Continuing a trend for fighting games at the moment, one
does have to wonder what the appeal is with a genre of games that glorifies the
repeated and brutal attacking of one individual by another in a competitive
sport-like capacity. We manage to enjoy it in UFC (apparently), Boxing
(apparently again) and harkening back to older days where drunk
"all-outers" were held in squalid locations where working class
individuals and the more sturdy upper class ponces would beat the shit out of
each other to the amusement and betting of others.
Even through history there's been the duel, where two
individuals have agreed to fight to settle a disagreement (often permanently)
chose a location and method in which to have such combat and then murdered one
another in the name of "something" that nobody else really gave a
toss about. "You sir! Have dishonoured my toast!" "Indeed, I
refuse to spread more butter upon such heat-imbued bread." "Then you
sir have a duel!" "I accept your duel, just after I have devoured
this succulent bread-laden breakfast" "Indeed!"
"Quite" and so on and so forth with about as much relevance today as
it had back then.
So with the idea in mind that fighting brings about a
sense of "I'm better than you" while most parents try to instil a
thought along the lines of "Fighting is the last act of a sensible
individual" it still doesn't bring about the satisfaction of defeating
someone with nothing more than your own physical presence for those of us with
more base needs and testosterone than we know with which to do.
This game is another of such mimicry as to try and
encourage two individuals to batter the shit out of each other in a virtual
ring of combat where might is right, weak is meek and someone is going to have
their throat ripped out by a wolf... then get back up and keep fighting...
Perhaps a realistic fighter would be boring by that reasoning. But still, here
we go anyway.
Bloody Roar sets 8 individuals with their own reasons and
oh my fucking god it's another beat em up game. You've 8 characters, which have
various bullshit reasons for fighting each other in sequence before taking on
the boss of the game. As expected for some it's pride, for some it's finding a
cure (Science was usually a better approach) for some it's a DREAM before
school, for others it's about protect their children (Which... you end up
fighting 2 of them... great parenting there, Mitsuko) And for others, they are
the experiment and die at the end... hopeful outlook there but the only one
that conveys the message that fighting is pointless and we all are going to die
anyway and achieve nothing, a sort of nihilistic approach to a fighting game.
You win but so what? We all die anyway so what's the point?
Your characters range from a bouncer guy, large army guy,
skinny school girl ninja super fighter (aren't they all?) circus guy, large
mother woman...guy, cross gender guy/girl, ninja guy and Chinese modern philosopher
guy. Will all beat seven shades of shit out of each other (and themselves in a
mirror fight) to get to the final boss, another kid that becomes a floating
flying super goddess and then something else later in a truly fair
representation of final bosses, i.e. not very fair at all. Nobody really cares
on the back stories, it's all about how it plays and how quickly can you launch
someone across the room and into a wall, or through it.
The key difference here, is that the game is based upon
the idea of anthropomorphism, in which every character is imbued with the
magical ability to become a were-creature of sorts that allows for harder
hitting moves, new moves, more combos and other such specials such as faster,
quickly, agile, (yeah I know, the same thing) and more special effects when the
round is over and showing replays.
Every character has a punch button, kick button and a
special/transform button which can only be done when your transform bar is full
enough and that's done by getting your head caved in repeatedly. Not quite sure
when having your body broken up made someone stronger... but it seems to be an
industry standard for games featuring super special moves. Likewise causing
damage builds the power up bar a little less quickly than having your ribs
shattered, legs broken and skull weaved into the ground.
Each character has a full salvo of combos and moves that
can be pulled off fairly effortlessly in a way button mashers will gain a few
moves but lose out on timing. Each character has 6 specials of the quarter
circle forwards and button, and quarter circle backwards and button, variety.
Some will be hard hitting moves, some will be unstoppable moves but easily
blocked, some are dodge moves, some are holds/grabs and such. Blocking in this
game is by simply (wait for it...) standing still. Or crouching for the low
attacks.
In this game at least, each character looks unique, is
voiced differently and no two characters fight or act the same with regards to
combos (specials are ALL that little QCF or QCB combo) while actual button
presses and combinations can lead to apparently a variation of 40-70 per
character. Underneath the core of the game, is a very complex and very thorough
combat system that sadly is ruined by the simple theory of "Find a good
combo and repeat it ad nauseam" which can see you through the vast
majority of fights and battles. Until you slap the game onto hard mode and then
you'll need to start actually doing some fighting and thinking about it.
Combat is held within a standard 3D arena of a floor and
4 walls, the walls are of those magic variety where damaging them is impossible
but breaking them happens either at the end of the round or during the fight,
usually once someone is put through them though not always. Once the wall is
down, the combat opens up to either beating their life bar down to nothing or
knocking the opponent out of the arena. Each character has a series of moves
that when they connect with an opponent, can launch them straight out of the
area or at least slam them against the back walls (unless on the long
hypotenuse/diagonal across the arena, then only the stronger chars can do that
due to the extended distance).
The norm is to win 2 rounds then fight the next opponent
in most combat games, this is no exception so I'll move right along.
The final boss is about as clichéd as a anime/manga boss
could possibly be. Starting off as a little school girl much younger than any
other character you could play as, she immediately starts off with a transformation
into a floating vixen (not literally like a fox, that's already done by the
character called fox) who can chain in combos and special moves like there's no
tomorrow and has a few long range ones that can hit almost anywhere unless
you're blocking. Once her special bar is damaged enough, the final
transformation takes place that looks like something between a Minotaur and the
H.R.Geiger Alien creature and everything gets pushed up to 11 on the damage
scale. Though if you managed to break some walls in the prior fight, the battle
can be over rather quickly and make for an incredibly anticlimactic boss fight.
Options with the game can be unlocked for every time the
game is beaten and for every character with which the game is beaten. Added to
replay and self challenge factor though it does leave one asking, what's the
fucking point if I already beat it? Some of the changes include the oft done
and now oft missed, big heads mode. A first person view of the fight, a tiny
arena, a MASSIVE arena, regenerating health (not advisable on the final boss
that can regenerate it back FULLY at all times), change whether walls break
quickly, later, not at all, or are already missing (begin the launch fest!) But
all of this adds to the game and doesn't represent the core of it.
As responsive as the game is, the game is fast with later
editions of the game getting faster and more fluid as the machine architecture
became more powerful. This game however is very quick, especially for the
faster characters (most are lightning fast at the slowest of times) and will
require some impressive reflexes (or in the case of blocking, doing nothing),
before countering with various moves and mixers to throw the opponent off guard
and then propel them from the arena.
The music tends to set a pace and tone while in the PSX
version there are both sets of musical accompaniments, both at least can help
set a tone for the fight, with both using rather much more intense compositions
for the final boss, but otherwise the fights are the main focus of the game and
a few of the tracks will be memorable from the stages that are made.
The game for the time, runs on the gimmick of the
transformations, otherwise it's very similar to games like Tekken, Battle Arena
Toshinden and such with a 3D arena, 2D movement and combat changing the plane
of combat and the arena approach of knocking people through walls and out of
the area, done as well in Virtua Fighter. But what Bloody Roar does bring, is
an almost tactical fighter with the Furry gimmick that, with the right players
and settings, can be a powerhouse exercise of reflexes and reactions.
Beyond that though, it's a 3D fighting game with walking
animals, but given that, it's done well and better than a large number of
similar games competing for the 3D fighter crown.
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