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Bionic Commando - There's no way through, you're just gonna have to fuck it.
A 3D reworking of the classic Bionic Commando games is set to arrive on 360 and PS3 this summer (well May/June time depending on region) and later in the year on PC. The game is being developed by GRIN, the Swedish developer behind the recent XBLA/PSN update of the original - Bionic Commando Rearmed.
For 360 owners there is now an multiplayer demo available on Xbox Live, and I imagine you'll find a few GFFers online to play with over the next few days. Unfortunately no joy for PS3 owners who'll just have to wait until the full game hits, or check back here for people's impressions of the game. - Bionic Commando video at GameTrailers.com - Hands-on preview at Eurogamer |
Unfortunately it seems the demo is incredibly limited to the extent that all you can do is search for games. The fact that it's only one map isn't an issue, though the map itself is hardly inspiring, but I'm somewhat annoyed that you can't create a lobby to invite friends to, or even think about setting up a private game. As such there's not going to be any playing with GFFers unless you get incredibly lucky.
As for the game itself, well the mechanics seem to work well enough, though I'm not entirely convinced about shooting, but the deathmatch mode is pretty terrible. Can't say I enjoyed it too much. Perhaps I was doing something wrong, but it seemed very random as to what sort of damage you'd do with weapons or even the various arm attacks. |
There's never any time to aim since people are either grappling all over the fucking place or just blindshooting in your general direction. I imagine combat works much better in story mode, since the AI-enemies will not act as chaotically as real people spazzing out with the controls. I would hope.
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After playing three matches, here are my impressions...
Graphically, the game is fucking shoddy. It just looks like utter wank in pretty much every area possible. The visual design in the single arena the game shipped with is one of the blandest things I've ever seen. The day-glo character models are hideous, too, but I'm riding on the assumption that they're placeholders for the final game. The gameplay earns a resounding "meh". The idea of leaping around an arena, swinging from girder to girder and stomping foes before filling them with lead from the other end of a zipline is appealing as FUCK. I want to enjoy the gameplay so much. Unfortunately, the controls are clunky, the movement animation is floaty, there's no sense of weight to one's character and the zipline-swinging feels totally devoid of momentum. Clambering up onto the side of a building after grappling at it from a distance feels particularly awkward, and the arm's targeting reticule is unusually picky. I'm still hoping this turns out to be a good game - for all I know, the single-player campaign could more than make up for the extremely disappointing multiplayer. What I've seen of the game in preview videos only superficially resembles what I just played. At least the game's menus are gorgeous, though. |
The primary negative thing I noticed about the whole experience was the lag fits the thing had, I'd zipline kick a guy only to see him not fly off for a full half second or more.
The actual swing mechanic is pretty solid though, and I'm thankful for that. GB has a point, and I think the combat itself will be less spazzed out when it's SP stages to go through rather than worry about other players. But I didn't find the controls that clunky at all, maybe a tad confusing at first, as there's a lot of context heavy stuff, but it responded pretty well and grappling accurately is no big deal. Not sure I understand the momentum comment, as it seems quite important as you're going about, so much so in fact that releasing at the wrong angle fucks up your jump pretty radically. I didn't find the aiming too difficult either, but maybe I was just playing against a bunch of people who gave me too much time to do so, I dunno. I'll tell you what though, swinging in to the snipers nest, zip line kicking a guy off a stage, having him grab back on and fling himself up only to pop him point blank with a snipe is extremely satisfying. I didn't really care about the multi in the game, and the demo confirms that the swing mechanic works well, so I'm still pumped about the SP experience later. MP Is a bit too chaotic for it's own good, though. Maybe if other players calmed down a bit they'd get more than one kill a round, but I don't see that happening. (Anyone understand the purpose of the score and score multiplier? I came in second once while having more POINTS, but one less kill than a guy. Is it used for some other non-DM mode?) |
My bet is that Deathmatch (and most likely other modes) will have a setting to rank people by kills/deaths or score. They probably overlooked that when they threw together the demo, or they felt that removing the score count just for appearances would be more effort than it was worth. Though, it may also settle ties when ranking by kills (and vice-versa).
Like Skills, I am unfazed by the blehness of the demo. Looking forward to the retail release. |
After a few more matches, I'm starting to reconsider.
