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		<title>Bionic Commando Rearmed (review)</title>
		<link>http://doloco.com/bionic-commando-rearmed-review/</link>
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		<pubDate>Thu, 28 Aug 2008 10:37:18 +0000</pubDate>
		<dc:creator>DoLoCo</dc:creator>
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		<guid isPermaLink="false">http://doloco.com/?p=59</guid>
		<description><![CDATA[What's the best way to remake a classic 1980s NES game?]]></description>
			<content:encoded><![CDATA[<div id="attachment_78" class="wp-caption aligncenter" style="width: 510px"><a href="http://doloco.com/wp-content/uploads/2008/08/315_content_lightbox.jpg"><img class="size-full wp-image-78" title="315_content_lightbox" src="http://doloco.com/wp-content/uploads/2008/08/315_content_lightbox.jpg" alt="The bionic commando faces one of Rearmed's impressive bosses." width="500" height="288" /></a><p class="wp-caption-text">The bionic commando faces one of Rearmed</p></div>
<p><strong>PSN, XBLA, PC. 2008. ★★★★ (4/5)<br />
</strong></p>
<p>What&#8217;s the best way to remake a classic 1980s NES game? Do you update it with a cartoon aesthetic that would suit a Flash game on the web, or do you shoehorn eight-bit graphics and gameplay onto a next-gen console without revision? Capcom has tried both approaches with its downloadable resurrections of the <em>Commando</em>, <em>1942</em>, and <em>Megaman</em> franchises, but with <em>Bionic Commando: Rearmed</em>, it&#8217;s taken a far more appealing middle path.</p>
<p>Where 8-bit aesthetics on high-def platforms are concerned, it hits the sweet spot. For instance, there is a suite of graphical touches that reference eight-bit pixelation, including the extra life icon, the world map, and a cute <em>Megaman</em> reference on a poster that reads &#8220;wear a helmet.&#8221; The remixed retro soundtrack evokes its heritage without subjecting players to constant NES-era bleeps and blorps à la <em>Dragon Quest</em>, and it even includes the theme from <em>Commando</em> that was so disappointingly missing from <em>Wolf of the Battlefield</em>. But at the same time, it&#8217;s all refreshingly new—the HD graphics have the clean-cut look of pre-rendered 3d animation, and some levels feature atmospheric weather effects that clearly show how far videogame graphics have come in the past twenty years.</p>
<p>Gameplay remains the same as the 1988 NES version. Here, too, there&#8217;s a feeling that mingles freshness with nostalgia. It&#8217;s simple shooting and platforming, but with a unique mechanic: the hero cannot jump. Instead, he can swing on and up to platforms with his extendable bionic arm. Beating the satisfyingly large bosses at the end of each level delivers a new weapon or upgrade that will be useful or even essential in the areas that follow, but there&#8217;s little backtracking to explore areas unlocked by these new abilities, as there is in the <em>Metroid</em> and <em>Castlevania </em>series.</p>
<p>There are six to ten hours of gameplay here for most, bulked out by a large number of &#8220;challenge rooms&#8221;: time-trials through a succession of increasingly difficult tests of the player&#8217;s use of the hero&#8217;s swinging abilities. These reveal the depth of possibilities created by <em>Bionic Commando</em>&#8217;s simple mechanic. Ultimately, it&#8217;s the extreme satisfaction to be had from mastering use of the arm (with the caveat that the PS3 controller makes it relatively difficult to execute essential diagonal-up motions) that has kept this game as enjoyable now—far more so than many contemporary games—as it was when first released. </p>
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