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Terminal Reality Horror Games

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Nocturne

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Blair Witch

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BloodRayne

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BloodRayne 2

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BloodRayne License

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Other

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Interview

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BloodRayne - PSP (cancelled)

On April 4, 2005 Majesco announced what should have been Rayne's first portable adventure, to be developed not by Terminal Reality themselves, but a mostly unknown studio called Full Flat. The story was meant to show a bit of Rayne's backstory, but also put her up a second time against revived foes she had already slain in the previous games, which might suggest an episodic structure similar to Nocturne.

According to the official description, gameplay was similar to the big console version, but the new game would have added 2-player coop for the first time.

A big reveal should have taken place at E3 2005, and Majesco had a release planned for the same year, but neither of the two ever happened. Majesco started to get into deep financial trouble about that time, which caused them to drop developments of premium console titles and concentrate on the casual market once again, which originally had been their main pillar. BloodRayne for PSP was not specifically called out as a victim of that decision and as a handheld game not necessarily qualifies as "premium console title", but it fits into the time frame.

Tentative Cover


Demonik - Windows, XBox 360 (cancelled)

Tentative Cover

It should have been Terminal Reality's next big thing after Bloodrayne 2. Demonik boasted the latest HD revision of the Infernal Engine with more extensive physics than ever before, yet even more impressive were the names it became associated to. Developed in cooperation with John Woo's Tiger Hill Entertainment, prolific horror author Clive Barker, known by gamers mostly for his work on Undying and Jericho, provided the story for the game, while Marvel artist David Finch designed the characters.

The protagonist was even darker and meaner than Stranger or Rayne. Players would have assumed control of the titular Demonik, summoned to do the biddings of his new human master, which usually involve him inflicting death and destruction. The demon could set people afire, infect them with an instant-lepra kinda plague, and exert telekinesis on numerous interactive objects. Similar to Shiny Entertainment's Messiah, he possessed human NPCs to reach his goals, of course with far more sinister intentions than the small angel in that game. The film Grandma's Boy (see below) also showed a multiplayer mode in some scenes, but that was not meant to be in the actual game, just a mockup for the movie.

Demonik was another victim of Majesco's crisis, and after the big merchandise machinery was already in full swing, the game was cancelled seemingly over night. Given the complex meshwork of licenses and legalities involved with the game, it doesn't surprise that the game never resurfaced with another publisher.

Demonik

Demonik

Demonik


Æon Flux - Windows, PlayStation 2 (2005)

American PlayStation 2 Cover

European Xbox Cover

The game adaption to the feature film with Charlize Theron (which in turn is based on an MTV animated series) is not exactly a horror game. Yet its gameplay is very similar to BloodRayne 2. In fact, it might as well have been made as Bloodrayne 3 except for the setting and the missing vampire powers. Combat and platforming feel like a consequent evolution of the former game. Æon even shares Rayne's ability to fill up several bars (health, special moves) by executing finishing moves. Rayne's voice actress Laura Bailey also returns, though only in a supporting role as the heroine's radio contact during missions.

New acrobatic moves help to underline the stylishness the animated series always put much weight on and make the action feel faster and more fluid. At certain points Æon uses a grappling hook to gain altitude or bungie jump to lower areas, which is exploited for lots of fancy animations and moves like catching nearby enemies with the bungie rope while untieing herself at the same time, sending the unlucky bastard flying.

Without the vampire powers, however, combat feels not quite as satisfying, and when the game can't capitalize on gory B-horror charme, some less stellar aspects becomes more immediately evident. In particular, the still very entertaining standard gameplay is broken up by some rather annoying Super Monkey Ball-like sections where the heroine jumps into a huge metal ball to use it as a means of transportation. Still the game poses a competent ersatz for BloodRayne fans who also aren't bothered by over-the-top science fiction settings in the spirit of The 5th Element.

Æon Flux

Æon Flux


Ghostbusters: The Video Game - Windows, XBox 360, PlayStation 3, Wii, PlayStation 2 (2009)

American XBox 360 Cover

Unused Amazon.com Slimer Edition Cover

After several years of smaller endeavors (like localization of SNKP titles small), Terminal Reality could finally place themselves back on the map of developers to be reckoned with, thanks to the franchise comeback of the year. The studio was actually pitching a military shooter concept to Sierra, when they were approached with the offer to create the new Ghostbusters game. Strictly speaking Ghostbusters is not really a horror franchise, not so much as slightly spooky comedy. Like Æon Flux, it is also a licensed property, with a script written by Harold Ramies and Dan Akroyd, who already authored the movies. Therefore its setting doesn't carry the TRI stamp as much as Blair Witch vol. 1, and we'll only have a brief look at it.

Twenty years after their last live action movie, the Ghost Busters are back (although the time frame is much shorter in the game), and the level of psychokinetic energy in New York is higher than ever. The player isn't put in the shoes of Ray, Egon, Peter or Winston, though, at least not in the single player campaign. Rather, a new employee is introduced, hired by the Ghostbusters as a guinea pig to test out new prototype ghostbusting gear. Despite doing almost all the dirty work for the six long missions, one never hears him utter even a single word. Every time just when one thinks he has something to say, he is interrupted by any of the senior Ghostbusters, none of whom really treat him as their equal. This reflects the philosophy for the writing to change as little as possible of the chemistry between the squad members, and you'll hear the four oldtimers chatter about constantly, just like they did in the movies.

