Bloody Roar - Information

Information

The series began in 1997 under the name Beastorizer. The game's theme incorporated anthropomorphism, where the player has the ability to transform into a half-human, half-animal creature known as a Zoanthrope (The name came from the clinical term, 'zoanthropy', which is similar to that of lycanthropy, but not just with the mind-set of a wolf). The game would appear under the name "Bloody Roar" when ported to the PlayStation in 1998, which would become the permanent title thereafter. There are three Bloody Roar sequels, plus a game based on a sidestory set between 3 and 4 on the Nintendo GameCube which was later ported to the Xbox.

The following is a complete list of the games in the series:

Title Year Platforms
Beastorizer/Bloody Roar/Bloody Roar: Hyper Beast Duel 1997 Arcade, PlayStation
Bloody Roar 2 1999 Arcade, PlayStation
Bloody Roar 3 2000 Arcade, PlayStation 2
Bloody Roar: Primal Fury/Bloody Roar: Extreme 2002 GameCube, Xbox
Bloody Roar 4 2003 PlayStation 2

Read more about this topic:  Bloody Roar

Famous quotes containing the word information:

    The family circle has widened. The worldpool of information fathered by the electric media—movies, Telstar, flight—far surpasses any possible influence mom and dad can now bring to bear. Character no longer is shaped by only two earnest, fumbling experts. Now all the world’s a sage.
    Marshall McLuhan (1911–1980)

    If you have any information or evidence regarding the O.J. Simpson case, press 2 now. If you are an expert in fields relating to the O.J. Simpson case and would like to offer your services, press 3 now. If you would like the address where you can send a letter of support to O.J. Simpson, press 1 now. If you are seeking legal representation from the law offices of Robert L. Shapiro, press 4 now.
    Advertisement. Aired August 8, 1994 by Tom Snyder on TV station CNBC. Chicago Sun Times, p. 11 (July 24, 1994)

    Many more children observe attitudes, values and ways different from or in conflict with those of their families, social networks, and institutions. Yet today’s young people are no more mature or capable of handling the increased conflicting and often stimulating information they receive than were young people of the past, who received the information and had more adult control of and advice about the information they did receive.
    James P. Comer (20th century)