Pointless Bloodrayne 2 Review Ahoy – PS2 Version

Welcome my Grigadiers, one and all, for another exciting episode of Dibbs Ahoys Reviews of Complete Irrelevance (Darci? A bit like that chick from the Smashing Pumpkins)! In celebration of the release of Titanfall, I thought that it was time to roll out another gem from my archive, reviewing a game that’s a bit like a 2004 version of Titanfall (except it’s not). Once again i have bizarrely turned my back on a stack of awesome games… to play a crap one from beginning to end! I’m starting to worry myself. Anyhoo, on with the show!

Back in the days before Bayonetta was ripping an assortment of fantastical beasts new ring pieces, the red headed vampiric seductress known as Rayne was strutting her leather clad stuff all over the PS2 and original Xbox, which I now can’t call Xbox 1, because people will get confused with Microsofts new monstrosity. Nice one… idiots. But while she may tick all the boxes to get your average Joe Fetishist hot under the collar, how does the blade wielding wonder woman and her second adventure fare in the demanding world of video games? Pull up a pew my grigglings, for our investigation begins… now.

Game

Released in 2004 following a rather average prequel, Bloodrayne 2 moves on 60 odd years from the vampire Nazi-slaying original and focuses on Raynes quest to catch up with her old man. Now this is not your average family reunion, oh no. Well, unless the barbaric slaying of hundreds is the norm at your relatives usual Sunday roast gathering. Each to their own. It’s not long before things get messy and you’re traversing a myriad of levels, slayin’ all over the show, and generally looking to kick some anus around the moon in persuit of Raynes father, who just so happens to be number one on her hit list. Possibly some unresolved pocket money disputes I assume. Or it might be something to do with him making loads of vampires and creating something called The Shroud which allows said foes to meander about in broad day light to happily wreak havoc on all and sundry. Yeah, the story is flakier than the woman from the flake adverts bath. Let’s just sum it up by saying, it’s a bunch of buh and that’s all you really need to know.

Rayne4

Time for an obligatory screenshot. Looks a bit like somewhere in the Death Star.

Rayne herself is an intriguing character, obviously a product well and truly of her time, when the swelling bra size of Lara Croft could probably march units out of shops by itself, and the obvious thing to do was notch that shizzle up a bit. Clad in tight black and red clothing with bits popping out all over the joint, I don’t think she’ll be on the top of Germaine Greers invite list for her next tea party. Not that much of the character will endear itself to even the most dedicated of perv either once she opens her mouth mind you, as the personality of Rayne verges well on the annoying end of the spectrum meaning she wouldn’t be on the Grigs Friday night Dominos invitational either. With an apparently ‘witty’ line in every situation she finds herself, she is surely a master of some of the gentlest comedy quippery in gaming. While the whole concept of her epic struggle against the forces of evil may win her some sympathisers, for me, her constant witticisms are enough to have me reaching for the nearest clove of garlic. Luckily, a swift tap of the start button can cut much of her cutscene banter short… if at the expense of the story. Believe me; you’ll live.

Rayne is loaded with deadly attacks, from bladed punches and kicks, to grabs and dodge moves that give you plenty of options for dealing with the constant stream of enemy minions. Armed with guns that also acquire new abilities as time goes on, Rayne is a fearsome lass to cross to say the least. The jewel in her crown is her chain projectile which turns into her go-to weapon when you realise it’s potential, throwing enemies around, impaling them on spikes or throwing them into the nearest wood chipper or such like. All sounds like a raucous jaunt of destructive brilliance, right? Well, yes. However, the sum of its parts don’t quite add up to the awesome package it could have been.

Rayne2

It’s Rayne in her all terrain combat gear. The future of military attire no doubt.

The game is a mixed bag of quality. You can see what they’re getting at, but at the end of the day, it feels like the developers are trying to force square shapes through round holes.

The Infernal Engine, as proudly announced at the heart of the beast upon boot up, feels like its buckling under the pressure of what it’s being asked to cope with. Not that there’s any obvious gruelling burden on it as the visuals are certainly not of the Shadow of the Collosus or God of War standard, but it definitely seems to be choking on the code it’s being fed. The resulting stuttering frame rate can prove hazardous with the gameplay, especially when certain sections basically degenerate into barely interactive slide shows. Alas, this fault coupled with the fact that the graphics generally suck with washed out colours, a lack of model construction detail, and bland textures, does not result in much of a feast for the eyes.

