Bionic Commando preview and trailer
Taking its inspiration from its 8-bit namesake released on the Nintendo Entertainment System back in 1988, Bionic Commando features Nathan Spencer, a government operative who represents the ultimate fusion of man and machine. After distinguishing himself in a fierce conflict against the Imperials, Spencer is betrayed and falsely imprisoned by the very people he unquestioningly served.
Three years later, on the day he is due to be executed for his supposed crimes, an experimental weapon detonates in Ascension City, unleashing an immensely powerful earthquake coupled with a radiation shockwave that leaves the city in ruins, wiping out its populace. Military intelligence suggests that a large terrorist search force has moved in and occupied Ascension City, but as yet their motives remain unclear. With the terrain in ruins and the terrorists in control of Ascension City’s air defences the FSA has only one option open to them – the reactivation of Nathan Spencer.
Bionic Commando harnesses the power of the latest generation of hardware to fully exploit the swing mechanic that made the original title so unique. The ruins of Ascension City and its surroundings provide an engaging environment of towering buildings, suspended roadways and monorails, deep canyons and sheer rock faces that allow gamers to traverse each area via multiple routes using swinging, rappeling, climbing and wall-walking techniques.
An expertly trained operative, Spencer is able to target and take out enemies while hanging upside down, climbing a building or even in mid-swing. At close quarters, the bionic arm packs a mean punch, while from a distance, objects such as boulders and cars can be grabbed and launched at enemies.
The development team behind Bionic Commando represents a unique and compelling collaboration of cultures and skills, consisting of an American Producer living in Japan, a Japanese Creative Advisor and highly-rated Swedish developer GRIN providing a European influence. This partnership provides a further example of Capcom’s strategy to work with the best developer talent, whilst maintaining the unique elements of creativity and approach to game design for which Capcom is renowned.
Three years later, on the day he is due to be executed for his supposed crimes, an experimental weapon detonates in Ascension City, unleashing an immensely powerful earthquake coupled with a radiation shockwave that leaves the city in ruins, wiping out its populace. Military intelligence suggests that a large terrorist search force has moved in and occupied Ascension City, but as yet their motives remain unclear. With the terrain in ruins and the terrorists in control of Ascension City’s air defences the FSA has only one option open to them – the reactivation of Nathan Spencer.
Bionic Commando harnesses the power of the latest generation of hardware to fully exploit the swing mechanic that made the original title so unique. The ruins of Ascension City and its surroundings provide an engaging environment of towering buildings, suspended roadways and monorails, deep canyons and sheer rock faces that allow gamers to traverse each area via multiple routes using swinging, rappeling, climbing and wall-walking techniques.
An expertly trained operative, Spencer is able to target and take out enemies while hanging upside down, climbing a building or even in mid-swing. At close quarters, the bionic arm packs a mean punch, while from a distance, objects such as boulders and cars can be grabbed and launched at enemies.
The development team behind Bionic Commando represents a unique and compelling collaboration of cultures and skills, consisting of an American Producer living in Japan, a Japanese Creative Advisor and highly-rated Swedish developer GRIN providing a European influence. This partnership provides a further example of Capcom’s strategy to work with the best developer talent, whilst maintaining the unique elements of creativity and approach to game design for which Capcom is renowned.
Xbox 360 Bionic Commando trailer:
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