Bionic Commando Interview
16 May, 2009, 2:00 pm IST | by Avinash Bali
Bionic Commando's producer Ben Judd gives us the lowdown on Capcom's latest franchise reboot.
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As we gear up for Bionic Commando’s release next week, we thought we’d educate some of you ‘new gamers’ to what this 8 bit franchise will bring to the table. And giving us the lowdown is none other than Benn Judd, the game’s producer. Why remake Bionic Commando? If we are going to put aside selfish reasons due to the fact that it was one of my favorite childhood games, it would be because it featured an incredibly challenging skill-based swing game mechanic that to this day hasn’t been replicated in any other game. Many other companies have used a simplified swing mechanic but that has taken away a lot of the skill and challenge that made the original game so satisfying to master. __STARTQUOTE__We wanted a dynamic hero and to show how a hero falls from grace.__ENDQUOTE__ Could you explain to our audience (who’ve obviously not played the game) what they could look forward with this reboot? We’ve tried to replicate what made the original so great but do it in a 3D game-space. The split-second decisions you have to make when choosing your next swing point. The open areas that require you to use your arm to move from platform to platform. Of course we’ve added new bionic enemies that give Spencer (the main character) a run for his money but given him some nice Bionic Arm attacks and strengthened weapons so he can meet these new foes on an equal footing. What served as an inspiration for the new design? A movie, another game(s) perhaps? A lot of people seem to think the world is a post-apocalyptic one. That is incorrect. One of the first areas takes place in a bombed city but we show off a variety of colors in a variety of different stages that range from a lush park area to a dark and craggy cavern. The main character himself also reflects the changes he has undergone in the past 10 years from hero at the end of the original Bionic Commando to prisoner (for crimes he didn’t commit) where the 3D game begins. We wanted a dynamic hero and to show how a hero falls from grace. You can see very similar changes to the Captain American hero over the years. Did you guys borrow the grapple mechanics from Lost Planet or was it made from the ground up for this game? With the exception of “zipping” to something, no. Lost Planet doesn’t use a swing mechanic nor use the grapple as an attack. Bionic Commando is all about the wire so it is much more versatile. You don’t really need to master the grapple in Lost Planet but in Bionic Commando it is essential. |
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