US
9 MIN READ TIME

TIME EXTEND

Bionic Commando Rearmed

How an extendable arm pulled us towards a new age of downloadable gaming

Developer Grin Publisher Capcom Format 360, PC, PS3 Release 2008

The first hurdle to overcome in Bionic Commando is your instinct. You arrive at the edge of a platform, merely a short hop from the next, or find your path blocked by an unassuming crate. What you do next should be obvious, but Nathan ‘Rad’ Spencer is the rare platform game star who can’t jump, can’t even lift both feet off the ground without assistance from his extend-andretract bionic arm. When there’s no girder or spotlight above for him to latch on to and swing himself over, you have to sheepishly turn and find another way around.

With Bionic Commando Rearmed, Capcom and Swedish developer Grin may have been tempted to relax these artificial limitations, set by a 1987 arcade game and its 1988 NES successor, their two-button controllers fully occupied by multidirectional shooting and grappling. In 2008 the Xbox 360 and PS3 controllers certainly had room to afford a cybernetic soldier extra athleticism. Yet the developer held firm, unafraid to bolt new parts onto this update of the NES game but stopping short of rewiring the fundamentals. As the title suggests, it is still a platformer where arms count more than legs.

Along with that backward-looking approach comes a sense of forward thinking. Today we’re used to agile reboots, with Capcom’s own Ghosts ’N Goblins Resurrection a recent illustration, the developer sticking to its guns with a nod, a wink and some careful expansion. In 2008, Rearmed was an early example of this craft, the essence of its classic core mechanic restored and given a coat of modern varnish – and, more importantly, it was an early example of downloadable gaming. The perhaps unlikely leader of a revolution, it heralded a new 2D age tempered in history, remoulded for the present with cosmetic flourishes, quality-oflife concessions and bolstered play modes.

Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 600+ titles
Thousands of back issues
No contract or commitment
Try for 99c
SUBSCRIBE NOW
30 day trial, then just $9.99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
October 2021
VIEW IN STORE

Other Articles in this Issue


Edge
A door between two worlds
OK, here’s a test. What were you doing
Knowledge
The wisdom of crowds
With its ScavLab tech, Improbable is designing for 10,000 players at once
Gabe gear
Steam Deck: can Valve’s portable PC succeed where Steam Machines failed?
Ring of Steel
How a small Sheffield indie was entrusted with the future of boxing videogames
Escape Zoom
The Isklander trilogy mixes detective games, video calls and immersive theatre
INK CREDIBLE
Why painstaking processes make this hand-drawn platformer more authentic
Soundbytes
Game commentary in snack-sized mouthfuls
ARCADE WATCH
Keeping an eye on the coin-op gaming scene
THIS MONTH ON EDGE
When we weren’t doing everything else, we were thinking about stuff like this
Dispatches
DISPATCHES OCTOBER
Issue 361 Dialogue Send your views, using ‘Dialogue’
Trigger Happy
Shoot first, ask questions later
Unreliable Narrator
Exploring stories in games and the art of telling tales
Hype
Points of view
Camera angles are among the most important tools
THE ARTFUL ESCAPE
Is this sci-fi rock opera bound for the big time?
FAR CRY 6
Taking a stealthy look inside Ubisoft’s revolutionary guerrilla thriller
WEIRD WEST
A cowboy RPG from a team that has earned its spurs
VAMPIRE: THE MASQUERADE – BLOODHUNT
A battle royale with real teeth
SALT AND SACRIFICE
The hunt is on in Ska Studios’ twisted sequel
HEAVENLY BODIES
Ladies and gentlemen, we are floating in space
PHANTOM ABYSS
A game about survival where you run toward the ghosts
ROUNDUP
BATTLEFIELD 2042 Developer/publisher Electronic Arts (DICE) Format PC,
GO YOUR OWN WAY
Why Sable’s sumptuous sandbox is an open world that truly values player freedom
Features
PIXEL PERFECT
The game developers striving to get closer to the past, one glowing dot at a time
State Of The Art
Entering Virtual Realms, an exhibition dedicated to transferring videogames from screen to gallery
THE MAKING OF . . . MANIFOLD GARDEN
How an artist’s Escher-inspired practice project became a seven-year odyssey
NIHON FALCOM
How the longest-running Japanese RPG studio continues to blaze its own Trails
Sea Of Thieves
A progress report on the games we just can’t quit
Play
PLAY
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
Tiny wires in her ears, sliding through the city
Urban spaces in the early days of videogames
Neo: The World Ends With You
W e admit that stepping back onto Shibuya’s
Post Script
Talking sharp looks with the team behind the distinctive characters
Road 96
The journey, not the destination. That’s what a
Post Script
This is (not) America
The Great Ace Attorney Chronicles
Given the tradition of Sherlock Holmes parodies –
Post Script
Unravelling the secrets behind Great Ace Attorney’s inspirations
The Ascent
An arcology is an imagined ideal: a structure
Death’s Door
This is a distinctive twist on an established formula, and a remarkable accomplishment for a small team
Wildermyth
The kind of game that knows what you want before you do, and gives you what you never knew you needed besides
Last Stop
Approached with a soapopera mindset, Last Stop comes into focus. Like all good TV, its pleasures are cumulative
Cris Tales
From estranged families to deadly disease, every town has its own problem necessitating different solutions
Where The Heart Leads
Though the building process is simply a matter
Boomerang X
There’s a faint whisper of story here, but
No Longer Home
You’re able to rotate the camera to get
Chat
X
Pocketmags Support