use them for truly unique gameplay situations. Rearmed 2 does mix things up a bit with some sniper and helicopter sections, where the player controls a large on-screen reticle to either pick off enemies or rain down a hell of bullets. While both are fun diversions from the jumping and swinging, they’re relatively mindless affairs in almost all cases. Massive bosses are also scattered throughout the game’s levels, each with their own patterns and weaknesses. It’s a bit disappointing that you’ll have to face the same bosses more than once, though, some of them with near-identical patterns used to defeat them each time. While some of them can certainly provide some competition, it has to be said that they aren’t quite up to par with the bosses in the first game, which made better use of the game’s bionic arm and limited weapon set. The game also ditches the choose-your-own-path style progression from the first game, instead opting for a more linear experience. Fortunately, there’s plenty of reasons to go back and play levels. On your first playthrough you’ll find yourself passing up plenty of items you can see and are inaccessible; as you earn certain items or upgrades, you can then go back and snatch up what you you missed. The game offers up plenty of variables for each of its level, from hidden items to keeping time, so gamers who are all about squeezing everything out of a game will certainly have plenty to squeeze with Rearmed 2. Cooperative gameplay and even the “Challenge Rooms,” which are as balls-out difficult and addictive as ever (with full leaderboard support) are back. Fans of the Rearmed will find there’s a lot to love about the follow up, despite a few shortcomings. Because it’s ultimately not as impressive as the original, that doesn’t mean Bionic Commando Rearmed 2’s not worth checking out.
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In 2008, Capcom rebooted the Bionic Commando franchise with two remarkably disparate approaches. On one end of the spectrum was the third-person action retail title, Bionic Commando, which found ex-Faith No More singer Mike P...

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Bionic Commando Rearmed 2 features PSN DRM again


Feb 02
// Jordan Devore
Similar to the PlayStation Network release of Final Fight: Double Impact, so too does Bionic Commando Rearmed 2 on PSN have DRM which requires an Internet connection upon booting up the game. The difference is that this time,...
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Bionic Command Rearmed 2 drops in first week of February


Jan 06
// Nick Chester
Capcom has announced that Bionic Commando Rearmed 2 will be jumping to PlayStation Network on February 1, and Xbox Live Arcade on February 2. Why "jumping" and not "swinging"? Because swinging is old hat for Nathan Spencer, w...
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New Bionic Commando 2 gameplay jumps into action


Dec 05
// Matthew Razak
The fine folks over at GameTrailers have a great video preview of Bionic Commando Rearmed 2 up and it lays out almost everything you wanted to know about the game. From jumping, to upgrades to new level styles it shows most ...
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Hey look, it's a Bionic Commando Rearmed 2 boss fight


Nov 11
// Jordan Devore
Perhaps more than any other tradition in gaming, I would be most upset over the industry deciding to shy away from boss fights. (Actual boss fights, not "shoot it until it dies.") That'll probably never happen during our lif...
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No jumping in Bionic Commando Rearmed 2, if you want


Oct 07
// Jordan Devore
Jumping in videogames is destined to be an eternal struggle. Whether it's TimeSplitters or Bionic Commando, someone, somewhere, is going to get pissed off. I can't recall if there was a specific outcry for Rearmed 2, which ha...
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TGS: Nathan Spencer has some new moves


Sep 17
// Conrad Zimmerman
Well, new to him at any rate. Capcom has released two gameplay trailers for Tokyo Game Show which have a focus on moves that Spencer can perform with his bionic arm in the upcoming Bionic Commando ReArmed 2. A couple of them...
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PAX 10: Bionic Commando Rearmed 2 Klog hands-on interview


Sep 08
// Jonathan Holmes
While talking with my good friend and E. Honda impersonator Gerald Hom of Capcom-Unity fame, the good man let some inside info slip. Bionic Commando Rearmed 2 would feature "the Klog." He then encouraged me to "check out the Klog!" I headed over to the game's kiosk to see what all the fuss was about. I won't spoil the rest. Check out the video to see "the Klog" for yourself.
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There will be new Mega Man Universe stuff at PAX


Sep 01
// Jordan Devore
That picture -- taken from the debut trailer for Mega Man Universe -- still gives me nightmares. Anyway, here's what Capcom has in store for us at its PAX booth (#652): Marvel vs. Capcom 3 Dead Rising 2 Sengoku Basara: Samur...
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Spencer's sweet 'stache and screenshots for ReArmed 2


Aug 19
// Conrad Zimmerman
Nathan Spencer looks to be giving Haggar a run for his money in the awesome moustache department. Check out that closeup of the 'stache he's sporting in Bionic Commando: ReArmed 2. Though not as majestic as the facial ha...
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E3 10: Holmes vs. Bionic Commando Rearmed


Jun 20
// Jonathan Holmes
Yeah, so I choked pretty bad in this video. The NES Bionic Commando difficulty seems to be back for this sequel; one life, and I was dead after (I think) one hit, though it might have been two. I did get some more time with ...
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E3 10: Bionic Commando Rearmed 2, mustaches, and you


