Bionic Commando Rearmed 2 Review

The downloadable Bionic Commando Rearmed was seen as the good cop to its
 disc-based counterpart’s bad cop. The former fully embraced the 
original NES game’s unique charms and blended it with sleek presentation
 and remixes of classic tunes. Rearmed did well enough to garner a 
sequel, while the dreadlocked Spencer from the console version isn’t 
doing anything outside of appearing in Marvel vs. Capcom 3.
With 
Rearmed 2, developer Fatshark (made up of ex-Grin staffers) was free to 
go off the rails of the remake train and make whatever it wanted. The 
best new feature is easily the jump. Swinging through levels now feels 
much more natural, since jumping allows you to create momentum even if 
there’s nothing overhead. Purists can beat all the levels without 
jumping for an achievement, but I’d recommend waiting until you beat the
 game to unlock the retro difficulty that disables the jump 
button.
Some fans may miss the hacking sequences or the 
overhead shooter sections, but I found the sniper and helicopter 
diversions to be adequate substitutes. These maintain the 2.5D viewing 
angle and place a massive crosshair on the screen, allowing players to 
rain down hot fury on unsuspecting soldiers and robots without fear of 
counterattack. I do miss eavesdropping on doltish enemy soldier 
conversations as they speak candidly about the upcoming boss’ critical 
weaknesses. Now the dialog between Spencer and enemies falls flat, and 
the Teen rating foretells the disappointing lack of head explosion at 
the end.
Spencer has plenty of weapons at his disposal this time 
around like a shotgun, bazooka, and a magnetic gun. Most of these only 
have three to seven rounds of ammo, and I killed myself with the napalm 
gun more than any enemy. Thankfully, the default pistol more than 
handles any foe; most of the time I’d only use alt weapons like the 
electric gun for puzzles, then switch right back to the pistol.
 
Spencer
 can also equip an active and passive ability to suit the situation at 
hand. Passive abilities include things like health or ammo regen, extra 
speed, or an item magnet that pulls pickups toward you. The active 
roster features items like grenades, a melee claw attack, and an electro
 claw. Some abilities are just plain useless, and going to the menu to 
change them is a hassle. Weapons have a nice quick swap, but abilities 
require you to dig through menus instead of using something like an 
instant radial menu.
I mostly used health regen paired with the 
grenade because they’re the logical offensive and defensive choice. 
Later I enjoyed using the attack drones, but then another destructible 
wall would show up and I’d switch back to grenade. The problem is that 
some abilities are just plain useless, and going to the menu to change 
them is a hassle. Weapons have a nice quick swap, but abilities require 
you to dig through menus instead of using something like an instant 
radial menu.
Even though the levels look different with a variety
 of backdrops, the underlying skeletons all feel very similar. Outside 
of a few gimmicky stages like the helicopter rides or an escape from 
rising water, the levels feel like repetitive journeys from point A to 
point B filled with the same five easily conquered enemy types. Most 
stages end with an anti-climactic crossing of an invisible finish line 
or walking through a nondescript door. I will give credit to the clever 
stage before the last battle, and replaying levels to search for secret 
items and complete puzzles is fun.
Bosses don’t require as much 
creative use of Spencer’s tools to defeat, but they’re a decent enough 
challenge. I was disappointed that two of them are repeated with very 
minor changes, and the last boss is easier to beat than a couple of the 
earlier ones.
Overall, I didn’t like this as much as the first 
game, but there’s still plenty worth checking out when you get around to
 it. Rearmed 2 isn’t a “must-play instantly” game by any means, but it 
still ranks above Spencer’s awful console reboot.
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