Per Juhlén
Executive Producer
Time at Grin: 3 years and 6 months
Titles: GRAW1, GRAW2, Bionic Commando Rearmed, Bionic Commando.
As we are in the final stages of Bionic Commando Rearmed and Bionic Commando is getting further along, it is both interesting and useful to look back at what we have experienced.
The work on Bionic Commando has introduced a lot of new challenges to Grin as an upcoming developer and to myself as a person. Not only have we taken on the challenge to develop a game based on a classic masterpiece, we also took on the challenge of being one of the few developers working closely with a Japanese publisher.
The cultural differences are vast between Europe and Japan, that was no surprise, but still something that needs to be taken into account and is a factor that has affected the day-to-day work. Apart from these two factors, we have also faced the task of creating a game that blends the western style with the Japanese style of making games from a design perspective.
As a person working on the production side it has granted me tons of knowledge within many areas as well as numerous headaches. A common mistake within any industry is to go into a new project with the mindset that there is a right way and a wrong way, because there is not. Working in a multi-cultural development environment requires a lot of flexibility and an openness to focus on the goal and not get stuck in the process of getting there. We have focused on establishing a unified vision of every task ahead and once that is done, we just agree on the most efficient way of reaching our goal and that is when you need to share the best practice approach. That is the best piece of advice I can give to anyone, regardless whether you are running a project with friends or if you are a well established developer going into a relationship with a publisher.
Looking at Bionic Commando as a brand it definitely has some things that need to be the core around which the game is built. The original stood out because of three things: the swing mechanic and grappling hook, the cover-based gun play and the extremely slick level design that encouraged mastery of the aforementioned mechanics. Well, the music was great as well, which it will be in Bionic Commando Rearmed and Bionic Commando too. (I guess other points will be brought up as well just to flame me).
Bionic Commando Rearmed is a different matter, since it is so closely based on the original title and with the focus of building out an already excellent feature set. The 3D version however introduces so many new possibilities and in them tough design challenges.
We have built the game around the same key components as the original but adapted them to 3D free roaming environments. So the new game play introductions came naturally when designing the game - if you have a grappling hook that you have full control over what would you do? Of course you want to be able to interact with background objects and enemies, throw objects at enemies, use it in close combat and also a mean for transportation.
And what would Bionic Commando be without guns and gun fights, well, not Bionic Commando. So we implemented a straight-forward and well-balanced gun fighting system that works well together with the swing mechanic. Things needs to be handled on a slightly higher level due to the speed with which you can travel and the greater distances that this requires. So naturally the levels need to be designed around the grappling hook being your way of exploring the game and all the possibilities that it introduces.
And this time around you will have various multiplayer modes on both titles which will give you the opportunity to enjoy the games a long time after you have played through the single player campaigns.
Both Bionic Commando Rearmed and Bionic Commando are exceptional games and will attract the same crowd to a large extent. They are of course different in many aspects but just as the original they are focused on a few key features around which the rest of the game is designed and built. This is the vision upon which the Bionic Commando will re live its life once again and it will be unique, fun and challenging just as the original game still is.



Comments
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Keep it up
I know that you are prolly hearing from capcom and fans alike to get this done, but keep up the good work. I spent a good deal of time watching older interviews of the GRIN team, and I must say... you all keep VERY busy!Screen shots are amazing, the sound tracks are a perf 10 (Still amazed at how well they are done).
Id like to say thanx
well there may not be a right or wrong way to go about remaking a legendary game and bringing it to 3d as well as blending the western style with Japanese style, but i gotta say you guys at GRIN "F**kin schooled it" SERIOUSLY! everything i see and hear about these 2 games makes me gitty like a fat kid looking at cake. So thank you Grin and Capcom for giving me a reason to be excited about an upcoming video game again.Wow...
Yesterday I saw a movie from REarmed and one from the next gen game. The REarmed footage was from the sewer level including part of the boss, the pre boss conversation was a shuckle and the artwork was mindblowing. Nathan look's sooo cool (sorta looks like a young -red haired- Duke Nukem for some reason). This made my excitement for the game Double, no Quadruple...no wait, just double xP
Det svenska perspektivet - I like it. Make us proud Grin.
