The thrill of latching onto objects and swinging across chasms in video games never gets old. From
Super Metroid [スーパーメトロイド] to
LittleBigPlanet 2, the grappling hook has proven to be a sure way to improve a sequel.
In 1988,
Bionic Commando [ヒットラーの復活 TOP SECRET] stood out in arcades and on the Nintendo home entertainment system for replacing jumping with the ability to grapple across levels via a robotic arm. So, it’s hard to imagine the boardroom meeting that devised what has become
Bionic Commando Rearmed 2’s defining characteristic: the ability to jump.
The chiptune remixes of classic 8-bit anthems, 3-D face-lift and Saturday morning cartoon dialogue breathed much life into
Bionic Commando Rearmed (2008), a remake of the Nintendo release. But behind these changes to the aesthetics of the Nintendo original,
Rearmed stubbornly kept the elements that aged poorly. Pointless top-down shooter stages, an awkward level select screen, and repeating bosses made the 20th anniversary remake feel nonessential and dated. By the time the player mastered the momentum and timing of the hook-arm, they did not lament the absence of a jump button.
Nevertheless, its inclusion in this direct, download-only sequel does not ruin the series either. If anything gets in the way, it is the level and boss design.
No longer following the blueprint of a 20-year-old title, this sequel’s levels are often sprawling. The levels are filled with grapple points leading you upward, downward and forward as you head toward the exit, throwing barrels and bullets at any soldier that gets in Rad Spencer’s way. The ability to jump and redefined controls adds some speed to this new caterpillar-moustache-wearing Spencer that the levels don’t complement. You’ll find yourself grappling quickly only to hit a literal wall. Like a bad
Sonic the Hedgehog [ソニックザヘッジホッグ] level, having your momentum halted sours the experience. Even worse, the camera does a poor job of informing the player of their surroundings. I often found myself falling to my death because I had no clue what lied below.
The stages themselves are visually rich with detailed backdrops. Lush, green jungles and cityscapes lit with 1950s-inspired neon lights are welcomed visual tweaks. Unfortunately, all of this eye candy comes with a price. The background clutter can easily be mistaken for grapple points, leading to many frustrating deaths.
The original
Rearmed was true to the original and simplistic in its design. The player only acquired a handful of weaponsby the game’s end; each carried a unique feel and purpose. In contrast,
Rearmed 2 is chock-full of so many perks, abilities and weapons that your arsenal feels overwhelming. You will grow to hate their presence, if only because they make menu management cumbersome. It’s unbelievable that with so many unused buttons (including the directional-pad) abilities and perks have to be chosen through a menu screen that pauses the action. I found myself constantly switching between weapons, via the controller’s triggers, to suit the right occasion and wish I could have done the same with the rest of the game’s offerings.
In this sequel, bosses have become tests in patience, the soundtrack — once tuneful 8-bit remixes — has turned into dull dubstep, and the game’s story gets in the way of the action — it’s not charming, just irritable. When the game gives you a long spread to grapple across or a challenging area to traverse, it stands as the best of the series. The refined controls and jump give Spencer mobility and speed missing from previous iterations, but the poorly implemented menu, unreliable camera and inconsistent level design halt the momentum of what could have been a great game.