Bionic Commando

“A grapple-first third-person action game whose swinging traversal and creative arm combat excel, undermined by imprecise grapple targeting and cheap late-game difficulty spikes.”

A death-row bionic soldier is reinstated to investigate the bombing and occupation of Ascension City by a pro-bionic terrorist group, and the premise turns out to be a direct continuation of the 1980s NES games rather than the reboot it superficially resembles. The tone is dark and deliberately edgy, a 2009 hallmark, with lore woven through collectible dossiers covering factions such as Bioraid, the Bionic Purge and the occupation itself. Radio chatter, voiced characters and an unexpectedly personal subplot give the corridors more texture than their shape suggests. The world-building rewards reading, which is more than most shooters of the era can claim.

Movement is the reason the game exists. Swinging traversal carries the entire experience, and it is as close to bionic Spider-Man as third-person gunplay has come: momentum builds across rooftops, the arm doubles as a grappling hook and a weapon, and the movement tutorial is among the best the era produced. Levels are short, corridor-like zones gated by irradiated areas, and the confinement chafes precisely because the swinging feels so good; the design keeps insisting on paths when the joy is in the air between them. It is telling that the strongest impulse is simply to keep swinging rather than to follow the objective.

Creative killing defines the combat. Enemies can be dispatched with punched objects, thrown corpses, zip kicks and rip attacks, and the arm functions simultaneously as movement, melee and tool in a way no cover shooter of the period attempted. Pistol, SMG, shotgun, sniper, grenade launcher and RPG fill out the conventional gunplay underneath, and the layering works: the arm elevates fights that would otherwise be standard third-person exchanges. Chokepoint arenas invite experimentation, and the game permits it generously.

Grapple targeting is the design’s central flaw, and it undermines everything the arm accomplishes. The system locks onto nearly everything, so zip kicks aimed at enemies regularly latch onto the ground beside them, and grappling intended for scenery instead grabs a passing soldier. Because targeting sits at the heart of both traversal and combat, the imprecision contaminates every interaction, and it is a plausible reason the game’s reputation never recovered. Minefield deactivation via relay hacking and other gadget interludes suffer the same fuzziness.

Difficulty tips from challenge into cheapness in the late game. Enemy swarms arrive all at once, airborne biomechs hurl energy projectiles with little counterplay, and a long worm boss punishes any failure with a lengthy redo from the start of the encounter. The spikes compare unfavourably with the rest of the campaign, where deaths are fair if frequent. None of it is broken, but the wall feels like padding for a short runtime rather than escalation.

The final act stumbles structurally. The closing sequence is a climb from Vulture to Vulture with no proper final boss, which lands oddly after hours of buildup, and the twist bound to the protagonist’s arm and a missing character arrives as a bright note the structure fails to convert into a climax. Product placement is unusually heavy even for 2009, with brands plastered across the ruins. Challenge unlockables and collectibles give completionists a reason to swing through zones again.

Where the game deserves rehabilitation is in the overall balance of its qualities. The PC version performs well and supports controllers natively, the swinging remains delightful from first minute to last, and the creative-kill sandbox is still unlike anything else from its generation. Judged against its era rather than its launch reception, it is a better game than consensus remembers, provided tolerance for the targeting is high enough.

Overall, this is a grapple-first action game whose swinging traversal and creative arm combat earn a recommendation despite imprecise grapple targeting, late-game difficulty cheese and a bossless finale. Fight the targeting as much as the enemies and the experience remains more fun than frustrating, an under-appreciated relic of its generation that deserved better than its reputation suggests.