Contents
Postmortem: Capcom/GRIN's Bionic Commando Rearmed
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [11]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Gargantuan Studios
Technical Art Director
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 21, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Postmortem: Capcom/GRIN's Bionic Commando Rearmed
by Ben Judd
5 comments
Share RSS
 
 
January 26, 2009 Article Start Page 1 of 4 Next
 

[In this in-depth Gamasutra postmortem, Capcom's Ben Judd analyzes work on 2D downloadable update Bionic Commando Rearmed, which debuted on Xbox Live Arcade, PlayStation Network and PC in 2008, examining everything from pricing to online play decisions.]

Bringing a franchise back from the dead is never an easy thing. There are probably more cases of games that have gone horribly wrong than games that have done it right. In the case of Bionic Commando, we knew it was a franchise that had a small cult following but wasn't even really financially lucrative back in the late '80s when it was originally released in the arcades and on the NES.

Advertisement

Before development on the 3D game even began I know there would be two major groups of consumers that we needed to consider:

1) Hardcore fans

By "hardcore" I mean people who would be so caught up in the nostalgia of the original game that any minor change from the original scenario, design, or graphics would immediately incur their wraith on message boards and throughout the gaming community.

2) Average (not-so-super) Joe gamer

Since the series is over 20 years old, most gamers who started gaming in the PlayStation era would have no idea what Bionic Commando was or why the people in the first group were so fond of it. Trying to convince these consumers that Bionic Commando would be a great experience would be very similar to pushing an original title (i.e. the name brand value wouldn't help out much).

Unfortunately, there just aren't enough fans of the original to make a full-fledged AAA 3D Bionic Commando a "can't miss" success, so we needed to make choices that would get someone excited about the game from the ground up.

Too many inside jokes would alienate the people who were considering picking up Bionic Commando. Too few would alienate the fans. So the big question was "what line do we walk in order to get both sides excited?"

The answer ended up being a very reasonably-priced digital download title based totally on the original game -- Bionic Commando: Rearmed.

What Went Right

1. The Announcement Trailer

Sometimes if a trailer is good enough, it can get everyone excited about a game right from day one. It was the perfect example of Capcom Japan and GRIN working together in the best way possible. Ideas on both ends were considered and in the end I still think it is one of the best digital download trailers you will find.

We started with the key idea of showing a transition of the original game into Rearmed. The obvious thing that makes Bionic Commando special is the swing mechanic so we asked GRIN if they would be able to do a transition from the original game into Rearmed in mid-swing.

Not only did they pull it off with flying colors, but Simon Viklund, the director and sound director, blended the original music into the new remixed music so well that we received requests from fans asking for that version of the stage 1 music.

Also, I'd like to say that even though we made the initial game announcement at IGN, both 1UP (bows head in moment of silence), and GameSpot allowed us to put the taglines from their reviews of the original game into the trailer as well which really helped the trailer stand out.

Of course, the other thing I'm happy about is the final communicator text, which talks about being able to use the retro costume in the 3D version if you own Bionic Commando Rearmed. We knew the trailer was going to get a lot of views, so we wanted to get the word out that for those fans who were having a problem with the 3D version's character design that there was a way to play as the classic Spencer.

Ultimately, if you are a fan of the original game then you would most likely buy Rearmed, since it is total fan service. So this way, if you bought the 3D version you'd get to play it "retro-style" as well. Getting that information out to all of the Bionic Commando fans was key, and this trailer allowed us to do it in a really great way, including the classic "Get the heck out of here you nerd" line.

 
Article Start Page 1 of 4 Next
 
Comments

Bill Boggess
profile image
Easily one of the best games of 2008; a perfect fusion of old school mechanics with a modern aesthetic. You guys should be immensely proud of what you accomplished with Bionic Commando: Rearmed and I eagerly look forward to the upcoming 3D sequel.

Nestor Forjan
profile image
Kudos on the post-mortem. It's rare to see one of those things where the writer not only begrudgingly confesses to making mistakes, but also presents them as a learning process and a game of juggling double-edged swords so clearly.

Shawn Yates
profile image
Great post-mortem. I appreciate his honesty about some of the issues they faced during development. It goes to show how things decided early on in development end up having massive repercussions near the end like shipping multiple localized versions for NA, Europe and Japan.

Nestor Forjan
profile image
Shawn Yates: Also relates to Riccitiello's recent remarks about improving pre-production processes to create better results. Interesting.

Pete -
profile image
Is there still going to be a trophy patch for the PSN version? Or is that not happening anymore?


none
 
Comment:
 


Submit Comment