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Bloody Bunny: the magazine of the game

I love the Bloody Bunny premise. How can I not? It is a revenge tale of Digital Innovative Design and Technology Center (DI DTC) that combines adorable characters with stylistic and violent executions. Completed with a surprisingly mild frame rate, it's easy to imagine that people behind Bloody Bunny thought they had created a license to print the scores of critics in the eight and nine. Hell, with different weapons, skills improvements, nearly ten bosses and an endless mode to explore, how could I — and anyone elsewhere — do not enjoy it?

Well, because it's not very good.

Bloody Bunny: The Game; 100% Playthrough / All Secrets Locations

For each jump forward that Bloody Bunny does, it also makes two Gargantua jumps back. At almost every turn, there was a kind of hiccup, small or large, which bothered me. Although I appreciate the configuration of the story — an unnamed organization has transformed the population into dolls, including the little sister of our heroine, Mum — at no time did I never feel like had real issues at stake. Each level, every moment failed to awaken my interest in the survival of Mum. In fact, it did not take long before I forget completely what was the goal of Bloody Bunny. Voiceless cinematic are animated as well as source material, but they do nothing to emphasize the importance of your mission. Most scenes break down exactly in the same way — bunny sneaked somewhere, kills enemies and level begins. It's like if they just existed to break the monotony, and I have trouble staying invested in a story that does not invest in itself.

I would describe Bloody Bunny as dull, but I think it would give him too much credit. Yes, it is partly due to the fact that the story is as interesting as that of the original pong, but what will make you really sick, that's how lame the fight. Literally, for the first wood or three minutes, I appreciated. And then everything was downhill from there. Despite serious audio problems (on which I will address in a second), the hack-and-slash combat style used to build to the executions seemed entirely usable in the first moments. Then, as if Lady Justice had to intervene and correct the balance because I had too much, the problems began to accumulate, one after the other.

Stay with me while I break out exactly how your thirty minutes will take place with Bloody Bunny. You will start the game, crush a button to eliminate one or two enemies, then perform your first run. From there, you go to the next room where you crush a button to eliminate three (!) Enemies. It will now be time for your next execution. You will walk to an enemy in anticipation of your kill, wet lips and sweat on your forehead, and then.... BAM! Your next execution! Only this time, you now have a ball in the stomach because you could have been able to swear it was exactly the same movement you have seen a few moments earlier.

It was. Your eyes did not play tricks, and I hope you liked it because you will see the same animation to kill many times. It is disconcerting that a developer can create a game that turns around the style and flash, then completely neglect to create anything from the first level. Do not mistake yourself; There is no one type of killing on the tap. But there is one type of killing by enemy. This means that the joy we would generally find by discovering the shades of a game of this nature has been completely canceled in Bloody Bunny. You will see everything a scene has to offer within sixty seconds. Then you will have to spend the next nineteen minutes to browse parts without inspiration and indistinguishable by repeating the process. Of course, there are improvements, movements and some different types of weapons to collect. However, there has never been one time when I found different equipment or more effective unique attacks than basic and fast strikes with the default sword.

With all that being said, I kept the biggest knee at the crotch for the end. I mentioned that there were audio problems in Bloody Bunny, but you must hear them for yourself. Almost every time you perform an execution, the sound is delayed by half a second. From the first level, it has never improved. The third or fourth, all I could do was laughter. It was at this time that Bloody Bunny was fully got a joke. Regardless of the frustration that overwhelmed me constantly like a landslide, I think of all that handcuffed the last DI DTC effort, it is the terribly mediocre sound design that ended up being the blow of grace.

If the blood is thicker than the water, Bloody Bunny: The Game would still not be able to fill the shallow extremity. It is repetitive, uninteresting and littered with insects. The frame rate remains coherent, but if anything, it only emphasizes how horrible everything is. It's never a good sign when you feel like you've seen everything a game has to offer during the workout phase. It's even worse when the credits are starting to ride, and you realize that you are doing it really see everything the game has to offer at this training stage. Fucking shit, Bloody Bunny...

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