Showing posts with label Bionic Commando. Show all posts
Showing posts with label Bionic Commando. Show all posts

Monday, August 25, 2008

Welcome to the Swinger's Club

The past few days I've been focusing almost solely on Bionic Commando Re-Armed. It is completely awesome, being faithful to the NES original in all the right ways, and making improvements in all the right places.

The bionic arm swing mechanic takes some getting used to, of course, but you learn to live without a jump button (or you get frustrated and quit playing). The game at times demands an incredible amount of precision in your grappling, but for the most part that stuff is confined to times when you are hunting down optional secrets. However, you can really feel yourself getting more and more skilled at flying through the levels grappling from one place to the next, with your feet only hitting the ground when necessary. This is what made Bionic Commando so unique and awesome 20 years ago, and keeps it so to this day. I hope the 3D 'modern style' Bionic Commando game feels this cool.

I finished the game tonight--on easy mode, because I value my sanity--and managed to find every piece of equipment, and every little cleverly-hidden secret, so far as I can tell. There are a couple of blanks left in the database, but I'm thinking those are unlocked by stuff you encounter on the higher difficulty settings.

There are two distinct areas to BCR's challenge factor, a) the environment itself, and b) the enemies. The stages are more or less identical on easy, though there are some phantom safety platforms provided over pits and spikes from time to time, especially in the last two or three stages. Where it feels like there is a ton of difference is in the enemies, the bosses in particular. Most run-of-the-mill enemies died with just a few shots, and the bosses were all extremely easy. Most of them I beat two or three times, since I was running each stage several times to root out all of the secrets. I get the feeling that on hard or super hard mode, these bosses could be incredibly cheap, whereas the stages aren't going to change all that much.

If you're looking for a good challenge based solely on the terrain (or lack of it) you have to navigate, there are the 60+ challenge rooms you can attempt. I've done about 9 or so, and already they're getting into Braid territory where you'll look at it and think "how in the fuck?" Good stuff. I've already pulled off a few maneuvers you'd think impossible at first glance.

All in all, BCR is great. If you liked Bionic Commando, you'll love what they've done with it here. If you're new to it altogether, try the demo. I can see the uninitiated being thrown for a loop to begin with, but it really is worth it to stick with it until you've got the hang of it, so to speak.

Sunday, August 17, 2008

2D Alive And Well

And to think, a decade or more ago, Sony was actively discouraging 2D games on their new PlayStation hardware. Rumor had it even a masterpiece like Castlevania: Symphony of the Night almost couldn't get by their wrong-headed policies at the time.

These days, I'm up to my ears in 2D. Over the last couple of weeks, the stars have aligned, great old ones hidden in the folds of the cosmos have stirred, and a grand convergence has been set into motion. These are but a few of our new bi-dimensional overlords, those whose calls I personally have heard and obeyed: Geometry Wars 2, Pixel Junk Eden, Bionic Commando Re-armed, Braid, Mega Man X, Mega Man Zero, and Diablo II. Neglected altars of worship, soon to have the dust and cobwebs swept away from their forbidding forms include: Alien Hominid HD, Contra 4, Einhander, Ikaruga, R-Type, New SMB, and a number of Castlevania adventures. This is to say nothing of upcoming titles like Castle Crashers, or non-action games that are by their nature 2D, things like Puzzle Quest: Galactrix or 16-bit style JRPGs, which I have a number of waiting to be attended to.

I've completed Act II in Diablo II now, and that Duriel was a tough fight. He tore through my Shadow Warrior minion while I was trying to lay flame traps around him, and I had no choice but to get up close and personal with him, hand-to-hand MNK style, while my rogue hireling feathered him from afar with fire arrows. I was using a combination of health/mana draining charged strikes and the explosive kick finishing attack. I never died, but I did have to use a couple of town portals to get a quick heal and restock potions and revive the minions. My assassin is up to level 22 or 23 at this point.

I got my first couple of PSN trophies in Pixel Junk Eden. Not much to say about this; it's good to kill a few minutes here and there, before or after watching a movie on the PS3. It's pretty relaxing and chill. Coincidentally, it has a swing mechanic, not unlike Bionic Commando Re-armed, which I picked up this week, also on PSN. I bought it immediately to support the team working on it at Capcom in Osaka (I'm sympathetic fellow gaijin trying to carve out a place in Japan). Those guys have a podcast that is just hilarious. Of course I planned to get it eventually, so I thought I might as well help them get the best release week possible. I haven't spent a lot of time with it yet, but I'm liking what I've seen so far. I was a fan of the NES Bionic Commando back in the day.

Mega Man Zero is insanely difficult, so much so that it made me want to go back and see if Mega Man X was also that hard, and I was just better at this stuff when I was a kid. I also was interested in the X series since the only one I ever played was the first, so I found a copy of the X collection for PS2 on the cheap. I've been playing the first game over the past couple of weeks, and it's definitely not easy. I don't think it's quite as tough as MM Zero, but it's no walk in the park. At this point I've taken down 5 of the 8 initial robot masters. These guys will fuck you up if you go in there without the right weapon. I was only able to beat two of them with the plain old mega buster, but once the pieces start to fall into place and you get the appropriate weapons, they go down easier. I remember the final battle vs Sigma being one of the hardest I had ever fought at the time, and I'm interested to see it now, almost 15 years later.

I wasn't too keen on Braid, with the strange aesthetic and high(er) price point, but with the whole internet going gaga over it, and the creator coming off as an honest and interesting guy in interviews, I decided to check out the demo. Well, I'm glad I did, because I like the game. Before I'd even finished the demo I was damn impressed it. Sometimes you just have to see it first-hand to understand. The art style (particularly the character and enemy designs) aren't my favorites, but otherwise it's beautiful in HD, and the puzzles are just nuts. It's mind-bending in the same way Portal was last year.

I'm still not totally convinced this game needed to be $15 with some of the incredible XBLA games that are only $10, though. It's not that I have a problem with spending $15 on a game like this (Puzzle Quest was $15, too), it's just you'd expect things of like quality to be of like price. Is Braid really worth 1.5 times Geometry Wars 2? I guess the question is why do we expect price to be a function of quality/quantity, when at retail everything from Bioshock to the shittiest movie cash-in costs the same $60?