The game still feels awkward as all fuck, and the lag issues don't help what is already an incredibly chaotic experience, but the swinging action is something I'm starting to come to terms with. As is often the case, the SP campaign probably has a lot more sheen to it in general. Even in light of numerous questionable design choices, I can see BC's multiplayer being enjoyable when it's not an indiscriminate KILL-EVERYBODY-YOU-SEE maelstrom. Maybe I'll rent it once it's out. |
Just came home from some rounds playing the MP demo at work, and I have to unload some complaints about it. I find it utterly baffling that they released this demo, which I consider to the most compelling argument against buying this game that I've seen so far. I never expected the multiplayer to be good in this game, but that it'd look like shit? I didn't expect that. Aside from that I also found it to be un-fun in general, there was no sense of joy when swinging around at all, and I just found the whole experience alternatingly baffling and frustrating.
Why would they release a multiplayer demo? Did they think it was fun to play this game in multiplayer? What should I expect from the single player and the rest of the game, if they choose to use this as a demo? It's just brought up a lot of questions that I didn't have before. I was going to get this game at launch, but now I'm not so sure... I'm not saying the actual final product will definitely be bad (I certainly won't be playing the multiplayer if I do decide to get it, but then I never do), but I just can't wrap my head around the fact that they actually released this. |
That was the best damn lobby ever conceived by man. Even by bionic man.
Seriously though, that was fairly unimpressive (except for the lobby). It felt like the demo for a mediocre XBLA game. The aiming was kind of awkward and the swinging didn't feel nearly as fluid as it should've been. I was more curious about the single player game to begin with, but apparently they didn't see fit to even bother with a demo for that. If they want me to judge by the multiplayer alone then at least they've saved me some money. |
My .02cr
So I've been tooling around the MP demo over the past few days; sure, I think Grin should have allowed folks to set up their own matches, but I found the actual boots-on-ground experience fun in a fast-paced old-school way. Odds are you'll find five minutes zipping by before you know it (a series of time warnings - 60s, 30s, and countdown from 10s, for instance - would've been appreciated).
To attempt answering BF's question about scoring: the multipliers are intended to encourage kill streaks (and, therefore, fast-and-furious gameplay); and you get bonus points for killing folks with zip-kicks (and, I would guess, a good old-fashioned beatdown) and while they're airborne. And yes, the piano arrangement of the Bionic Commando theme works nicely; it'll be interesting to see what else the music team spins up. |
The more I play this demo, the more tolerant I am of the multiplayer. It's weird.
I've gotten used to the aiming, mostly (though I still don't know how the grenade detonation works). I've noticed the quality of the competition has evolved a bit too, as more and more people are becoming less spastic and more clever with their grapple-work to beat enemies. Now that I'm pretty good with timing my swings, it's gone from pretty fun to immensely enjoyable. Not saying multiplayer has been saved from mediocrity, but it's at least proven to me that the main mechanics of the game work. |
So apparently there's a hidden option for setting up private matches in the Bionic Commando demo, if anyone fancies giving this a try:
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Better than nothing. Hopefully I'll see you guys on there tonight when I get home.
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It took us a second (ok, more than a second, Mo0 figured it out) to realize exactly what needed to be done. Your friend has to send you an invite from any other game, not from inside the Bionic demo itself, then you can create the lobby using the above method.
Had a blast playing with Mo0/Garr/Tritoch/miles just now, even though the latter two seem to dislike the experience. Garr is ridiculous with that DfA shit. >=( |
So the game came out.
So far? Loving it. Achievements net you in-game bonuses (for example, getting the Close Up achievement reduces the spread of the pistol when zoomed in). That's something a lot more games need to do. |
Went to the launch party of the game in Sweden tonight. Damn, the single player seems really fun from what I could play of it there. Sound was fantastic, graphics looked a lot better than that ridiculous multiplayer demo, too. I think the game goes on sale here Friday, but I'm glad I didn't cancel my preorder. Looking forward to it again now.
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Just so everyone's clear, this is not a sandbox style game (at least, not yet). You may think that there's a big open city at first, but it becomes apparent that it's just narrow corridors you follow until you reach the next checkpoint. "Radiation" in blocked off areas will kill you if you try to press on, and "irradiated objects" is just fancy talk for "places we're preventing you from grappling onto."
