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Bloody Roar 2: Primal Fury

Box shot

May 13, 2002

Platform: GameCube
Developer:
Hudson
Publisher:
Activision
Reviewed By: Shane "search66" Johnson

Gameplay: [7] Graphics: [7] Audio: [7] Replay: [7] Overall: [7.1]

Intro

If you look back into the recent past, most "new" consoles always produce a fantastic fighter. When the Sega Dreamcast was first introduced we were given Soul Calibur, which still happens to be one of my favorite fighters; and the XBOX produced Dead or Alive 3. I was more than surprised not to see a fighting game on the GameCubes debut lineup. I personally thought the Bloody Roar series to be a stable, yet slightly above average title; but not something that would make me lose sleep from. My expectations were fairly on target, and we get a decent (but highly mediocre) title.

If you are unfamiliar with the series of game, it combines elements from various other fighting games. Take the morphing abilities from Beast Wars throw in some interactive environments from DOA, mix some 3D from Soul Calibur and top it off with some Tekken gameplay and you might come up with a hybrid of Bloody Roar.

More than meets the eyes...

Since most fighting games in the genre have limited storyline, this one actually is a bit better than most. On earth there are two types of beings: humans and Zoanthropes. The Zoanthropes have the ability to transform into beastly beings, but their destiny and reason in life is unknown. To discovery their origins, the Zoanthropes have sponsored a cash competition where the winner takes all. Along the way a few "twists" (if you can call it that) pop up, helping to develop the vague storyline.

As mentioned, the "hook" for Bloody Roar: Primal Fury is the ability the characters have to morph into animal like players. This adds a bit of depth where other fighting games might lack. The aspects surrounding the transformations also pit some nice strategy involving into the combat schematics. Transforming requires power (which is measured on the screen), and transforming when low on power could leave yourself open to death from a minor attack from your opponent. Retrospectively, the transformed character is much more powerful and can pack quite a wallop if there combos land.

Speaking of combos... Combos have been the staple of fighting games for nearly a decade and Primal Fury doesn't lack for them. While most novice gamers will button-mash in vain, other dedicated veterans will enjoy the depth of moves. I appreciate the level of depth, simply because it takes moves from a variety of games and incorporates them into the control scheme. It takes the "half-circle" moves from a Street Fighter or Mortal Kombat, but it also takes the "button-button-button-direction" from a Soul Calibur or Tekken. To be honest, many of the moves are difficult and frustrating. Mainly because you have to learn moves from both the human side as well as the Zoanthropes side. Luckily, the game provides a solid practice mode in which you will spend a few hours per character trying to nail the moves and timing down for each character. With over a dozen characters, it would be nearly impossible to learn all the moves for each character in a few settings. I always try to focus on one or two characters, learn them well and dab into others later down the road.

It takes more than novelties, graphics and combos to make a good fighting game. The single most important factor in fighting games is the control and physics that the play produces. For the most part I was satisfied with the controls, mainly because they were tight and responsive. Fighters reacted perfectly to my wantings, and usually defended themselves when I felt appropriate. And as much as I loved the combos of the game, it also became a huge deterrent. Button mashers could prove deadly to those still unfamiliar with the combos. I found myself trying to execute a move as a button-masher friend would stomp me into oblivion. The same goes for the transformation. I wouldn't have enough time to pull out the heavy weaponry, simply because they would knock me on my back before I had the chance. To be fully successful in the game takes lighting fast timing along with pre-thought out combos. So, to summarize my feelings about control, was that it didn't flow like other games in the genre do. Single player was semi-rewarding and the first time through was a breeze; allowing you to experiment with your newfound combos. Multiplayer, however, became tedious, unless both players were on the same talent level. After about a week or so of play, I was able to manhandle button-mashers like a wet diaper; but until then I was fodder for leg sweeps and round houses.

Shiny happy people...

To say that I'm a sucker for pretty visuals and gorgeous animation would be an understatement. Screen shots tempted me with "next-gen" graphics and I was stoked to see my screenshots come alive. For the good, I was super-impressed with the rock-steady (Turtle Power!) framerate that made the game play like an interactive movie. I was also impressed with the fluidity of the animations and character modeling. The negative is the shock factor. Nothing really stood out to make me think "Wow, look at the graphics on my Cube!". The Bloody Roar series has always laid in the shadows of other fighters visually, and their legacy continues. Other than what was mentioned, you will also notice the backgrounds are fairly interactive. Walls and blocks can bust when thrown into with a player. While the game really isn't multi-tiered, it does provide a nice "meaty" type of visual experience.

When you listen to the soundtrack, it has ARCADE stamped all over it. Classic Japana-techno, rusty guitars and "watery" hooks fill the audio. Heck, the job gets done and there's nothing I would change. The same goes for the average sound effects. Punches to the gut really sound hollow and wrenching, and slaps to the face sound just like mommas when I spit my brussel sprouts out in my napkin. The only "extraordinary" feat is the neat-o effects when your character transforms. Heck, the music is classic arcade fighter style and don't be surprised if you reach in your pockets looking for quarters when you die...

66 Says:

While I would have preferred a port of DOA3 from the XBOX rather than an update of Bloody Roard 3 from the PS2, I was overall satisfied with the experience. So satisfied that I purchased the game after the rental. While I don't think a weekend rental could fill you (mostly because of the high learning curve), many might not want to spend the 50 clams. It was a toss up, but I was desperate for a fighter game on the Cube. DOA3 had its life on my XBOX, but totally love the controls of my Cube better.

I think, for the majority, you will be satisfied with the game, especially the nice control set of the GC controller. The depth of play, including the extensive combo list, should keep you playing for a good long time. The single player is good, and gets increasingly more challenging after you beat it; but if you can find a player with similar skills; this could provide some long term entertaining.

Will this ever replace Soul Calibur, Street Fighter and Virtua Fighter? Not a chance. But what it will give you is a solid, average fighter for your Nintendo.

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