Bloodrayne (moderate spoilers)
Let's get two things out of the way. First, Rayne is not your wife. She is MINE. Second, I usually put stuff about modern systems at the end of the writeup, but I should warn you that I had a lot of problems with the GoG release of Bloodrayne, from black screens at the menu to broken videos, to crashes on the end boss. In the end I used dgvoodoo and deleted all the videos to get past everything. So as with all GoG releases, don't assume that paying for it means it'll work better than an abandonware iso. Though it's probably your own fault for expecting Polacks to do a good job. Anyway, on to my thoughts!
Terminal Reality were involved in two (known) major projects during Gathering of Developer's implosion - a first-person survival horror, and a more action-oriented
Nocturne 2. Forced to go cap-in-hand to a more mainstream publisher, the developer scrapped the horror game and went with the latter title, which was seen as more marketable. Soon enough,
Bloodrayne was announced: A violent and sexy third-person, fully 3d action-adventure in which the half-vampire agent Rayne battles demons, mutants, vampires and Nazis across America, Argentina (which is not in America) and Germany in the quest for ancient artefacts said to be the key to resurrecting a terrible foe. I know it's fairly common knowledge, but for those unaware, canonically speaking
Bloodrayne is the third
Nocturne title in everything but the legal sense, as Terminal Reality didn't want to release the rights to the Spookhouse IP but still wanted to keep the possibility of merging the two universes later down the line. For example, the "Brimstone Society" directing Rayne are obviously Spookhouse, the "Dark Man" who opposes her induction into the group but is later attached as her handler is obviously the Stranger, Rayne originally used the revised costume worn by Svetlana (likely the "half-sister mentioned in the intro) from
Blair Witch, the final episode of
Bloodrayne is set in the same location as
Nocturne's first, and a couple of characters are even referenced directly.
Terminal Reality have dispensed with any pretentions of survival horror for their first foray into mainstream success (and my first experience with the developers all those years ago), so slicing things to pieces for hours had better be enjoyable. And for the most part, it is. Combat is fast-paced and controls are responsive enough that you'll soon be running rings around enemies, chopping off the choicest bits of meat.
Nocturne's dismemberment system returns in great form - human enemies in particular being very reactive to the loss of various body parts. Cut off an arm and the enemy will flee shrieking from the room, claret painting the walls. Chop off a leg and they hop up and down, pawing uselessly at the spurting stump before toppling to the ground. Chop off both their legs and they'll mewl in pain and terror as they drag themselves across the floor, leaving a trail of crimson ruin. A cursory effort has been made to integrate the violence into gameplay, as certain enemies will be particularly resistant to going down unless they're decapitated, whilst others can be easily dispatched with a blade to what presumably constitutes their spinal column, though all this really boils down to is that from the player's perspective, quick slashing attacks are usually better than the slower, acrobatic moves further down the combo chain. Rayne can't just tear everything to pieces all the time, however, as she is a vampire and as such relies on feasting on enemies rather than health packs or chicken dinners. Grabbing an enemy will incapacitate them and let you suck them dry at your leisure or use them as a human shield in the middle of battle. Whilst fighting hordes of weaker human enemies is usually fun enough, melee combat is sadly far too shallow to be fun against other melee-oriented enemies. You can usually dodge most of their attacking by simply running in circles, and there's no blocking, parrying or clever timing to it. Against bosses your best bet is to simply activate a "blood rage" powerup once you get enough strikes in and take them out before they rip you to shreds. In fairness, these were early days for third-person melee combat, but the real test of a game's combat is whether you would want to just drop enemies into an arena and fight them for fun. In this regard,
Bloodrayne doesn't compare so well to much more sophisticated and enjoyable melee systems like that of Bungie's
Oni.
Naturally, the standard array of pistols, shotguns, automatic weapons and grenades are also available to Rayne, alongside a special slot for more powerful weapons like a panzerfaust or sniper rifle. These are mostly just window dressing, as I paid no heed to what weapons I was carrying until near the end of the game. Aside from guns and blades, Rayne's main assets (ahem) are her supernatural powers and superhuman leap. The earliest powers you'll gain are a useless "aura vision" and a much more useful slow-mo mode, which can be used indefinitely and really helps those who find the game a little too hectic. The last power is a sort of first-person scope ability that is pretty much worthless outside of two sequences. Meanwhile, Rayne's athletic abilities will be tested more in some levels than others, with some tightrope walking and platforming here and there that shouldn't pose too much of an issue, since failure usually results in a harmless tumble rather than game over. One notable exception is a level called The Bridge, where the player must flee an inferno only for parts of the platform to spontaneously explode beneath them and dump you back to the start of the mission. Yes, there are some frustrating parts due the game's checkpoint system, which usually negates no more than a few minutes progress, as later on there are levels that could set you back 15 minutes. In longer missions this promotes a much more cautious approach not conducive to the game's strengths.
Technologically the game is a huge step up from
Nocturne, with more detailed models and textures, 3d environments in place of pre-rendered backgrounds, bump-mapping in DirectX 8.1, a greater variety of facial expressions, and higher resolutions. But the change to a third-person full 3d game does come at a noticeable cost. The large environments are an impressive achievement but many are lacking in those little details pre-rendered backgrounds provide, and since you're usually just running past most of them to get to the next objective, individual scenes lack character and personality - something fixed camera positions and interconnected levels were often so good at. A great illustration of this comes in the final episode, where the menacing Castle Gaustadt of
Nocturne becomes little more than window dressing for Rayne's slicing-and-dicing. Still, sound design is an improvement over the previous two titles. Argentina and Germany are one long concert of gunfire, rumbling detonations and piercing screams, whilst background music mingles adrenaline with echoes of muffled terror.
Unsurprisingly, a small modding scene grew up around the game, with some fixes for broken scripts, re-enabling a missing level, and adding some extra checkpoints to the hardest missions. Most custom content consists of new skins for Rayne or swapping models around, though I recall that a lot of these were actually created for Bloodrayne 2 and then back-ported to the first game. I wouldn't class any of these as vital to the experience, though a teenage me would probably disagree. Many of these were lost when sites like gamevixens went down, but you can still find links to them here and there. I have a small archive myself if anyone needs it.
To some degree, I'd say that
Bloodrayne is the last
Nocturne game. Not in gameplay, of course - strip away the extreme gore and JUGGYDANCESQUAD cheat and it's a fairly average action title - but tonally it retains a certain degree of that 20th-century American folk horror vibe (especially in episode one), and the influence of pulp media is still very much evident. The sequel is more of its own beast, firmly ensconced in the "Bloodrayne Universe" and no longer part of the
Nocturne family. So let's wave goodbye to The Stranger, Svetlana, Doc Holliday and the gang. Nice knowing you, Spookhouse.