What happens when you take a little known comic book character and place him in a movie? Well from the looks of the box office receipts from Blade I and II, it would equate to success. But what happens when you place him in a next generation video game and introduce an innovative concept? You get Activision’s latest Dud, Blade II
for the PS2.
On paper the game looks great, you’ll assume the role of Blade, a half-man/half vampire that has earned the nickname ‘daywalker.’ As Blade, you’ll get some major vampire ass as you fight to halt their devious plans. Let’s give the player a 360 fighting system and some kick ass weapons and you have one hell of an action game, right? Right? Wrong. Here’s how the game really turns out, you assume the role of a man who sets out to stop the bad guys from doing evil. Utilizing an amazingly impractical control scheme, he must rid the world of some of the most mundane and snooze-inducing enemies in the history of video gaming.
This game was doomed right from the start, the intro movie is in essence an advertisement for the movie Blade II
. The inclusion of the trailer really dampened my spirits and made me feel like I was playing some sort of marketing vehicle rather than a game that is set 6 months after the conclusion of the major motion picture. The inclusion of the DVD extras doesn’t help matters either, the whole thing feels like an interactive advertisement. If the game were a movie tie-in then I would perhaps be more understanding but the game itself is set six months after the conclusion of Blade II
, an obvious attempt to differentiate the game from the movie. It doesn’t make sense though, if they thought hard enough to set the game ahead of the movie then why give it the same name? This is just another one of the baffling questions that you’ll no doubt be asking yourself as you try your best to cope with the loss of your hard-earned money.Blade II
is a beat-em-up of the most stereotypical kind. Most of your objectives revolve around you entering a room and disposing of all the vampires before you can move on. Your next goal? Enter another room and dispose of your enemies. And after that? Enter another room and… you guessed it, destroy all of your enemies. It seems like absolutely no effort was placed into mission or goal structure, it’s just fight fight fight until you set off the trigger that will unlock the next door. It’s programming of the most primitive kind and it really pays testament to the rest of the game’s quality.
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