The Bouncer (video game): Difference between revisions
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{{Short description|2000 beat 'em up video game}} |
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{{use mdy dates|date=October 2013}} |
{{use mdy dates|date=October 2013}} |
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{{Infobox video game |
{{Infobox video game |
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| title = The Bouncer |
| title = The Bouncer |
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| image = |
| image = Bouncerbox.jpg |
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| caption = North American cover art |
| caption = North American cover art |
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| developer = |
| developer = [[DreamFactory (game company)|DreamFactory]] |
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| publisher = {{vgrelease|JP|[[Square (video game company)| |
| publisher = {{vgrelease|JP|[[Square (video game company)|Square]]|NA|[[Square Electronic Arts]]|PAL|[[Sony Computer Entertainment]]}} |
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| director = {{ubl|[[Takashi Tokita]]|[[Seiichi Ishii]]}} |
| director = {{ubl|[[Takashi Tokita]]|[[Seiichi Ishii]]}} |
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| producer = [[Shinji Hashimoto]] |
| producer = [[Shinji Hashimoto]] |
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| designer = {{ubl| Yuichi Ninagawa|Hiroshi Takai}} |
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| programmer = Taketoshi Nishimori |
| programmer = Taketoshi Nishimori |
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| artist = [[Tetsuya Nomura]] |
| artist = [[Tetsuya Nomura]] |
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| composer = {{ubl|[[Noriko Matsueda]]|[[Takahito Eguchi]]}} |
| composer = {{ubl|[[Noriko Matsueda]]|[[Takahito Eguchi]]}} |
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| platforms = [[PlayStation 2]] |
| platforms = [[PlayStation 2]] |
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| released = {{vgrelease|JP|December 23, 2000<ref name="Release">{{cite web | url=http://ie.ign.com/games/the-bouncer/ps2-13592 | title=The Bouncer | publisher=[[IGN]] | |
| released = {{vgrelease|JP|December 23, 2000<ref name="Release">{{cite web | url=http://ie.ign.com/games/the-bouncer/ps2-13592 | title=The Bouncer | publisher=[[IGN]] | access-date=October 22, 2013 | archive-date=December 1, 2020 | archive-url=https://web.archive.org/web/20201201082036/https://www.ign.com/games/the-bouncer | url-status=live }}</ref>|NA|March 6, 2001<ref name="Release"/>|EU|June 22, 2001<ref name="Release"/>}} |
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| genre = [[Beat 'em up]] |
| genre = [[Beat 'em up]], [[action role-playing]] |
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| modes = [[ |
| modes = [[Single-player]], [[multiplayer]] |
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}} |
}} |
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{{nihongo|'''''The Bouncer'''''|バウンサー|Baunsā|lead=yes}} is a 2000 [[beat 'em up]] [[video game]] for the [[PlayStation 2]] |
{{nihongo|'''''The Bouncer'''''|バウンサー|Baunsā|lead=yes}} is a 2000 [[beat 'em up]] [[video game]] for the [[PlayStation 2]] developed by [[DreamFactory (game company)|DreamFactory]] and published by [[Square (video game company)|Square]]. It was released in Japan in December 2000, in North America by [[Square Electronic Arts]] in March 2001, and in Europe by [[Sony Computer Entertainment]] in June 2001. The game was produced by [[Shinji Hashimoto]], co-directed by [[Takashi Tokita]] and [[Seiichi Ishii]], and features character designs by [[Tetsuya Nomura]], and music by [[Noriko Matsueda]] and [[Takahito Eguchi]]. |
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The game tells the story of three [[bouncer |
The game tells the story of three [[bouncer]]s in the fictional city of Edge on a rescue mission to save their young friend from the Mikado Group, a [[Solar thermal collector|solar technology]] [[megacorporation]] owned by the [[wikt:megalomania|megalomania]]cal Dauragon C. Mikado. The game is structured like a "playable action movie," with the plot unfolding differently depending on which character the player chooses for specific gameplay sequences.<ref name="IGNinterview">{{cite web | last1=Perry | first1=Douglass C. | last2=Zdryko | first2=Dave | last3=Smith | first3=David | date=March 7, 2001 | title=The Bouncer Interview | url=http://ps2.ign.com/articles/092/092153p1.html | publisher=[[IGN]] | access-date=September 16, 2009 | url-status=live | archive-url=https://web.archive.org/web/20131030013615/http://www.ign.com/articles/2001/03/08/the-bouncer-interview | archive-date=October 30, 2013 | df=mdy-all }}</ref> |
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''The Bouncer'' was Square's first game on the PlayStation 2, and although it received considerable press coverage before its release, and was greatly anticipated as one of the marquee titles in the first batch of PS2 games, it was met with poor sales and mixed reviews. |
''The Bouncer'' was Square's first game released internationally on the PlayStation 2, and although it received considerable press coverage before its release, and was greatly anticipated as one of the marquee titles in the first batch of PS2 games, it was met with poor sales and mixed reviews. |