Still, you can grapple onto most anything else, and it's damn fun to do. There's also a bunch of different moves that weren't in the demo that are pretty fun. I just wish dying didn't wipe out your in-game achievements and collectibles that you got in that particular area, as it also removes what bonuses you've acquired for doing them. EDIT: Also, do yourself a favor and turn on the classic skin. Infinitely cooler, even if the shit voice doesn't come close to matching his looks. |
Haha, man. I'm glad I'm not the only one who dislikes Grin's character designer.
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I haven't really been reading the reviews, but I certainly didn't expect it to be a sandbox style game. I'm almost positive that was never in the plans. It would be fun as a sandbox game I guess (but so would every other game basically, sandbox games are inherently fun :3:), but as far as I know this game has always been a mission-based, straightforward action game. ¯\(º_o)/¯
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But the trailer had BUILDINGS and shit. A city! YOU MUST ASSUME IT IS FREE TO ROAM. And then complain when it is not!
My one gripe so far is the death = resetting of collectibles/challenges for the current area. Also that the collectibles are waaaaaaaay too easy to find. Most are in plain sight and the rest come with very little exploration at all. That said, I'm having a lot of fun throwing cars at people. Maybe some of the other multiplayer maps will have tossables? I dunno, haven't looked into it. Also, if you're going to have the character design be a straight up copy of Ronon Dex from Stargate Atlantis just have Jason Momoa do the voice work, even though he sounds like a dingus, because even that'd be better than...whatever the fuck it is we got. |
This is me completely disagreeing about the voice work but also saying the game is BBBAllin' Where the fuck is my soundtrack already capcom?
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Honestly, I don't care that it's level-based. I like not having to putter and wander around looking for collectibles or even just the correct way to the next mission. The levels give you plenty of objects to grapple onto and thus you're afforded many different ways to travel, and that's enough for me. I really hope this game sells. I think they're on the cusp of something really great, but it gets bogged with some crummy elements that could be easily fixed in a sequel (precise aiming with things other than the sniper rifle, the loss of collectibles and in-game achievements upon death, etcetera). |
There's more lateral freedom in the later stages (especially end of Act 2, Chapter 3), in the port. You need it to because there's lots of fireball throwing assholes.
Game's kinda short. Bought Wednesday, finished just about an hour ago. I wish there was a total time clock. The Biomech fights were the only things that got a tad annoying. Oftentimes you wouldn't be given enough places to move and get behind them, and it felt more like luck when they didn't face you fast enough so you could get the zipkick in rather than you actually outsmarting or out maneuvering them. Rest of it is pretty ace though, and my GOD, the soundtrack. I was also extremely amused by the "skip" function of the dialogue during a certain boss fight. Instead of hearing the boss's speech, Spencer would just yell "Would you shut the FUCK UP" and cut it short. Ending leaves little room for a sequel, all things considered. Although I totally hope for one because the minor niggles could be ironed out into something god damn HYPER AWESOME. Also I hear CTF Multi is pretty sweet. Anyone tried it yet to confirm? Also also, Commando is tearing me a new asshole. |
Okay, I just had a weird dialogue thing happen to me, too. Fought the giant worm robot thing right now and died. Ordinarily the beginning dialogue is:
Joe: "Spencer, there's no way out. You're going to have to fight it." Spencer: "My pleasure." Instead, I got this on my second try: "Spencer, there's no way out. You're going to have to fuck it." "Um..." |
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The thing Toku mentions is just the skip function though, and not any altered dialogue on retry, so it's not the same thing. |
Ok, I'm incapable of figuring things out.
The fireball throwing biomechs have a weakness. You can shoot the fireball as they're charging it and it'll blow up and cause them to hang in the air for a moment. It's not quite intuitive when you're trying to figure this out, and I did accidentally just now on my Commando run, but maybe it'll help someone to have this info ahead of time. SO MANY WASTED GRENADES. ----- Edit: Yeah, after figuring out the weakness to the fireball assholes, the later parts of Commando went relatively easily. The boss on the crab near the end can instant kill you if he hits you with anything, so that was a little tricky, but otherwise not too bad. I was anticipating it being a lot worse, but once you learn that you have to play more conservative (less whip usage, more DFA, for example) and lots and lots of kite tosses for the heavies, you'll adjust pretty quick. Forces you to really get that swing down to second nature, especially versus snipers because they can fuck you up quick. Damn intense though, that fight before the worm, with the music and the SHIT LOADS of guys, and the OH GOD I WILL DIE IN TWO SECONDS IF I FUCK UP. Just make sure you have all three armour upgrades and it won't be that bad. =o |
Ok, to the three manly men who bought this shit because they have a functioning pair of testiclates, some awesome is going down.