The best thing about Ghostbusters: The Video Game, however, is that playing it actually feels like being a Ghostbuster. The proton packs, the traps, the PKE meter, everything works just as we imagined when watching the movies as kids. The slime gun is a nice addition, too, and makes for some unique puzzles. Only the shotgun-type weapon feels a bit misplaced. The icing on the cake are dozens of smaller easter eggs and references to the movies, from short statements in the dialogue to Vigo's talking painting, which now decorates the Ghostbusters HQ. All these little things contribute invaluably to what altogether is simply the perfect game for ghostbusters fans. Sometimes, especially at the beginning, it feels a bit too close to the first movie, with many reoccuring ghosts and revisited locations. In the second half, however, when the city starts to get sucked into hell, there's enough new and exciting stuff to make the adventure feel fresh and new.

Unlike all other games introduced in this article, Ghostbusters also features extensive multiplayer modes. Nothing beats a competition of dunking Slimers into traps as fast as possible. That is, except for co-op gameplay, which is only included in the Wii port via splitscreen (the "big" versions have online only multiplayer). Those were created not by Terminal Reality, but Red Fly Studio (with some former TRI staff on board), who instead of simply downsizing the game created an entirely new, more stylized look and added said co-op mode. Also unique to the Red Fly game is the option to play as a female Ghostbuster.

Ghostbusters: The Video Game

Ghostbusters: The Video Game

Ghostbusters: The Video Game

Ghostbusters: The Video Game (Wii)


Comparison Screenshots


Other Appearances

For a short while, between the time after the first BloodRayne became an underdog hit (over 500,000 copies sold world wide might not seem like much in Halo terms, but for a publisher usually associated with second tier titles like Majesco, it's quite a success) until around the release of BloodRayne 2, the sexy Dhampir became the subject of a pop culture fad maybe second only to 1990s Lara Croft, as far as female video game characters go. She was among the first video game characters to be featured in the October 2004 issue of Playboy magazine and spawned her own film and comic series (as introduced on the previous page). To support the Japanese release of the first game in 2004, EA Japan produced a short manga, which is still viewable online in Japanese and English.

The hype soon started to cool off, though, when Majesco wasn't capable anymore to properly maintain the core franchise, and certainly not least because of the subpar quality of the movies. While Rayne's own PSP game was cancelled in result to the publisher's financial problems, she nonetheless made it onto Sony's handheld, if only in form of an unlockable character in the chaotic zombie action game Infected.

Several of Terminal Reality's games and characters got showcased in the crazy and dirty 2006 comedy Grandma's Boy. The film revolves around Alex (Allen Covert), 35-year-old nerd, pothead and accountant-turned-playtester. His company works on a game called Eternal Death Slayer 3, created by the genius but sociopathic supernerd J.P. (Joel David Moore). But the code is a buggy mess so his boss hires the charismatic and attractive QA coordinator Samantha (Linda Cardellini) to get the game fixed on schedule. Alex in the meantime had to move in with his grandma after getting thrown out of his appartement because his roomate spent all the rent money on prostitutes, and makes her play the groundbreaking game he's been developing on his own in his spare time - Demonik (funnily enough on the original Xbox, not the 360).

Is that a good guy or a bad guy?
That's a bad guy, he's a drug dealer. Kill him!
Oh, I hate violence, but, oh, drugs are bad.

The movie is full of real and faux game references, sometimes surprisingly accurate for a mainstream movie, sometimes hilariously nonsensical. (Talk about changing the colors of the elves in the 3rd level and the dwarves in the 6th level because they look too similar - in a bloody 1-on-1 fighting game!) The spotlight, however, belongs to the Terminal Reality stuff. It's so prominent that this movie could practically be called Terminal Reality's The Wizard, in allegory to the 1980s feature length Nintendo commercial. Rayne and several other Bloodrayne inspired characters show up in the mockup gameplay footage for Eternal Death Slayer 3 (complete with backgrounds ripped straight from BloodRayne 2), and of course there's Demonik, which in the film actually does get released (Doesn't need no stupid rating or publisher label on the cover).

Finally, Terminal Reality resurrected The Stranger in 2009, after 9 years of absence for the tech demos to showcase their Infernal Engine to possible licensees. This caused hope for a possible Nocturne sequel to spark up among diehard fans, but nothing the like has been announced so far.

Infernal Engine Tech Demo

Alex drawing sketches for Demonik during his break.

Playing Demonik on Grandma's old ass CRT.

He definitely got the gamer stare right.

Get ready for some senseless nudity!


Eternal Death Slayer 3 Renders


<<< Prior Page

Next Page >>>

Page 1:
Nocturne

Page 2:
Blair Witch

Page 3:
BloodRayne

Page 4:
BloodRayne 2

Page 5:
BloodRayne License

Page 6:
Other

Page 7:
Interview

Back to the Index