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==Gameplay== |
==Gameplay== |
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[[Image:The Bouncer screen1.jpg|left|thumb|Gameplay in ''The Bouncer''. The player is controlling Volt. Sion and Kou are being controlled by the [[Artificial intelligence|AI]]. The players' health is on the top left; the enemy's on the top right.]] |
[[Image:The Bouncer screen1.jpg|left|thumb|Gameplay in ''The Bouncer''. The player is controlling Volt. Sion and Kou are being controlled by the [[Artificial intelligence in video games|AI]]. The players' health is on the top left; the enemy's on the top right.]] |
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Controls in ''The Bouncer'' are similar to those in the ''[[Tobal No. 1|Tobal]]'' series.<ref name="GSpot">{{cite web | url=http://www.gamespot.com/reviews/the-bouncer-review/1900-2692332/ | title=The Bouncer Review | date=March 2, 2001 | publisher=[[GameSpot]] | last=Gerstmann | first=Jeff | |
Controls in ''The Bouncer'' are similar to those in the ''[[Tobal No. 1|Tobal]]'' series.<ref name="GSpot">{{cite web | url=http://www.gamespot.com/reviews/the-bouncer-review/1900-2692332/ | title=The Bouncer Review | date=March 2, 2001 | publisher=[[GameSpot]] | last=Gerstmann | first=Jeff | access-date=October 22, 2013 | url-status=live | archive-url=https://web.archive.org/web/20140131225111/http://www.gamespot.com/reviews/the-bouncer-review/1900-2692332/ | archive-date=January 31, 2014 | df=mdy-all }}</ref> Certain buttons denote high, middle, and low attacks, whilst others are used for jumping attacks, blocking, and special moves. Players have a [[Health (gaming)|health meter]] during gameplay, which, if depleted, means the player dies. Players also have a limited number of guard points available to them, although this is not represented by an onscreen meter. As the player blocks, the number of guard points diminish. When they are gone completely, the player can no longer block.<ref>{{cite web | url=http://www.thebouncer-game.com/flash_e/index.html | title=Battle System: Guard and Defence | publisher=[[Square (video game company)|Squaresoft]] | access-date=October 22, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029190147/http://www.thebouncer-game.com/flash_e/index.html | archive-date=October 29, 2013 | df=mdy-all }}</ref> |
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The game's combat uses [[ragdoll physics]], which allows characters to be launched several feet into the air, making it possible to juggle enemies by striking them repeatedly. Enemies can also be thrown or otherwise knocked into one another, causing all of them to take damage at once. |
The game's combat uses [[ragdoll physics]], which allows characters to be launched several feet into the air, making it possible to juggle enemies by striking them repeatedly. Enemies can also be thrown or otherwise knocked into one another, causing all of them to take damage at once. |
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===Story Mode=== |
===Story Mode=== |
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''The Bouncer'' is structured as a series of short gameplay segments interspersed with cinematic [[cutscene]]s that tell the game's story. With the Active Character Selection (ACS) system, when a cutscene concludes, the player is given the choice to control one of the three protagonists and proceed onto the next gameplay segment.<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=Story Mode | page=8 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] | |
''The Bouncer'' is structured as a series of short gameplay segments interspersed with cinematic [[cutscene]]s that tell the game's story. With the Active Character Selection (ACS) system, when a cutscene concludes, the player is given the choice to control one of the three protagonists and proceed onto the next gameplay segment.<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=Story Mode | page=8 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] | access-date=February 22, 2016 | url-status=live | archive-url=https://web.archive.org/web/20160301155641/http://www.replacementdocs.com/download.php?view.7984 | archive-date=March 1, 2016 | df=mdy-all }}</ref> The player then controls this character for the duration of the level, whilst the other two characters are controlled by the [[Artificial intelligence|AI]]. At the conclusion of each gameplay segment, the player is able to spend Bouncer Points (BP), the game's equivalent of [[experience point]]s, using the Point Exchange System. BPs can be used to boost the character's statistics (health, power and guard) and unlock new fighting moves.<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=Point Exchange System | page=10 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] | access-date=February 22, 2016 | url-status=live | archive-url=https://web.archive.org/web/20160301155641/http://www.replacementdocs.com/download.php?view.7984 | archive-date=March 1, 2016 | df=mdy-all }}</ref> Spending BPs allows the character to [[Experience point#Level-based progression|level up]], with their rank graded on a letter scale from G to A, and finally, an S-Rank.<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=Bouncer Points | page=9 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] | access-date=February 22, 2016 | url-status=live | archive-url=https://web.archive.org/web/20160301155641/http://www.replacementdocs.com/download.php?view.7984 | archive-date=March 1, 2016 | df=mdy-all }}</ref> |