However, a larger part of the games failings seems to have crept in at the design level.

The combination of Raynes ropey and often erratic movements combined with the constant battle with the unwieldy camera do not lend itself to any kind of platforming, let alone the kind here where they seem to have been hoping there was a li’l Prince of Persia flavouring. All their efforts to design platforming fun and frolics are hampered by often crude one-trick-pony-style ideas that they have to repeat as if they just haven’t seemed to have had enough inspiration to flesh out entire levels. And this is before the fact that even at the games best, basic undoings such as when you can’t quite tell how far away a precariously placed overhead bar is as there is such a poor portrayal of depth due to the aforementioned rubbish graphics. The odd bit of amusement that can be so often garnered from a bit of a crappy game can often almost endear a stinker to me, but mild amusement at its cackness can turn to frustrated annoyance on occasion as far as this game goes. When you’re prompted to hack a rope only to fail because you’re not standing around the correct side of it despite the fact that you are making clear contact with it, something has to be acknowledged as being distinctly awry. This is all part of the games greatest trump card of crapness, and without question the thing I will take away from this game more than anything else; some of the worst collision detection in gaming.

While Rayne is equipped with an all manner of attacks and combos, it’s not particularly inspiring to feel like you’re swinging at thin air as you again watch your deadly blades pass straight through your foe for the umpteen millionth time. It’s even less inspiring to also once again watch an enemy boss swing a weapon that clearly misses you, often by some distance, yet see your character being hit. It’s fundamental flaws like being accosted by a fellow who has an easy to avoid ground pound attack which prompts you to jump which you accordingly do, yet awards the CPU character the hit. It’s basic game logic out the window, which could be quite interesting… if it didn’t feel like a bodged hash job of poor programming.

Rayne3

This boss ground my grig on more than one occasion. Freakin’ collision buh…

Conclusion

At the end of the day, Bloodrayne 2 isn’t a bad game. I’d even hasten to say that it actually isn’t even ageing too badly, but that could be because the bar it set upon release was fairly low in the first place. It’s a game that with a little bit of a finer hand while being crafted, could have been the Bayonetta of its day. As it is, the game is like the shoddy budget devoid indie movie that’s been done wrong but wishing it could keep up with the blockbusters of its day, and when every scrappy moment feels like it’s on screen from beginning to end, you’ve really got to have some willpower to soldier through. A shame really, as the ingredients were there for a hotpot of tasty butt-kickery. But alas, if there was ever a time a Roy Walkerism was more called for, then I knoweth not when it could be; it’s good, but it’s not right.

Graphics: 51%

Dull, bland, pretty bad animation, not many polygons on screen, atrocious frame rate, at least on the PS2 version. Rayne looks ok, but almost out of place, but does go some way to sparing it from complete destruction.

Presentation: 60%

The story is played out in CG fashion and comes to you in glorious grain-o-vision. No prob as its such a load of guff you’ll want to skip anyway. Everything else is functional, yet barely worth acknowledging. Acceptable as it manages to sidestep being awful, which under the circumstances makes it slightly better than average.

Sound: 48%

It’s there. Standard effects, voice acting typically average while not being so bad it’s funny, music likewise. Doesn’t really stand out, nor detract from anything else. Unremarkable.

Gameplay: 42%

A plethora of issues, most of which are based off of the fact that at the heart of the game, the collision detection is awful.

Overall: 43%

Why do I keep playing crappy games? I haven’t even started Xenogears yet, but I play this all the way through. That’s it, next game I play is going to be good! Probably. Oh yeah, Bloodrayne 2 falls slightly short of being average. Not a complete catastrophe, but not far off at the same time. The hours I got out of it probably justified the £2 I spent on it. Just.

Posted in consoles, Dibbs Ahoy, Games, General, Retro | Leave a comment

Capcom in rehashed character shocker!

‘Of more interest are the new roster additions of Hugo, Poison, Elena, Rolento, and an as yet unannounced female from the Street Fighter universe. Whether she’ll be another rehash like the Cammy-based Bison dolls we’ll have to see.’

– Dibbs Ahoy talking about Ultra SFIV, Grigorig article Jan 12th, 2014

Well, the news has dropped. After dragging out the anticipation for months and months and months, Capcom has lifted the lid on their box of secrets and shown off the final Ultra SFIV character. And who did we get?

