Bio F.R.E.A.K.S


It’s frustrating when a game promises so much in concept only to fall short in the execution. Bio F.R.E.A.K.S. certainly has all the makings of a great 3D fighter, with interactive arenas, robust move sets, and free range of movement. All characters are equipped with a jetpack that enables them to fly around the arenas, and they’ve even got the ability to land a fight-ending fatality at any point in the match.

Bio F.R.E.A.K.S. weaves a veritable tapestry of gore, and one of the major selling points of the game is the ability to dismember your opponents in mid-battle with powerful attacks. Not only is the visual effect cool, but it affects gameplay: if you lose a limb, your character won’t be able to perform certain moves. It can change the whole dynamic of a fight. You can perform ranged attacks with the A button, opening up the arena for long-range combat in a way that is rather unique to Bio F.R.E.A.K.S. All of these individual elements are well designed, but when mixed together, they just don’t cohere. Aerial movement is too sensitive, for instance, and because the camera angle is locked to the side, movement on the z-axis is disorienting—it’s too easy to simply fall into a pit of lava because you misjudged the trajectory of your landing. Gameplay generally degenerates into two categories: cat-and-mouse aerial chases around oversized arenas, or button-mashers in close quarters with almost no strategy. It seems the developers were distracted by balancing too many innovations at one time and lost sight of the overall product. Bio F.R.E.A.K.S. is one of those games that proposes to revolutionize the way you play video games, but due to unbalanced game mechanics, the effort comes off looking scattered and unpolished.

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Author: wyldephang
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Parent Category: Nintendo
Category: N64