BCR!
computing......MUST...HAVE......BCR!!!...DATE....UNKNOWN.......grrrrrr...end simulation.I would die if BC:R was released while I was on vacation. I promised my girlfriend that I would not use a nearby Xbox to play the game, and hopefully I can hold true on that one...
That's the bee's knee's
Listening to you Per Juhlén is like a calming breeze blowing around my body, while resting in a clearing. The cat tails are waving and the grass is slightly damp from the dew of the night. Still at the same time it has this wild edge like in that clearing with me are 10 prostitutes.I really like your writing style, and this being the first time seeing you post is not only exciting, but also provocative. Just so you know if you were a chick I would totally be into you.........
hehe...
If you had a bionic appendage, i would totally be into you...BCR
I hope it comes soon seeing that it has been delayed for all this time but the more time the spend on it the better the game will be.I'm sure we all understand...
That there would be some "issues" with BCR being released in Germany. I'm not up 100% on their laws, but I know there are certain images, themes and content that are illegal to portray for any reason. I imagine that this may have something to do with the wait. Who knows though. Regardless, I'd love to hear a podcast come out after the game's release spilling all the skinny on what happened in the final stages of the game. Various hiccups glitches and the like I think would be of great interest to all of us. Correct me if I'm wrong, any of my Bionic brethren. I just hope I get a couple o' days notice before the release to buy some more points. I got wasted one night and spent my last 800 on a bunch of U.F.O. and giant squid TV "SHOOT!" from the history channel on xbox live. I regret my decision after viewing the lowest common denominator tripe that TV has to offer these days. I knew there was a reason I quit the tube 8 years ago.ohhh yeah
well if you were a chick in a bear costume with a bionic appendage choking me i would totally be into you..."WAIT WAT?" lol sry maybe i shouldn't post the first thing that comes to mind.
OH Faulty theres a pic of Ben with thy ARM. So are you totally into Ben?
Also, typhon, there's still reason to watch TV, I think... Top Chef is a great show. Not to mention Venture Bros. and Metalocalypse!
I'm sure Nathan Explosion would approve of Nathan Spencer... exploding Master-D's head. It is very metal.
lemme just say....
wrong appendage but oh yeah!We are za robotz
I love Deutschland. They gave us fat Americans greasy hamburgers, frankfurters, and saurkraut. But most importantly they gave us the Scorps and Kraftwerk.... I'm the operator, with my pocket calculator.? 9/30 ?
Not tryn to start a controversy but IGN is at it again with their "release date" for BC:RThey recently released a xbl page and near the bottom it shows release dates for all DLC. 9/30 ????
Whats weird is that there are 5 downloadable games dated for 9/30 which cannot be correct. (Castle Crashers is dated for the 30th also...AWESOME!!)
Anyway, I don't trust any release date until it is shown here on this site. Just wanted to let all the fans know what I've seen.
Fall Damage?
The game is looking great - but I'm a little concerned about fall damage - it doesn't look like there is any?! There should totally be fall damage! I think tt would make the game much more satisfying and add a lot of tension. I know successful swinging adds adrenaline... I just don't think it's enough, that's all. Wish there was no auto regen as per the industry norm these days as well... but, you're probably way past that point design-wise. Anyway, there it is.Fall damage
Spencer does have some beefy iron boots in the photos we've seen of them. Suffice to say that they might have some "fall damage absorption." ;) But Ben has made some comments about fall damage in a previous podcast... damned if I can remember what one it was though.Playing bionic commando
So i'm playing bionic commando right now live on stickam, in the EGnights channel.Fall Damage
Yeah I can see how the boots can absorb some damage but there should at least be some Fall Damage over a certain amount of distance. I know in the original BC there was no Fall Damage so I don't know if they're keeping it classic or if there's going to be a bit of realism to it. To be honest though I do agree fall damage would add to the intensifying gameplay to make sure you don't miss any swings.