In truth, only a small amount of people will find the small and fiddly D Pad useful, most will find the Analog stick more than adequate. Both the Analog stick and the D Pad are available to control the movement of your character. The Z Trigger activates Hyper Beast mode, with L and R carrying out a sidestepping movement. Y is utilised as a Grapple with the all-important Beast Mode metamorphism being assigned to the X. Kicks are carried out using the A Button with the punch being set to the B button. The best news of all with Bloody Roar Extreme is that the Gamecube controller handles all the action remarkably well. The learning curve is slightly uneven, but the final few stages can get slightly tougher the more times you win. The big plus point of the story mode, apart from being the main single player challenge, is the fact that you are rewarded with a bonus mode, arena or character each time you complete it. Sadly that is the final Anime section you will see until you have won through the 8 stages and been awarded with that characters end sequence. At the beginning of the Story mode you are shown a lower key Anime accompanied by Japanese Scrolling Text, detailing the history of the beasts and the tournament they are all entered into. In fact, on booting the disc you are treated to a brief introduction Anime showing each of the characters and their backgrounds. The game boasts various Anime cut scenes that are a welcome inclusion. It would be nice to see a wider variety of Beasts in future, but as it is there is a pretty varied selection anyway including an Elephant, A Rabbit and a Bat. No less than 5 of the roster have Big Cat Beast forms. The only slight shame is the large amount of Cats. The cast of 14 characters, 2 of them Gamecube exclusive, is pretty varied in fighting style, looks and backgrounds. Luckily that isn't too much of a problem. As with the Hyper Beast Mode, this adds to the games strategic standpoint.Ī good gimmick would be wasted on a poor cast of characters. Hidden areas can be opened up and walls knocked down to make way for Ring Outs depending on the moves carried out. An additional gimmick is the fairly interactive fighting arenas. Split second decisions are quite common in this game. But this brings the dilemma of self-damage and the danger of being left on the very brink of defeat. Without the power meter lit Hyper Beast mode would be the only option. A scenario could develop where the only chance of getting back into a match would be to use the Beast Drives. Sounds obvious and simple but it adds a great deal of strategy to a bout. When transforming into Hyper Beast your own energy bar is partially drained. Without a catch, players would stay in this powerful form permanently. This mode is available at all times and allows the same additional moves as Beast mode but is capable of inflicting more damage. Alternatively Hyper Beast Mode is available. These special moves or combos are capable of significantly depleting your opponent's energy. More importantly this also allows Beast drives to be performed. Beast mode opens up a variety of new moves using the Beast button, plus some varying grapples. This can be accessed once a meter at the base of the screen has sufficiently built up. These days a fighting game is going to need a decent gimmick to really set itself apart from the rest of the field, and in Bloody Roar's case it comes in the form of its Beast transformations whereby each of the games characters can transform into 2 other forms. ![]() Now the PS2 game, Bloody Roar 3, has received a major overhaul and has been released onto the Gamecube in "Extreme" form. Its origins date back to the Playstation, with a number of sequels on both of Sony's machines. First up is the latest edition to the Bloody Roar series. With that in mind, owners of the Gamecube will be pleased to see signs of some decent support in that genre within the early stage of its life. The N64 had a minute library of fighting games and the handful that were available generally failed to impress.
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