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Typical gameplay in ''The Bouncer'' consists of the player fighting groups of enemies using [[hand-to-hand combat]] techniques. Occasionally, one of the AI-controlled bouncers will do a [[Taunting|taunt]], prompting a button-press to activate a team attack ("Trinity Rush") which damages all enemies on screen.<ref>{{cite web | url=http://www.thebouncer-game.com/flash_e/index.html | title=Battle System: Trinity Rush | publisher=[[Square (video game company)|Squaresoft]] | |
Typical gameplay in ''The Bouncer'' consists of the player fighting groups of enemies using [[hand-to-hand combat]] techniques. Occasionally, one of the AI-controlled bouncers will do a [[Taunting|taunt]], prompting a button-press to activate a team attack ("Trinity Rush") which damages all enemies on screen.<ref>{{cite web | url=http://www.thebouncer-game.com/flash_e/index.html | title=Battle System: Trinity Rush | publisher=[[Square (video game company)|Squaresoft]] | access-date=October 22, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029190147/http://www.thebouncer-game.com/flash_e/index.html | archive-date=October 29, 2013 | df=mdy-all }}</ref> However, the Trinity Rush is ineffective against some [[Boss (video games)|bosses]]. In some instances, the player is also tasked with activities other than fighting, such as running through a series of hallways to avoid being caught in a flood, finding a keycard, or fooling enemies into thinking the player is one of them. In general, a gameplay segment ends when the player has either defeated all of the enemies in the area, has defeated a boss enemy, or has achieved a set goal. |
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===Survival Mode=== |
===Survival Mode=== |
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In addition to the main Story Mode, there is also a [[Single-player video game|single-player]] [[survival mode]]. Spanning ten stages and fifty enemies, every time the player survives a round, the gameplay gets progressively difficult. At the start of each stage, the player's health bar does not return to full, but remains where it was at the end of the previous stage.<ref name="Versus">{{cite book | title=The Bouncer Instruction Manual | url= |
In addition to the main Story Mode, there is also a [[Single-player video game|single-player]] [[survival mode]]. Spanning ten stages and fifty enemies, every time the player survives a round, the gameplay gets progressively more difficult. At the start of each stage, the player's health bar does not return to full, but remains where it was at the end of the previous stage.<ref name="Versus">{{cite book | title=The Bouncer Instruction Manual | url=https://archive.org/download/SonyPlaystation2Manuals_201812/Bouncer%2C%20The%20%28USA%29%20%28En%2CJa%29.pdf | chapter=Versus & Survival Modes | page=12 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] }}</ref> |
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===Multiplayer=== |
===Multiplayer=== |
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''The Bouncer'' supports the PlayStation 2 [[multitap]] accessory,<ref name="IGN">{{cite web | last=Perry | first=Douglass C. | date=March 6, 2001 | title=The Bouncer Review | url=http://ps2.ign.com/articles/163/163592p1.html | publisher=[[IGN]] | |
''The Bouncer'' supports the PlayStation 2 [[multitap]] accessory,<ref name="IGN">{{cite web | last=Perry | first=Douglass C. | date=March 6, 2001 | title=The Bouncer Review | url=http://ps2.ign.com/articles/163/163592p1.html | publisher=[[IGN]] | access-date=September 16, 2007 | url-status=live | archive-url=https://web.archive.org/web/20131030162914/http://www.ign.com/articles/2001/03/07/the-bouncer-2 | archive-date=October 30, 2013 | df=mdy-all }}</ref> and the game's [[Multiplayer video game|multiplayer]] Versus Mode supports up to four players simultaneously in the "[[Battle royal|Battle Royal]]" mode. Battle Royal can also be played by a single player against three AI-controlled opponents, or by two players against two AI-controlled opponents.<ref name="Versus"/> |
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==Synopsis== |
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Set in Edge, a modern-day metropolis run by the Mikado Group corporation led by Dauragon Mikado, the story opens at the ''Fate'' bar on Dog Street, where three [[bouncer]]s are enjoying a quiet evening; the young boy Sion, the light-hearted Kou, and the intimidating but just Volt. Dominique, a new friend of Sion's, visits to gift Sion a new necklace from his favorite fashion line. ''Fate'' is then attacked by masked soldiers from Mikado who kidnap Dominique, and Sion pursues them with Kou and Volt in tow. They pursue signs of Dominique across Edge, splitting up in a few places and confronting agents of Mikado. These include Echidna, a supervisor who knows Volt; Kaldea, a former friend of Sion's turned through experimentation into a shapeshifter; and Mugetsu, a soldier driven insane by enhancement experiments. Each protagonist has their own routes which impact story sequences, and backstory elements during loading screens in their routes. |
