GENRE : FIGHTING
DEVELOPER: SAFFIRE
PUBLISHER: ACCLAIM
NUMBER OF PLAYERS: 1 or 2


Review by J. M. Vargas
(Reader Review) 

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BIOFREAKS

A considerable amount of time and resources were spent by Midwway to develop "Bio Freaks" for the arcade market, but it never made it beyond the few test markets where it was released... after playing the PSX version for a whole weekend, thanks to Blockbuster, I can see why that was the case.  A tremendously derivative brawler with no identity of its own beyond the bizarre and weird artistic design (a mix of "Mad Max" and "Tank Girl"), "Bio Freaks" throws in too many good elements from previous fighting games (the 'digital skin' textures, the bizarre White Zombie sound-alike music, the buckets of blood and dismemberment of characters) with lots of terrible elements from equally terrible games (stiff control, horrid and cheap AI, choppy frames of animation).  The result is a very uneven game that won't be widely welcomed by a PSX gaming community spoiled by the King of the Iron Fist Tournament, Namco's "Tekken 3".  Fans of the "Mortal Kombat" games and Midway freaks (yes, they are out there) will be satisfied, but don't expect the PSX version of "Bio Freaks" to set the world on fire.  The N64 version, on the other hand, has a chance to clean house because of that system's weak lineup of fighting games, but that is another story for another website dedicated to another system.

After the fall of the American Empire (hey, it happened to Rome and Greece!), America was divided into fifty privately-held territories which were the foundation for the new Neo America, the result of the Techno-Industrial Civil Wars.  How does this explain the bloody mayhem that is about to take place in the game is beyond me (didn't the first "Killer Instinct" have a similar plot?), but it sets the scene for the eight characters that are about to beat each other over several semi-3D fighting stages.  Some of these freaks are weirder (Psyclown), stronger (Zipperhead), meaner (Minatek) or cooler (Sabotage) than others, but they have at their disposal a unique array of long-distance weapons, as well as devastating close-proximity moves guaranteed to decapitate or mutilate the opposition.  If all this sounds a lot like the new Kronos-developed Sony game "Cardinal Syn", you should see the two games side-by-side; based on the PSX promotional video I've seen in stores, "Bio Freaks" and "Cardinal Syn" look almost identical!

GAMEPLAY / FUN FACTOR:  C


The control is stiff and sometimes unresponsive (every time I tried to pause the game, it would take me two/three taps on the Start button...why??!!), which if you combine with the standard PSX control pad doesn't fare well for the thumbs of gamers that dare try to control these freaks.  The set-up for the punches and kicks is identical to the "Tekken" series (Square and Triangle are left and right punch, X and Circle are left and right kick), with the shoulder buttons providing left and right side-stepping (L2 and R2), weapon fire/shield and air thrust (R1 and L1).  Not exactly intuitive, but controllable if you stick with it long enough.  The problem is that by the time you can control and do combos with your characters (ala "War Gods", which was a "MK" clone to begin with), you will be exposed to most of the game's hooks and game mechanics, which may leave the gamer feeling like he/she had to work extra hard just to get the hang of the bad control.  And by the time the stiffness of the control is tamed, everything that is worth seeing in "Bio Freaks" has already been seen (just wait until you see those endings...unbelievable!), leaving only the Versus Mode for two-player bouts as a bonus.  The rest of the modes (Arcade, Team Battle, Survival, Practice) have been seen before in other games, done much better.

Besides the derivative combos, "Bio Freaks" has the air thrust of "Psychic Force" (except you only have a limited hang time, indicated by a power bar that also measures your shield power and weapon power) and the freaky character design of "Time Killers", from which this game seems to be getting half its inspiration.  The fun starts (and ends pretty soon after that, just like masturbation... not that I would know about that anyway! :-P) with the ridiculous dismemberment of your opponents, which is as over-the-top and ridiculous as that of the "Mortal Kombat" games.  The 'M' rating will guarantee a strong interest by (of all people) Teens and "MK" heads alike, but after that I don't see how this will stand the comparisons to "Dead or Alive", "Street Fighter EX+Alpha" and "Tekken 3".  Options in the game include variable difficulty levels (from 'Novice' to 'Freak'), an option to turn the bloody moves off (yeah right!) and a 'Hint' option that pauses the game midway through a fight (no pun, I swear!) and gives you obvious clues of how to fight back (ideal for beginners).

