I had a chance to play Capcom's upcoming Bionic Commando sequel at the Tokyo Game Show, and have to say that I had a lot of trouble getting the swings just right. According to developer GRIN's co-founder Ulf Andersson, that's how it should be.
"We made a swing mechanism that’s not automatic. This means you have to focus a bit more, because it’s a proper mechanic instead of just a button press," Andersson told Kotaku. "It’s the core mechanic of the game. Everything in the game is built around that, from the environments to the enemy."
Is the difficulty level of the game going to scare off potential buyers? Probably. Does it stay true to the spirit of the original? Definitely.
"The original Bionic Commando was skill-based. There was a risk in jumping: you might die, you might not. We’ve stayed true to that core mood and feeling of the original in our game."
Word of advice: Spend a lot of time in the tutorial rooms before you start the game proper.
Image courtesy Capcom