PAX Prime Hands-On: Bloodrayne Betrayal
Before playing it this weekend at PAX, Bloodrayne Betrayal was perhaps my most awaited PSN Play title. I’m not writing it off completely just yet, but the anticipation I once had for the game has diminished a bit. I played a full level and the most fun I had was bouncing on as many vampires’ heads as possible before falling onto the ground a la Duck Tales.
Check near the end of the video when I get my Scrooge McDuck on:
I expected Bloodrayne to control something like Devil May Cry, a game where tossing enemies around in a whirlwind of combo chaining was relatively easy. I had a tough time juggling enemies or getting into any sort of rhythm during heavy combat sections. There’s a backflip high jump that works like Mario 64, but I’m not sure it translates to the 2D platforming genre. The wall jumping seems off, and there are a few other control problems that led me to make clumsy mistakes. On the upside, Bloodrayne Betrayal looks outstanding. The screens may look good, but unless you see this game in motion, you won’t understand how fluid the animations are. The environmental graphics are crisp, too. As a purely visual specimen, Bloodrayne shines brightly. Playing it was rough, but it might just be that there’s a control scheme curve I didn’t have the time to summit.
The game releases in just over a week, so I’ll have to wait until then to get a chance to warp my hands around this one again. Also, I want to find out wtf this thing is.