GRAPHICS / VISUALS:  B


If this game had a higher number of frames for every character, it would have definitely be a contender instead of a bum (homage to Brando!).  It moves at a steady frame-rate (20/24 per-second), but since there aren't enough frames to fill every field/frame the result is a choppy-looking fighter that reminds me more of "Criticom" or "War Gods" than "Virtua Fighter 2" or "Sould Edge/Blade" and its ilk.  The FMV cinemas are clean and look fine, but share the messy artistic design of the in-game graphics (a personal taste decision of mine, which may not be shared by others).  The game's logo and fonts of the letters are straight out of "War Gods" (they even share the same green color), as is the 'digital skin' seen in that disastrous 3D prequel to "MK4".  These characters' 'skin' has some of the best texture-mapping ever seen on the PSX, with facial expressions that change before/after a fight ("Tekken 3" doesn't has it) and clean-looking environments that are straight out of "Crash Bandicoot 2", of all things (some arenas look like the enclosed-stages during Crash's Boss Battles).  Go to the Training Mode, where you can select any of the stages if you want to familiarize with them in order to get acquainted with their own individual quirks and pitfalls.  By far the best graphical effect in the game is when a character bleeds from either an open wound or a dismembered arm (or a dismembered head, but by then the battle is lost), and the camera swings bellow that character and has the sprinkles of blood smear the camera... a priceless moment no other PSX game has achieved.  It's not until the 100th time you've seen it that you realize what a shallow and empty moment that is, but it still is cool.

MUSIC / SOUND EFFECTS:  C+


Good alternative 'thrash' music, which walks a fine line between Cypress Hill and White Zombie, permeates the already paranoid atmosphere of the graphics; some of the songs even have lyrics and a "MK"-like announcer, which give the music an edge over other mediocre gaming tunes (can you say "War Gods" for the umpteen millionth time?). I wonder what will Saffire, the team of developers that has done a fine job porting the arcade game to the PSX and N64, have to sacrifice in order to get the music into a cart.  Sound effects are the same we've heard before: groans, bangs, taunts (which are either laughably bad or unaudible), the announcer with the deep voice, the metallic 'thump' of two sharp objects hitting each other, arms being ripped apart, necks being cracked, etc.  Did Midway give Saffire access to the source code for the sound effects from their other brawler, "Mace: The Dark Ages"?

OVERALL:  C


There are some cool elements here and there in "Bio Freaks" (like the swords that Sabotage sticks in her opponents, and stay there throuhgout the match!), but they are sadly overshadowed by everything that either needed major tweaking or didn't belong here in the first place (Zipperhead is the cheapest, most unbalanced mother f****** character EVER in a fighting game...three hits and he kills you??!!).  For instance, why doesn't a character that gets mutilated carry those wounds from a round over to the next?  Like Sega's "Fighting Vipers", it would have been cool if a damaged underdog that lacks an arm (or a head :-P) could come from behind and win over a healthy opponent.  But that is not to be, since "Bio Freaks" just gives the player his/her limbs back for the next round of mayhem; small details like that sink what could have become another sleeper hit into future bargain-shelf fodder. Midway sought to leave their summer of 1998 roster free of two very similar products, "Mortal Kombat 4" and "Bio Freaks", and the brand-recognition won over the untested potential of this rookie offering.  A sacrificial lamb of sorts, "Bio Freaks" has a month of sales-potential to cover as much of its development costs as possible.  All I can say is thank God there is a Blockbuster store that saved an Electronics Boutique employee a ton of paperwork that would have been filled if I had purchased this game, and then returned it the very next day in disgust.