A perfect swing mechanic is betrayed by poor design and an embarrassing story
Bionic Commando does not make a fantastic first impression, as the first thing a player must contend with upon starting a new game is the plot. Original protagonist Spencer starts the game freed from death row (after being basically set up by the government) by old partner Super Joe in order to discover and defeat a group of terrorists who have destroyed Ascension City with a massive bomb. It's an odd turn for a franchise founded in 80s action-movie cheese, and it never quite fits. None of the characters are likable, and while the insane twists (you'll never guess how the subplot about Spencer's missing wife is resolved), hokey characters, macho anger, and 'mature' cursing might have been saved with the addition of a little more levity, the story seems doggedly insistent on being serious. Despite the best efforts of a talented vocal cast, it is embarrassing to watch.
On top of that, the game opens without Spencer having access to the abilities of his bionic arm. The first gamplay scenario you fight through forces you to rely solely on your gunplay, which feels pretty uninspiring, as the weapons have no real kick (especially your starting pistol). Yet the action scenarios improve as the game progresses, as Spencer gains new bionic abilities and encounters more open levels to use them in. The physics-based swinging feels different from other 3D swinging titles you might compare the game to, yet with the full control you have over your momentum and your arm, navigating the levels is easy, and achieving full mastery of movement with your arm is very rewarding.
The arm also has a number of combat abilities, starting with the always-fun zip kick (ramming yourself at top speed at your foes to send them flying), and leading to the ability to grab and throw objects and enemies at each other. The abilities your arm provides amplify the gunplay, and the combination gives you tons of possibilities as you fight the terrorists and their mechanical armor. Various challenges that improve your abilities encourage you to experiment with different modes of attack. Ultimately, you will feel as badass as you should.
Unfortunately, while collectibles seem to encourage you to look through every nook and cranny of Ascension City, the level design drastically limits your ability to explore. While most levels seem open, blue glowing radiation marks a hard limit on where you can go, and it can appear suddenly and kill you as quickly as any foe. Not only that, but collectibles and challenges you have achieved after a checkpoint are lost upon death. Even after you beat a game, the seemingly inviting level jump feature prevents the acquisition of any challenges or collectibles. This set of baffling decisions encourages the player to ignore the periphery of the environment and barrel down its linear corridors towards the game's disappointing conclusion, speeding up your six-to-eight hour journey from Ascension City's streets to its parks and ports. Limited multiplayer options likely won't keep your attention long, as combat becomes less exciting and more confusing when your foes are as mobile as you are.
Bionic Commando's strong foundation is ultimately betrayed by numerous weaknesses, every high point tempered by a corresponding low. Exhilarating movement is hemmed in by limited levels that punish exploration. Clever combat and challenge-based character progression is hurt by an archaic and punishing checkpoint system which penalizes death more harshly than is fair or sensible. And the plot… I've already given it far too much attention.
It's a shame to see such strong ideas hindered by such strange design decisions.