Spencer traverses several areas, eliminating many Imperial leaders along his way. As he progresses, he finds new technology and travels deeper behind enemy lines. The plot culminates as Super Joe is rescued from the bionic Imperial soldier Gottfried Groeder, and both Spencer and Joe set out to destroy the Albatross project. During the mission, Spencer encounters "The Leader", the resurrected head of the Imperial forces. Spencer defeats The Leader, and together with Super Joe destroys the Albatross. The game ends with both heroes hanging onto a helicopter, flying off as the Albatross explodes.
Spencer earns a variety of weaponry and items by defeating level bosses. Some items and weapons must be acquired before certain areas can be entered: for example, the player must locate flares that can then be used to illuminate dark areas. Levels are presented to the player as an overworld-style tactical map showing friendly and enemy areas. The player controls a helicopter to move between areas, and can then select to infiltrate that area on foot. While in the overworld view, enemy convoys will also move between areas. If the player's helicopter encounters a convoy, the player must fight through it on foot and destroy the enemy anti-air truck before the helicopter can proceed. Such levels are presented from a top-down perspective.
Developers found that adjusting the original gameplay to a 3D engine required dismissal of conventional physics. For example, the player cannot walk past a barrel placed in their way, however they are able to swing through the object. "The swing mechanic [is] based on the original [and so is] totally physically incorrect," noted Gameplay Programmer Bertil Hörberg. Hörberg stated that the character always swings at the same speed and releases at the same angle regardless of player input. Weapons were also redesigned, with each weapon being rebalanced. "In the original [players get] the rocket launcher and [use it] for the rest of the game" stated Viklund. All of the weapons were redesigned to be useful in some form, and can now all be taken into combat, whereas previously only one weapon could be selected per area. Boss characters received not only a visual redesign, but the fights were redesigned as well to make use of Spencer's bionic abilities and weaponry. Viklund noted players "need to use the arm to beat the boss".
Challenge rooms were born of a desire to enhance the game's neutral zones. "The neutral zones in the original game weren't that interesting, so I starting thinking we could add an obstacle course in each one", Viklund said. "The bionic arm is such an unconventional mechanic that we really wanted to explore everything that it could offer", added Level Designer Viktor Viklund. Viktor Viklund cited inspiration from several NES games, including Solomon's Key, Wrecking Crew, and Ice Climber, adding that the concept was "very basic, very short stages." The game's soundtrack consists of remix versions of the original NES tracks, arranged by Simon Viklund. He described the arrangements as "the same melodies and harmonies but with a more modern sound."
In redesigning the game's protagonist, Nathan Spencer, Grin cited the characters Iceman from the movie Top Gun and Marty McFly from the Back to the Future series as visual influences in the update. For the character Super Joe, designers looked to the cowboys of the American Old West, citing actor Sam Elliott as an additional source of inspiration. 3D artists noticed early in development that due to the far distance of the camera, certain details in textures would not be noticeable. "We had to think 'less detail and more color [and] bigger shapes,'" stated 3D Artists Wendy Young and Peter Stråhle. All of the 2D character art was designed by Shinkiro, an illustrator and conceptual artist, famous for his work with the Art of Fighting and The King of Fighters series.
The game's graphics received high marks from reviews. Goldstein described as "gorgeous" and added that Rearmed is "one of the prettiest downloadable games ever made." Gerstmann also lauded the visuals and praised the color palette, backgrounds and lighting. He further noted the game's ability to remain loyal to the original visual presentation. "[It] makes enough visual references to the old game to trigger that feeling of nostalgia, but it never uses the old stuff as a crutch," stated Gerstmann. Similar praise was given in respect to the game's soundtrack, with 1UP.com's Jeremy Parish calling it "exceptional" and "a mix good enough to enjoy outside the context of the game". Stephen Woodward of GameZone also gave praise for the remixed music in the Xbox 360 version. He called it "simultaneously retro and hip."
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