Bionic Commando Rearmed is a remake of the classic 8-bit Capcom title. Gameplay remains the same -- use your bionic arm to swing across obstacles and to grab things -- but the game gets a gorgeous graphic overhaul, turning the classic game into something that looks like it was made for the HD era.
The demo lets you play what may be the first level, although it's over so quick that I'm guessing they may have shortened it. They even remove the boss battle at the end, including clever in-game dialogue that refers to the fact that you're playing the demo, and that you should purchase the full release to experience more. In fact, the entire demo is filled with self-referential bits and pieces, and it looks like the entire game will keep that kind of attitude, which should be fun.
You can also play through two challenge levels -- the full game includes 50 of them -- and I actually ended up playing these quite a lot. A side-scrolling platformer lacking in a jump button, Bionic Commando Rearmed forces you to rethink the genre basics by giving you a grappling hook for an arm.
Tapping the grappling hook key reels the hook in, either pulling you up or pulling an object towards you. Another key fires the weapons you unlock as the game goes on, most of which will only fire horizontally.
Such restrictive controls take some getting used to, the horizontal firing itself forcing you to use the bionic arm to move into position before attacking enemies. Vertically, then, plays heavily in almost all aspects of Rearmed, and once your fingers become accustomed to the mechanical nature of your bionic abilities, it really becomes an elaborate and joyful dance of a game.
Rearmed even acknowledges the counter-intuitiveness of some of its more difficult techniques, with self-deprecating humour peppered throughout the game's tutorial. A play of the NES original shows that the dialogue has been completely rewritten, transforming the mood of the game entirely. Hacking communications reveals hilarious conversations between enemy forces that details the weak spots of that level's boss fight, often referencing the original game, even taking the piss out of Metal Gear Solids extended Codec conversations.
The boss fights themselves are all starkly original, a throwback to true retro ingenuity. This rigorous adherence to the original game pulls it down towards the second half however, as the levels and enemies turn on you unfairly, with hidden, impossible-to-avoid pits and infuriatingly difficult-to-kill enemies. The Revolver is a Standard Issue. Grenades are thrown, usually over barriers to reach crouched and hiding enemies. Holding down while throwing it drops the grenade to the platform directly beneath Spencer.
They are useful for dealing with groups, machines, and unreachable foes. The Plasma Rifle is a laser weapon that deals very little damage to human enemies, but dishes out lethal force to mechanical beings.
It is most effective against patrolling robots and bosses. A traditional rocket launcher with varying accuracy and enormous power. A single-fire weapon, it kills most standard enemies instantly, and is lethal to the player should they be standing too close to the resulting explosion. The bazooka is upgraded in the final level of the game and allows remote control via the right analog stick consoles to maneuver the wayward rocket.
Since it deals incredible damage, firing rockets at bosses and groups is very effective. The 13 gauge "Hagle Breaker" is essential for close combat. While useless at long range, the forceful impact of the spread will kill standard soldiers in a single shot.
Shooting the shotgun while suspended from Rad's bionic arm results in momentous propulsion, giving the player a chance to swing again whereas they'd normally have to drop to whatever doom awaited below. This rebounding laser is effective against machines and humans, and is essential for reaching meticulously placed turrets or gunmen. This rapid-fire machine gun deals phenomenal damage at a high rate. Essential for quick clean ups and taking down groups, the weapon will push players backwards, if they aren't running while shooting.
The weapon initially belonged to Super Joe, and is available upon his rescue. Once hit with a bullet, the respective piece of armor will degrade and fall off, as indicated by its gold logo flinging off of the character. When one is equipped, one shot is deflected; when two are equipped, two shots are equipped; when three are equipped, three shots are stopped.
Unlocking and equipping the Iron Boots means players that swing in to most enemies will plant their metal foot in to their face and likely kill them instantly. Some enemies are not affected by the attack, such as the bulky blue Bomb Expert, Shielded Soldiers and most bosses.
The pills are actually a liquid that increase Rad's total health. The fact that the "pills" are a liquid is joked about in a dialogue between Spencer and Hayley. The Power Claw allows Spencer to grab enemies and throw them, which immediately kills them, or use them as human shields to absorb incoming bullets.
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