3D Fighting Games Codexery

Bloody Roar 2

Second fighting game in the Bloody Roar series.

Bloody Roar 2

Bloody Roar 2 is a 1998 arcade fighting video game developed by Eighting and published by Hudson Soft. It is the second installment in the Bloody Roar series, released in arcades in 1998 and ported to the PlayStation home console in 1999. The game was re-released for PlayStation 3, PlayStation Vita, and PlayStation Portable via the North American PlayStation Network as of 2021.

Quick Facts

Title
Bloody Roar 2
Developer
Raizing
Publisher
JP · Hudson Soft · NA · Sony Computer Entertainment · PAL · Virgin Interactive
Director
Kenji Fukuya / Susumu Hibi
Designer
Tetsu Ozaki
Programmer
Yasunari Watanabe / Yūichi Ochiai
Artist
Shinichi Ōnishi / Naochika Morishita
Composer
Arcade / Manabu Namiki / Kenichi Koyano / Masaharu Iwata / Jin Watanabe / PlayStation / Takayuki Negishi
Series
Bloody Roar
Platforms
Arcade, PlayStation
Released
Arcade / JP · September 1998 · NA · 1998PlayStation / JP · January 28, 1999 · NA · May 25, 1999 · PAL · July 1999
Genre
Fighting

Facts from the source article.

Lore & Background

The game is set five years after the first game, with zoanthropes resuming normal lives until a new threat emerges. The revelation of zoanthrope existence leads to rising tensions between humans and zoanthropes, giving birth to the Zoanthrope Liberation Front (ZLF), which espouses zoanthrope supremacy. Alan Gado, a figure promoting understanding between the groups, becomes a fugitive for unclear reasons. Rebel zoanthropes are drawn into conflict with the ZLF and Gado. It is eventually revealed that the ZLF's leader, Shenlong, is a clone of Long created under Busuzima's direction, not directly by Tylon Corporation. Busuzima flees, the rebels subdue Shenlong and disband the ZLF, and Gado tasks the rebels with creating a movement for peace and reconciliation.

Reader's Guide

Bloody Roar 2 introduced Beast Drives, super attacks that initiate a cutscene and inflict substantial damage, with each character having a unique Beast Drive. The game features eleven playable characters: seven new additions (Bakuryu, Uriko Nonomura, Stun, Shina, Jenny Burtory, Hajime Busuzima, Shenlong) and four returning from the first game (Yugo Ogami, Alice Tsukagami, Alan Gado, Jin Long). The PlayStation version received mixed reviews, with a favorable score on GameRankings based on four reviews. Critics praised the graphics and design, with IGN noting the high-resolution graphics brought the game into the top tier of best-looking PlayStation games. Sound and music received mixed responses, with some critics finding the music uninspired and the voice-acting lacking. In its first full month of release, Bloody Roar 2 was the twentieth best-selling home console game in the United States.

Did You Know?

Combat Architecture and Player Expression

Bloody Roar sits in the same competitive tier as Tekken, Soulcalibur, Dead or Alive, and Virtua Fighter, yet it builds a mechanical identity of its own. The control scheme rests on four inputs: a punch, a kick, a beast-transformation button, and a fourth button whose role has shifted across entries—acting as a throw, a block, an evade (granted to select fighters in the fourth game), or, in the original title, a "rave" button that served as an early Hyper Beast form. Every fighter carries standard combo strings built from directional and button presses, plus at least eight command moves that require rolling directional inputs in the style of Street Fighter. The printed manuals suggest roughly fourteen combinations per character, but the practical ceiling reaches forty to seventy distinct sequences. Cancel points, numbering twenty to forty per roster member, let a player interrupt a standard string with a command move and then cancel that command move once more, spawning an entirely new tactical thread. Defense is layered as well: blocking spans three body zones instead of the two found in most fighters, and the "Scratch" system adds guard-breaking counters, throws, and vanishing attacks that exploit dead angles.

The Zoanthrope Roster and Character Evolution

The franchise's central fantasy is the zoanthrope: a combatant who can shift into an anthropomorphic beast mid-fight to unleash enhanced attacks and abilities. That premise has given the series a roster that balances continuity with reinvention. Some fighters, like Bakuryū, have remained nearly identical from one entry to the next, gaining only a handful of additional moves that track the series' mechanical evolution. Others undergo dramatic overhauls; Yūgo, for instance, received a substantially new moveset in the Extreme/Primal Fury and fourth entries, diverging sharply from his earlier incarnation. By the time the series reached its fifth installment, the roster had swelled to eighteen characters, and a Career Mode allowed players to unlock additional techniques through accumulated experience. The result is a fighting game where the same face on the select screen can feel like a completely different opponent depending on which entry you are playing, rewarding long-term fans with layered depth while still offering a fresh challenge to newcomers.

From Raizing to Konami — A Franchise's Corporate Journey

The Bloody Roar brand was born in the studios of Eighting, a developer that originally operated under the name Raizing. Hudson Soft handled publishing for the majority of the series' life, and the first title debuted in Japanese arcades in 1997 under the working name Beastorizer before finding a wider audience through its PlayStation port. The franchise carried that arcade-to-console DNA through its sequels, each one expanding the roster and refining the combat systems that had defined the original. In 2012, however, the corporate landscape shifted dramatically when Konami merged with Hudson Soft, absorbing the Bloody Roar property into its portfolio. That transition marked the end of an era for the series as a standalone Hudson Soft franchise and placed its future under a new corporate umbrella. For fans who had followed the line from the 1997 arcade cabinets through the PlayStation generations, the merger represented both a natural continuation and a significant change in who would steward the zoanthrope concept going forward.

Beyond the Arena — Manga, Music, and Crossover Appearances

Bloody Roar's influence extended well past the fighting-game console. Manga artist Maruyama Tomowo adapted the property into a two-volume series in Monthly Shōnen Jump during 2001. While the manga borrowed the zoanthrope premise, its story and cast were entirely original: a lone wolf zoanthrope named Fang and a rabbit girl called Mashiro battled out-of-control beast-shifters and attempted to prevent an evil entity from being freed by a gathering of talismans. Several of Maruyama's characters visually echoed the game roster, but the narrative stood on its own. The franchise also crossed into popular music when the Italian eurodance act Eiffel 65 named Bloody Roar alongside other well-known PlayStation titles in the lyrics of their 2000 single "My Console." In the crossover arena, Yūgo earned a playable slot in the 2003 title DreamMix TV World Fighters. Visually, the first three games benefited from concept art and in-game cutscene illustrations by Naochika Morishita, who worked under the pseudonym CARAMEL MAMA.

Frequently Asked Questions

What is Bloody Roar 2?

Bloody Roar 2 is a 3D arena fighter that debuted in arcades in 1998. It was crafted by Eighting and distributed by Hudson Soft as the follow-up to the series' first entry.

Who developed Bloody Roar 2?

Eighting handled the development while Hudson Soft took on the publishing role. The game was designed for arcade cabinets before a home console adaptation followed.

What platforms is Bloody Roar 2 available on?

Players first encountered it in 1998 arcades, then on the original PlayStation in 1999. A 2021 digital re-release made it accessible on PS3, PS Vita, and PSP in North America.

When was Bloody Roar 2 released?

The arcade version launched in 1998, and the PlayStation port arrived in 1999. The title saw a second life in 2021 when it was made available digitally across several PlayStation platforms.

What is Bloody Roar 2's significance in the franchise?

It holds the position of the second game in the Bloody Roar series, building on the combat formula established by its predecessor. The title expanded the franchise's reach by bringing the experience from arcade cabinets to living rooms.

More in 3D fighting games 1-24

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →