Bionic Commando
One mechanic done well, everything else done adequately at best - if swinging through a ruined city sounds like enough to carry a 6-hour action game, Bionic Commando (2009) has a strong case for your attention at the right price.
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About Bionic Commando
I went in expecting a punchy third-person shooter with a gimmick arm, and came out having replayed several traversal sections purely because flinging Spencer across a bombed-out cityscape with the bionic arm feels genuinely satisfying in a way the rest of the game never quite matches. That tension - one outstanding mechanic surrounded by mediocrity - is the whole story of this 2009 GRIN-developed revival, and whether it's worth your time depends entirely on how much that one thing can carry you. The bionic arm is the spine of every positive moment here. You latch onto girders, tree branches, and building ledges to swing and climb, and stringing runs together builds real momentum once you internalize the weighted physics. The arm doubles as a weapon - you can grab enemy soldiers and use them as projectiles, or hurl cars and chunks of rubble into crowds, and those moments feel legitimately spectacular. Challenges unlock as you earn new arm abilities, rewarding kills-while-swinging and other acrobatic feats to level up your weapons. It is a clever system on paper, though the weak gunfeel undermines it in practice. The pistol, shotgun, grenade launcher, and sniper rifle all land with the same hollow thud, and enemy variety is thin throughout. Boss encounters are the clear exception - they are designed around the arm and deliver the high-flying chaos the rest of the game only hints at. The PC port is a mixed bag. Mouse and keyboard adds aiming precision but the control mapping is unpolished, tutorials still reference Xbox 360 buttons, and the Y-axis sensitivity is noticeably miscalibrated out of the box - PCGamingWiki has workarounds, but you will need them. A controller is the cleaner path. The radiation mechanic, used as an invisible-wall replacement throughout the linear levels, is the game's most criticized design choice, and fairly so. Blue-covered surfaces cut off your swing lines without warning, interrupt momentum at the worst moments, and feel arbitrary rather than designed. It is not game-breaking, but it is a persistent irritant. The story positions Nathan Spencer as a disgraced soldier-turned-reluctant-hero in a post-Bionic-Purge world where bionics have been criminalized and then desperately needed again. The setup has real potential, but the script wastes most of it on cheesy one-liners and a plot twist that lands with a thud rather than a bang. Spencer himself is a difficult protagonist to warm to, though some players report that leaning into the B-movie energy helps. Context from Bionic Commando: Rearmed is useful but not required. Where Bionic Commando lands depends on your tolerance for uneven design. It released the same summer as inFamous and Prototype - two games that offered freer, flashier traversal - and that timing hurt it commercially and critically. Played today, without those comparisons breathing down its neck, the swinging holds up as a distinct and tactile feel that neither of those games replicated. It is a short campaign, the shooting will never satisfy, and the PC version shows its age in technical corners. But for players who can accept that the arm is the game and treat guns as secondary tools rather than the point, there are several hours here worth having. Alex, Scout Team
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Game Info
- Developer
- Capcom
- Publisher
- CAPCOM CO., LTD
- Release Date
- Jul 28, 2009