Amazon.com: Bionic Commando: Original Game Soundtrack: Music Yeehaw. |
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Simply put, if you don't buy at least "The Gauntlet," you are an individual who hates fun.
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Just buy the damn disc, you boobs. :(
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Honestly, Skills, that shit is just getting copied onto my computer anyway.
Spoiler:
Follow my or Skills' lead, people. |
I could make a quality argument and go into "I'd buy FLACs" but it's an entirely superfluous argument considering we're both the cool dudes buying the shit here instead of everyone else sitting there and masturbating into a jar.
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Im debating purchasing CD or the mp3. I'm being impatient and don't want to wait for the cd.
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You can't lose either way. The download is a couple bucks cheaper, while the disc is a nice physical, non-burned copy of the OST you can put up somewhere.
You're getting the ridiculously phenomenal soundtrack regardless, so there's no bad choice here. |
Well, the game has finally been released properly. By that, I mean, the PC version is available and solves all of the problems that plagued the awful console versions.
Perhaps these issues bothered some folks less, but the terrible framerate and constant (lengthy) load screens destroy the original release. I simply couldn't deal with it. It really made the game feel like a chore. The PC version, however, moves at a rock solid 60 fps and requires nothing more than 3-4 seconds to load (or reload) a level. Basically, the game is now fixed and the results are so much more fun. |
Playing this game now for the first time and having a blast! Taking polycrafts down with your mighty boots is pure win.
Btw, what's behind the big door you encounter in the start of Fissure location? It says you need some purple matrix from BC: Rearmed (which was released a year ago!). Is there any way to cheat your way through? |
No, there is no cheat to unlock it.
I've yet to get through it since it requires all Yashichis from Rearmed (something I've been meaning to do), but from what I can recall hearing, it's Spoiler:
They made it so that the more "interesting" bonuses (RAD skin, prototype weapon) are more easily obtained. |
In true Amazon fashion, the disc is in stock, but they don't feel like actually shipping it for two weeks.
So I won't get it until the end of August. Or something. :( Edit: Or maybe not. It's listed as in stock on the site, but apparently after contacting the department directly about this, they said that's an error. Maybe there was another delay of some kind. |
So I finally got around to playing this, and I'm highly disturbed by what seems to be the ending.
Spoiler:
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WolfDemon
There is only one ending. Spoiler:
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I personally didn't think of him as the final boss, but more of a... resolution to the story? I thought it was minimalist-- a bit cheesy, perhaps, but ultimately satisfying.
For the Sniper, he's given a name (as I happened to look for the man who does his voice in the credits, and there it was). I mean, I can't remember it, but maybe there's your reason to play it again. something about the ending:
And if you haven't done so yet, go and read the translation of the second Morse code message. |
The morse Code in the end:
-... . ... - .- . - .. --. . .-.-.- / .- ..- ... ..-. ..- . .... .-. ..- -. --. / ...- --- -. / .--. .... .- ... . / --.. .-- . .. / ...- --- .-. -... . .-. . .. - . - .-.-.- / .- -.- - .. ...- .. . .-. . / .--. .-. --- .--- . -.- - / .- .-.. -... .- - .-. --- ... ... .-.-.- BESTAETIGE. AUSFUEHRUNG VON PHASE ZWEI VORBEREITET. AKTIVIERE PROJEKT ALBATROSS. CONFIRMED. IMPLEMENTATION OF PHASE TWO. ACTIVATE PROJECT ALBATROSS. |
I would spoiler tag that bitch.
But yes, there you go, guys. |
I read the translation for the second message and it says something about
Spoiler:
Oh, someone posted it. |
Too bad with how poorly the game sold I doubt this is getting a sequel ANYTIME soon and if it does, I doubt it'll be anything like this. I know some of you will be happy about that but I'd definitely be ='(.
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