BloodRayne: Act 2
Act 2 of BloodRayne officially takes place in Argentina, but you wouldn’t know it by looking. The whole thing is set indoors, in a massive beige-and-grey bunker built into a mountain, and in the mines and caverns underneath it. As I said in my last post, it becomes like Wolfenstein, and not just cosmetically. The most recent Wolfenstein game at the time of BloodRayne‘s release was the 2001 Return to Castle Wolfenstein, which I remember being notable for three things: large areas created by cut-and-pasting entire rooms (chiefly barracks), wall-mounted alarm boxes that the Nazi troopers would use to call for reinforcements if you let them, and the addition of supernatural elements to the setting, including an excavation to recover a powerful ancient artifact that they ultimately can’t control. BloodRayne apes all three.
“Nazis try to obtain powerful artifact that they ultimately can’t control” is something of a cliché by now, probably mainly due to the influence of Raiders of the Lost Ark, although there the artifact was divine rather than eldritch. It definitely wasn’t part of the original Apple II Castle Wolfenstein, though, which was released the very same year as Raiders. Interestingly, though, BloodRayne reminds me a bit of that game due to the initial enemies. In Castle Wolfenstein, there were two sorts: common soldiers and SS officers, the chief difference being that the SS wore bulletproof vests, and were thus immune to your normal attack. If you wanted to kill an SS officer (rather than just avoid him), you had to use a grenade. BloodRayne similarly divides its enemies into the ordinary soldiers and the officers of the Gegengeist Gruppe, a special anti-occult division. GGG officers have special training in how to fight vampires, and can ward off your attempts at biting them, unless you attack from behind.
Rayne’s mission is one of assassination. You get a hit list at the beginning, and cross one name off it after each boss fight. The first few bosses are just vanilla GGG officers with particularly large numbers of bodyguards, but after a certain point they start going a little more Metal Gear. The first really difficult boss fight happens in a chapel, where the pulpit is actually an armored machine gun turret that can zip down the aisle on a rail, its occupant cackling, forcing Rayne to run back and forth. Another of the bosses is a fellow half-vampire, the only female enemy we’ve seen since Louisiana, wearing the incongruous combination of a surgeon’s mask and a shirt unbuttoned to her navel. This is the “prove your worth as a hero by defeating something that’s just like you only moreso” fight: she’s got most of Rayne’s moves, but larger breasts.
If you ignore the Louisiana section, the content generally follows the same paradigm as the original Tomb Raider: it starts off fairly realistic for a videogame, and becomes gradually freakier as you get deeper into it. The biggest turn comes with the reveal of the Daemites: fleshy skull-like levitating heads with spinal tails. I’d almost say that it’s the return of the sex monsters, that the Daemites are basically giant sperm, except that it took me hours to even think of that connection, mainly because they don’t move like sperm at all. But at least they behave like a proper Alien-style rape monster, killing Nazis by forcing themselves down their mouths — not to reproduce, but to take control of their bodies by popping their heads off from underneath, like that one scene in Eraserhead. Although they’re at first presented in such a way as to make them seem like the products of Nazi mad science, it ultimately turns out that the mad scientists had simply captured them for study, from the caves below, where more twisted things await and the decor becomes gross and organic.
Daemites, like spider monsters, cannot be bitten, which makes the Daemite-heavy sections harder. They also don’t drop guns, which I suppose would be a downside for players who use guns a lot. I personally find that in this game I prefer hand-to-hand combat, except in situations where guns are clearly advantageous, such as when there’s a sniper on a ledge above you — and even then, Rayne can probably leap to that ledge and take out the sniper with a bite in about the same time it would take to shoot him.