A rehashed Cammy-based Bison Doll.

Sigh…

Decapre

The character, who is Cammy in appearance save for the five minute graphical addition of a mask, is fighter número five in the upcoming SFIV update. As mentioned, a Bison Doll from the comic series, Decapre keeps her scarred face concealed beneath a sorta Batman-style mask, and… well, that’s about it. Lets face it, she’s clearly not been added for her Street Fighter story significance.

Now, while the backlash rages elsewhere across every and all sites that have even a fleeting interest in Street Fighter, here at Grig Towers, I’ve locked myself away in the shadowy recesses for several days to think over things as calmly as I could.

Am I disappointed? Yes. Not so much with the gameplay of the character, even though she looks OP as heck, but the fact that such little effort’s gone in to distinguishing her visually from Cammy. I mean, yeah she’s got an all-over style suit as opposed to Cammy’s bare legs and butt, but outside of the mask, that’s it. I mean, her normal attacks are mostly identical to Cammy, but a few new stance and walk animations could have been implemented, surely?

Am I annoyed? Hmm… I know I should be, but this time I reeeeeally acknowledged that this was Capcom. There were no delusions that Capcom secretly had another four or five new characters stashed away to surprise us with, no awesome new modes, and no amazing enhancements to knock us all bandy. This was a wait for an announcement that I knew was not going to scale any great heights, and so I don’t really feel that annoyed about it. It’s classic Capcom; an underwhelming rehash of assets already created, and the opposite of what fans are asking for from character polls. I’d be silly to expect anything less. Apart from their lie regarding ‘Only four people on the Internet have guessed the character’, leading me to ponder whether it could have been the seldom guessed Jessica Haggar, y’know, just incase Capcom decided to do something un-Capcomish, I’d say that everything’s pretty much as I thought. And people were on to Decapre from day one, and there was certainly more than four of them.

Am I getting the game? Well, while people cry ‘Boycott!’, lets face it… they’re all gonna get the game. I for one am certainly getting it. The identity of the character does not really change much. In fact, the complete abundance of anti-hype generated by Capcoms stupidly long wait for the character reveal ensured the new character was a distant thought in the run up to this game, so to me, this disappointment is not much more than a bump in the road.

What’s more significant is how more casual potential players might react to this. The aforementioned excessively long wait Capcom made the FGC endure was ridiculous, and they certainly haven’t endeared themselves to gamers with making us wait so long for this nonevent of a nothing character. The image of Capcom as a cheap rehash monger, not only of versions of Street Fighter, but also barely altered clone characters, is not going to improve their image with anyone. They certainly won’t be winning any new players that weren’t already going to be buying this.

But on a lighter note… the character does look kinda fun to play. And let’s face it… the game is for the existing fans who have asked for an update rather than the non-fighting game fans who fill comments sections for news of new Street Fighter games going ‘I’ll wait for Super dooper Alpha Zero Street Fighter 75 Arcade Champion Rainbow with a cherry on top edition, hur hur hur!’. Every. Grigging. Time. First time I saw someone make that joke was 1993. 1993 people! Anyway…. back to Decapre. She is different to Cammy in that she is a charge based character and she has little in common with Cammy as far as special moves, supers, and ultras go. And realistically, the hope of Capcom building a character from the ground up was slim at best, and hasn’t really been done since Yun and Yang, and even then they were near duplicates of each other. Were Capcom, who are well documented as having no money left, really gonna pump a bunch of finances into making a real new character? At a reported $200 – 300,000 per new character, we can hardly be surprised that the answer is no.

Maybe I should look at it in plainer terms, coz what we do have is an update to one of the best fighting games ever made. It’s more of something amazing. And at a budget price. The four other characters are welcome additions. Poison is good. Rolento is good. Elena is good. Hugo is… ok, ok. Three of them are welcome additions. And the stages they’ve taken from SFxT are generally pretty decent(ish), except for the stupid space station one. If we hadn’t seen all these elements before, I would think that this was the best game ever. As it stands… I still think its the best game ever, as all the other aspects of the game that are already present I already know to be so good that this has got 800 hours minimum written all over it for me. Sort of similar to my community service sentence from last time Teri Hatcher was in the UK, but we wont go into that now. And for £15, that’s not bad value for money. Probably. And that’s my fanboy therapy done for the day. Maybe tomorrow I’ll try to convince myself I like Xbox One, EA, and Square Enix’s mobile pricing structure. Life’s a lot easier when everything in your hobby doesn’t Grig you right off.