Jun 16
// Jordan Devore
Conan O'Brien may have cornered the market on fabulous, red-colored facial hair -- and I am immensely jealous of him for having done so -- but Bionic Commando Rearmed 2's Spencer, as shown in some killer concept art below, ha...
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Capcom teams with Zazzle to outfit people in old games


May 20
// Ben Perlee
You know, just moments ago I wrote a post about Capcom and a SSFIV-branded HDTV. It was a journey of incredulity, disbelief, and finally acceptance. Like a couple hadokens followed by a hearty serving of pound cake, I am read...
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Bionic Commando Rearmed 2 coming 2011, now with more jump


Apr 20
// Nick Chester
Capcom's next-gen Bionic Commando console game might have been a "miss" both critically and at retail, but most were in agreement that its digital download counterpart, Bionic Commando Rearmed, was an astounding success. So ...
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Bionic Commando: Rearmed team forms Might&Delight


Apr 16
// Jordan Devore
The bunch responsible for graciously giving the world Bionic Commando: Rearmed has founded a studio of its very own: Might&Delight. Is that an amazing name for a company or what? As the tags for this post probably gave aw...
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The Memory Card .63: Auf Wiedersehen!


Aug 13
// Chad Concelmo
"The Memory Card" is a seasonal feature that dissects and honors some of the most artistic, innovative, and memorable videogame moments of all time. I have witnessed a multitude of videogame moments over the years t...
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GRIN shuts down


Aug 12
// Brad Nicholson
GRIN’s situation was as dire as recent reports indicated. Following several office closures and heavy layoffs, GRIN announced that the studio is no more. In a somber message on its official Web site, founders Ulf and Bo...
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Bionic Commando PC finally hits retail, Steam


Jul 28
// Jordan Devore
Bionic Commando -- the new one, not Rearmed or the NES classic -- is now available for PC at retail stores and Steam for $39.99. Actually, scratch that. If you pre-purchase from Steam, you can save a few bucks; also, there's ...
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Bionic Commando patch is up, makes PS3 owners girlie men


Jul 26
// Matthew Razak
Yesterday it appears that a patch was released for Bionic Commando: Rearmed over PSN. The update is a bit of a mixed bag, unless you're a total wuss and can't beat the game as it is. See it does allow for Trophy support, whic...
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GameStop now selling Bionic Commando for $19.99


Jul 08
// Nick Chester
"It's worth checking out to play with the swing mechanics and to see the game's impressive visuals," Conrad wrote in the Destructoid review of Bionic Commando, "but I wouldn't recommend wasting more than a few ...
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Top Ten Gaijin Games: Bionic Commando Edition


Jul 03
// Nick Chester
[Destructoid's Japanese correspondent, 50ft. Samurai, takes a look at last week's "Gaijin" game sales in Japan.]As reported here on Destructoid a couple weeks back, Bionic Commando managed to wrangle a surprising 34...
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Ironic Commando: Is Japan the last hope for Bionic Commando?


Jun 22
// Nick Chester
[Destructoid's Japanese correspondent, 50ft. Samurai, reports in on how Capcom's Bionic Commando is faring in Japan.] Bionic Commando, as you have heard, did not exactly set the world on fire. Despite a lengthy development pr...
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Bionic Commando swings on by, sold only 27,000 copies


Jun 15
// Dale North
Perhaps you saw what we thought of Capcom's Bionic Commando. We didn't give it a terrible score. It's just that it wasn't anything special to us. It didn't commando our attention, you might say.In fact, this reboot of the bel...
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Bionic Commando: Rearmed is cheaper now, we promise


May 25
// Brad Nicholson
Microsoft’s Deal of the Week (for real this time) is Bionic Commando: Rearmed. Starting today through the rest of the week, the 2008 Xbox LIVE Arcade title is available for 400 Microsoft Points instead of the usual 800 ...
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Bionic Commando multiplayer leaderboards are live


May 25
// Brad Nicholson
Web-based leaderboards for the multiplayer arm of Bionic Commando are now live and functional. Over the weekend, Capcom’s Seth Killian updated his Capcom-Unity blog and noted the working status of the Xbox LIVE and Play...

