The brightly-colored 3D characters moved quite fluidly in their 3D spaces, and the game played very well. Sure, everyone looked a bit blocky and polygonal, but faces looked like faces, hands and feet moved like hands and feet, and the beasts looked like the beasts they were supposed to be. Speaking of looks, Bloody Roar wasn’t hard on the eyes at the time. Are you subscribed to PickleinTheMicrowave? If not, you totally should be. Maybe? Well…they also looked kind of cool. In fact, I don’t remember there being much advantage of playing in beast mode, except that your characters could do a little more damage. ![]() Each character had a set of regular “martial arts” moves as well as special moves, but the specials weren’t particular to human or beast. Each started out as human in matches, and with enough juice in your beast-meter (that’s what I called it, though I’m sure it had a technical name), you could transform them into their animal counterparts. Bloody Roar featured a cast of eight characters, each of whom was a “zoanthrope,” which, in the case of the game, meant that they were human-animal hybrids. The tiny glimpses of the games that you got in that wacky commercial were trifles compared to the expanse of the game. (Talk about an all-around WIN!) We quickly bonded over fighting games and Bloody Roar became a favorite. Around this time I met my husband and he HAD a PlayStation and he HAD Bloody Roar. But the fates didn’t leave me hanging in that regard. Though my curiosity was piqued, there wasn’t much I could do without access to a PlayStation. My only frame of reference then was Killer Instinct Gold, which included a number of animal-based characters, but Bloody Roar appeared to be something much different. I got the basic gist that you could play as people and animals, and that somehow they were intertwined. ![]() I had heard of Bloody Roar from a friend who knew I was a fan of fighting games, but I hadn’t actually seen the game in person.
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