Electronic Theatre In-depth Review: BloodRayne 2

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Rating: 5.0/5 (2 votes cast)

Electronic Theatre ImageBloodRayne 2 has finally arrived. As any fan of the first game will know, this sequel has been talked of since a few months after the original game. First it was out in months, then in a few more months, then maybe when the film was released, then the film disappeared into the undergrowth and now almost three years after the first title, we have Majesco Entertainment’s sequel to the scantily-clad lady bloodsucker’s adventure. But now, in this high-end environment where every console is being pushed to it’s very limits, is it all too little too late?

            BloodRayne 2 doesn’t stop for breath after the first rendition; this one kicks off almost as the otherElectronic Theatre Image stops, just a century later. Rayne got the man that killed all of her family and is now on the rampage to destroy all of his. You start with a man who looks like his twin brother, living in a very big mansion. This is the Tutorial-based intro-Level of the game, letting you take it easy and get used to the controls. You will be taught how to attack, how to Lock-On, how to dodge and how to harpoon people. You also get to use the three different visions accessible through the D-Pad, consisting of; Bullet-Time (or Increased Perception as it’s called), Aura Perception, Electronic Theatre Image a mode that allows you to see enemies in red, Mission Objectives in green and Vampire Gates (portals only vampires can walk through, and you can only walk through in this mode), and Blood Rage, a mode where both your attack and defence increases. Later on in the game you learn enhanced versions of these visions, usable by double tapping the specified action. You also obtain a gun, a legendary Vampire Gun by the looks of it, which needs blood to shoot and if it doesn’t have any it will drain your life to shoot – similar to Majesco’s insightful PSP release, Infected.

            Enemies can be utilised for health or ammo upon being vanquished, eradicating the need to put Health or Ammo Packs throughout the game, as they run towards you screaming and shouting. This does put a very different twist on the game, however, as you have to find enemies when your health and ammo is low – the one time you want to be running away from them – especially as there are no Checkpoints.

            Each of the Missions played throughout the game increases the difficulty bit-by-bit, and by the second Level we have many people with weapons – which have to be disarmed before sucking them of their life giving blood – and any mistakes in dim lit areas or with bad camera angles will see you thrown to the ground and beaten with their weapon of choice; not particularly useful when the reason you jumped for them was because you had very little of what they have just taken the last of. There’s also people with guns, some with little pistols others with massive Siege Weapon-esque Assault guns and Rifles – none of which you can use, all of which you need to run through to get to your prey. There’s another enemy that comes in later through the game, seemingly to come into every part of our lives now, Electronic Theatre Image almost like it’s acceptable; the suicide bomber. Now you don’t want to mistake these as your average prey as you will last literally seconds. The only way to deal with them is to listen for their constant beep noise, wait till they stop next to you to press their explosion-button, then leg it. Though this isn’t very useful when already occupied with three other people beating you with sticks, another way is to target them with the Lock-On and harpoon them away from you.

            Which brings me to what seems like a small point until you get to this stage of the game, the Lock-On System is awful. When activated, your position is locked around your target, every move you do pivots around them, in much the tradition originated from The Legend Of Zelda: Ocarina Of Time. The Lock-On function is placed on the L1 Trigger, and the change target button is L2 – a little awkward for those not used to using both their index and middle fingers in addition to thumbs when gaming – there’s noElectronic Theatre Image cycle-back button and each time you change target you seem to go to another random object or person to target, with very little in the way of constructive categorising of enemies. You will find yourself with rapidly changing camera angles: jumping, dodging and attacking random objects and people, hearing a beeping noise and desperately trying to focus on it in the low-light whilst avoiding the attacks of the people, generally armed, surrounding you.

            Though this is a big annoyance in the game it doesn’t destroy it, there are many other puzzle and fighting sections that try to enhance the game. There are parts where you’ll be required to use your harpoon to pull-down various bits of scenery, much like that seen in the latest instalment in the Tomb Raider franchise; Lara Croft; Tomb Raider: Legend, and use your harpoon to throw people into things like switches and dustcarts, but after just a few hours of playing these too become a little stale. There are new additions to this series release: you can grind down rails, drink from people from afar, and upgrade your gun to give it Machine-Gun, Shotgun, Rocket Launcher and other similar capabilities.

            The graphics featured in the title are an improvement on the original game, but, having been three years since release, it’s expected. Unfortunately, BloodRayne 2 hasn’t been brought to the standard of many other games released on the PlayStation2, with the likes of God Of War and Shadow Of The Colossus causing a distinctive Electronic Theatre Imagecontrast between development circles. The walls and general environment look very solid and Rayne looks great as usual, but there just isn’t the flare that games like Destroy All Humans! and Driver: Parallel Lines seem to be putting in right now. Even the sound is a little bland and non-engaging; for instance the game starts with what can only be described as a little known dance track from the early nineties.

            What we were all looking forward to from this game and what it delivered are at very different ends of the spectrum, maybe it’s that we just expected too much from a game that has been anticipated for so long, or maybe the games of the moment really take-away what BloodRayne could be if it wasn’t so overshadowed. But whatever the answer maybe, the fact still remains that BloodRayne 2 is just not what it should have, could have or really needed to be.Electronic Theatre Image









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