Review: Bionic Commando

May 22 // Conrad Zimmerman
Bionic Commando (PC, PS3, Xbox 360 [reviewed])Developer: GRINPublisher: CapcomReleased: May 19, 2009MSRP: $59.99The new, edgier Bionic Commando begins many years after Nathan "Rad" Spencer stopped the Imperial Army from reviving their former leader, Master D. In the aftermath of the war, Spencer and other soldiers using bionic limbs were hailed as heroes for a time. Soon, public opinion shifted and these "Bionics" became feared as the dangerous weapons they were. Laws were passed which required Bionics to relinquish their limbs, leading to a conflict between those who support the Bionics and the government which has oppressed them.Spencer has been held in prison all these years, which has caused his red hair to fade and become dreadlocks. Kidding aside, he's become a stereotypical, gritty action hero. Called back into duty by the government which shunned him and baited with information on his missing wife, Nathan must once again wield his bionic arm to take down a pro-Bionics terrorist group which has attacked a city. It's an interesting setting with some great potential, all of which winds up squandered. The story, such as it is, plods along with very little development and inexplicably shifts gears about halfway through. Characters are not given the opportunity to be shaped into people you care about with most dialogue boiling down to giving directions or Spencer asking about his lost wife. As a result, plot twists fall flat and the climactic battle feels not unlike every other fight you've engaged in. This points to another issue I take with the game: Combat sucks. It's just boring. Nathan can carry two guns at a time. His basic pistol is a semi-automatic. Secondary weapons include a shotgun, grenade launcher, machine gun and multi-targeting rocket launcher. The aiming reticule is quite large on all the weapons, even when zooming in a bit to gain greater accuracy, so it can be hard to tell if you're going to hit a guy unless you're right on top of him.Certain enemies will go down more easily by making use of the bionic arm attacks, such as grabbing enemies and throwing them or using the line to slam into their chests. All of the arm-based attacks are kind of fun for the first hour or so of gameplay. It soon becomes a tedious affair.One good idea that comes out of the combat is an experience system. As you acquire weapons and new abilities for your arm, challenges become available. These can be as simple as killing a certain number of enemies with a specific weapon or more complicated tasks like taking out guys while swinging. As you complete challenges, your weapons level up to do more damage or hold more ammunition. This would be great if the combat were enjoyable but, since it isn't, they become forgettable. Thankfully, these challenges are completely optional. In terms of gameplay, the only thing that really works well is the swinging mechanic. While it's true that the onus is on the player to make sure that they're targeting something they can actually grab with the arm, the game offers a lot of support in this regard. Simply holding down the Wire Action button will eventually cause Nathan to grab something, provided any objects get into range of the arm, and the auto-aim is really forgiving. It takes a little bit of getting used to but is very accessible. Swinging is exhilerating and it's very satisfying when you've managed to cover a great distance by grappeling a lengthy sequence of objects. But the level design can be frustrating at times as it's a totally linear game with a distinct path that the player is to follow. There are two very obvious conceits which contribute to this, one of which makes sense in the context of the game and another that gives the impression that not a lot of time was spent really thinking things through. The first is water, which crops up in a lot of areas. Because Nathan has a giant metal arm attached to his torso, it only stands to reason that falling into a body of water would make him sink like, well, a guy with over a hundred pounds of metal grafted to his body. There is a brief period of time in which you can save yourself by trying to grappel something above the surface but it can be very hard to accomplish. The water is nearly opaque for some reason and it's almost impossible to even see solid ground to latch onto.The other environmental restriction is the massive amounts of radiation flooding the bombed city. According to Super Joe -- Nathan's commander -- bionics are "very sensitive to radiation." That's about all the explanation we ever get about it and it feels really lazy It doesn't even make sense. How is it, exactly, that there are such disparate, seemingly arbitrary pockets of radiation creating these paths that are safe to traverse? Regardless of how stupid the whole thing is, the effects on gameplay are quite simple. If you venture near the edge of the playable area, you'll get a little radiation warning. Step further out of bounds and a klaxon wails, the screen starts flashing and you begin to die very quickly. In addition, some surfaces are covered in radiation because radiation is apparently not unlike ivy or a million other things that could prevent someone from getting a good grip on a surface which would make some honest sense. The single-player might not be fantastic, but it's a shining star compared to the tacked-on multiplayer component. Online games consist of Deathmatch, Team Deathmatch and Capture the Flag in a variety of maps. You know, just like damn near every multiplayer game in existence. And, since the combat isn't particularly fun, there really isn't any reason to play the multiplayer at all.This is a tragedy, as the unique gameplay aspect of the arm could have lent itself to some really creative and fun competitive modes. A mode, for example, where players must try to collect as many randomly appearing items as possible could be a ton of fun. Or how about a race mode where players swing along a course to reach the finish line (which could really work because the guy at greatest risk of being shot is the one in front -- the guy whose back everyone can see). It's a staggering waste of potential.In fact, that summarizes Bionic Commando as a whole. It isn't what I would call a bad game but it's far from being a good one and the possibilities for it being great went unrealized. It's worth checking out to play with the swing mechanics and to see the game's impressive visuals but I wouldn't recommend wasting more than a few hours on it and can't encourage anyone to pay retail price for the opportunity. Score: 5 -- Mediocre (5s are an exercise in apathy, neither Solid nor Liquid. Not exactly bad, but not very good either. Just a bit "meh," really.)
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Bionic Commando is a game I think very few of us ever saw coming. Sure, the NES game is a classic and very popular with American audiences but it had been so long that it was hard to imagine a follow-up would ever occur. Due ...

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Heather Mills demanded to star in Bionic Commando? (Update)


May 21
// Jim Sterling
I greet this story with some skepticism, because it comes from Britain's most popular tabloid dishrag The Sun (which I won't be linking to), and if you follow UK "journalism" at all, you'll know that the British tab...

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