Bionic Commando

released on Dec 31, 1987

For two years, your people have struggled against the relentless onslaught of invading forces. With your army reduced to a handful and your artillery depleted, further resistance seems impossible. But in a hidden underground laboratory, a team of scientists has at least perfected a new kind of fighting machinery: a bionic arm that extends and contracts, providing unheard-of strength and maneuverability. Combined with an arsenal of rapid-fire, armor-piercing, and heat-seeking weaponry, this will put the power of an entire army in the hands of one man... one carefully chosen soldier, who has what it takes to become a new breed of unstoppable commando... a Bionic Commando. And you are that soldier! Your mission will take you through the heavily-patrolled wilderness surrounding the enemy headquarters, and into the very heart of the fortress itself. Even to the most courageous soldier, it would seem an impossible challenge. But there has never been a soldier like the Bionic Commando!


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The first game to really implement the grappling hook mechanic, despite some earlier titles playing around with the idea a bit. It's held back by the difficulty which, like with Ghosts 'n Goblins seems to have been primarily designed as a coin muncher first.

Got bored halfway. Stopped playing.

Los dos primeros minutos están bien porque son "EL GAAANCHO", ya luego te das cuenta de que el juego es malo con ganas y bastante feo.

Imagine you protagonice a shitty arcade game yet you somehow are still popular enough to get brought back as a gritty 2009 remake and then they make your bionic arm your wife

In the Communication Room you can choose "Wire Tapping" or Comunicate" but it is writen in a way that made me think it said "Comuniwire: " with the option to call either your friend Cate or your other friend called Tapping who is always pissed off for some reason.

They had a cool Idea with the Grapple Mechanic and it is executed well enough. Also has amazing music. The game is kinda difficult so I could never beat the final stages

You ever have that moment where you can't think of an intro for a review, so you decide to just reuse an intro you used from a previous one? Yeah, that.

Over the many years that they have been a company, Capcom has created many franchises, with them still making entries for a good number of them to this very day. However, there have been plenty of franchises they have made that they let slowly die over the years with a major lack of releases, such as Dino Crisis, Dead Rising, and Strider. And out of all of their dead franchises, Bionic Commando is certainly one that existed at one point.

When it comes to the original Bionic Commando made for the arcades, I can say that I didn't really like my time with it. I can see what it is trying to do, and it does have some value to it when it comes to experimentation, but it didn't win me over with how it was executed.

The story is pretty standard for an 80s action setting like this, the graphics are pretty good for the arcade, the music isn't too noteworthy, but it can be a good listen, the control is somewhat hard to get a grasp of, but you can get the hang of it after a bit, and the gameplay is pretty standard for a 2D shooter, but the gimmicks that it utilizes are unique for the time, but not really what I would prefer.

Like I mentioned, it is your standard arcade 2D side-scrolling shooter, where you move from left to right, shooting enemies, getting items to upgrade your arsenal, and defeat bosses. All of this works as you would expect, and despite the fact that the game is pretty damn hard, it is to be expected because it is an arcade game. The main problem that I have with the game, and the one that makes me not like it that much, is the main gimmick: the bionic arm.

You can't jump in this game. Instead, you use your arm to pull yourself up onto platforms, as well as swinging yourself onto other platforms that you wouldn't be able to reach otherwise. Now, on paper, this is actually a pretty cool idea, giving you a different way of maneuvering around levels that other games at the time wouldn't do. In execution, however, it is extremely awkward and frustrating. The hit detection on most surfaces is clear to where you can grapple onto them easily, but a good number of times, it won't properly detect your arm, or it will throw you not far enough when swinging. With those limitations presented, coupled again with the amount of enemies you deal with and the difficulty, it is more frustrating then anything. Thankfully, the game is really short, so you don't have to deal with it for that long.

Overall, while I do appreciate what it is trying to do, it just does not work with me, and without too much else to make it stand out, it doesn't seem like it would be worth your time. I just hope that future games in the series executes this idea better.

Game #91