Posted in General | Leave a comment

Snatcher shenanigans abound!

Ok, here’s an intriguing one for you.

So it seems that the glut of fan made games that still continue to trickle out for the Dreamcast long after its official plug-pulling by Sega, is about to be joined by a Shire Horse of a stablemate. For indeed, the latest game on the homebrew horizon is none other than a remastering of… wait for it… Snatcher!

So stepping into the fray to fill the undignified void of a Snatcherless future left by Konami, CollectorVision are leaping to the rescue of starving Junkers worldwide to serve up a helping of Cyberpunk goodness.

Snatcher Ahoy

Converting the game to the good ship DC, the team are using the Mega CD version as their template from which they are crafting their future masterpiece. This means the same translation, but with added lighting effects and updated and sharpened artwork. The team are also promising an updated soundtrack.

While its already being pondered as to the reaction from Snatcher purists about the smoothed out, non-pixelated look that would be swimming upstream against the retro current, careth me not, as more Snatcher = good. Especially when Kojima himself seems so distanced from the franchise that we are unlikely to ever see anything official ever again as he continues to churn out another five thousand Metal (yawn) Gear games.

This is great news as far as I’m concerned, and there’s a li’l but of hope bubbling inside me that this could possibly lead to a potential Policenauts port somewhen down the line. ‘Twould be grand ahoy!

How far off this game is, is anyone’s guess, but I’m gonna be keeping a keen eye out for it!

Update: Almost as if to heed the call of the Grig, Kojima, after literally years of not talking about Snatcher, has broken his silence on future projects… except, he basically says he’s not going to be doing any. Bah!

However, what he did say with regards to sequels was, “If someone wants to adapt those games … I would definitely support that person, I would help out that person, but I don’t think there are too many people like that.”

Well, it’s better than no hope at all I guess!

Posted in consoles, Dibbs Ahoy, Games, General, News, Retro, Sega | Tagged | 3 Comments

Arduboy In Your Pocket

20140304-221926.jpg

Seen this sucker? Arduboy is apparently about to land on Kickstarter and it’s kinda tempting. Because the thing about portables is… They’re not actually that portable. I mean, sure , you can fit a 3DS or PSP in your bag – but not if there’s loads of other stuff in there. And they sure ain’t going in your pocket.

But in your wallet?

Man, maybe.

Ps, these are meant to be animated gifs. If anyone knows how to get that to happen, holler.

More here

20140304-222230.jpg

Posted in General | Tagged , | 1 Comment

“Look, man, I ain’t fallin’ for no banana in my tailpipe!”

20140303-163431.jpg

I might make a pair of glasses that just has this stuck to the inside of them. Who needs to see anything else?!

Posted in General | Tagged , , | 1 Comment

RIP Egon

20140302-165625.jpg

Posted in General | 1 Comment

The First Figurine I’ve Ever Really Wanted

20140301-120543.jpg

It’s called Drossel, or something like that, and it’s from some Japanese cartoon. Thing is, they’re so posable… Stumbled across it on tumblr where this person had done this whole photo shoot. Amaze.

Thing is, they cost like a hundred quid on Amazon. What the hell?! They’re only normal action figure size?!

Ever seen these bad boys?

Posted in General | Tagged , , | Leave a comment

What the hell is THIS?!?

20140227-202827.jpg

What a heap of junk! Still, as it holds 9 paper cups, it’s still better than a 32X…

Tee hee

Posted in General | Tagged , , | 4 Comments

Today, in 1994…

20140224-061901.jpg

Street Fighter II Turbo was released in the arcades 20 years ago yesterday (the 23rd. This post made a lot more sense when I was writing it actually on the 23rd. Y’know, before my phone battery died and left me writing it a day late… Hehe…)

This surprised me as it seems like it should have been earlier than that. I mean, if it was only in arcades in 1994, then when did it hit the SNES?!

Still, this is from a blog called This Day in 1994 so you gotta hope they’ve got a clue…

Posted in General | Tagged , , | 4 Comments

And meanwhile… self lacing shoes from Back to the Future II?!?!

nike-airmag-top-image1

Woo-hoo!

Posted in General | Tagged | Leave a comment