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*Sion was Kaldea's childhood friend and the adopted student of Wong Leung, a master martial artist who held old ties with the Mikado Group. Wong Leung later mysteriously disappeared to train Dauragon, and Kaldea later died in their teenage years in an industrial accident while working as an intern at Mikado. These experiences left Sion both emotionally scarred and eventually suicidally depressed, leading him to pick violent street fights in Edge's dangerous slums as a way to end his life. He was taken in by ''Fate'' after being beaten by Volt in a fist fight, then encountered Dominique on the streets and decided to care for her. |
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*Kou is an undercover operative under Leann Caldwell, assigned by the anti-Mikado intelligence agency LUKIS to watch over Dominique. His distinctive full-body tattoo was a requirement for his mission so he could blend in on Dog Street. His real identity is Kou Hurst, the Hurst family being once prestigious in Edge, before being overshadowed by the Mikado Group. |
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*Volt was a former Mikado employee loyal to Dauragon's adoptive father and previous head of the Mikado Group, Master Mikado. Soon rising to become Mikado's most dedicated and elite bodyguard, this came to earn the jealousy of Echidna, and when he attempted to fight against Dauragon, he was framed for Master Mikado's death and almost died. Taken in by the staff of ''Fate'', he obscured facial scarring from his escape using face piercings. Originally, he was a street gang leader who was hired by a younger Dauragon to take out Master Mikado, but joined his ranks upon Mikado displaying no fear towards his former assailant, commandeering his respect. |
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During their missions, they learn that Dominique is an android created in the image of Dauragon's late sister, and he is planning to destroy Edge and take over the world as an act of revenge, as he blames society for their abandonment on the streets and his sister's death due to the failure of Edge's social systems. Echidna is defeated and eventually abandons Mikado. Kaldea's exact fate depends on who is selected to fight her, though in all routes she ultimately dies. Mugetsu is killed by the group after Dominique is taken to a rocket heading for a new satellite designed by Dauragon to destroy Edge. With help from Leann, the three reach the satellite in a shuttle, freeing Dominique and defeating Dauragon as the satellite is destroyed. Depending on the final character selected, the ending scene varies; Sion is shown happy with Dominique, Volt meets Echidna again, while Kou opts to remain assigned to Dominique. A series of post-credit stills shows Dominique, wearing Sion's necklace, visiting her friends' graves. In Sion's route, a further scene shows when he and Dominique first met. |
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==Development== |
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The game was announced at the Spring [[Tokyo Game Show]] in March 1999, where it was revealed as [[Square (video game company)|Square]]'s first [[PlayStation 2]] title.<ref name="PS2">{{cite web | last=Perry | first=Douglass C. | date=September 20, 1999 | title=TGS 1999: The Bouncer - First Look | url=http://ps2.ign.com/articles/073/073209p1.html | publisher=[[IGN]] | access-date=September 16, 2009 | url-status=live | archive-url=https://web.archive.org/web/20131030162928/http://www.ign.com/articles/1999/09/21/tgs-1999-the-bouncer-first-look | archive-date=October 30, 2013 | df=mdy-all }}</ref> On July 12, 1999, [[IGN]] reported that Square was working on three PlayStation 2 games; an unknown game, a [[Final Fantasy X|''Final Fantasy'' game]] and a fighting game, which was thought to be ''[[Ehrgeiz]] 2''.<ref>{{cite web | url=http://ie.ign.com/articles/1999/07/13/ps2-week-in-review-july-7-through-july-12 | title=PS2 Week in Review: July 7 through July 12 | last=Perry | first=Douglass C. | date=July 12, 1999 | publisher=[[IGN]] | access-date=October 23, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029194739/http://ie.ign.com/articles/1999/07/13/ps2-week-in-review-july-7-through-july-12 | archive-date=October 29, 2013 | df=mdy-all }}</ref> Footage of the game was subsequently shown at the [[SIGGRAPH|SIGGRAPH Convention]] in August, at which time the game was still thought to be ''Ehrgeiz 2''. The footage showed the three main characters, which at that time were two men and one woman, fighting a group of [[ninja]] in a café.<ref>{{cite web | url=http://ie.ign.com/articles/1999/08/17/first-look-at-ps2-ehrgeiz-2 | title=First Look at PS2 Ehrgeiz 2? | date=August 16, 1999 | publisher=[[IGN]] | access-date=October 23, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029195434/http://ie.ign.com/articles/1999/08/17/first-look-at-ps2-ehrgeiz-2 | archive-date=October 29, 2013 | df=mdy-all }}</ref> However, on August 23, MagicBox.com reported the game was not a sequel, but an original story.<ref>{{cite web | last=Perry | first=Douglass C. | date=August 23, 1999 | title=Square's First PlayStation 2 Fighter? | url=http://ie.ign.com/articles/1999/08/24/squares-first-playstation-2-fighter | publisher=[[IGN]] | access-date=October 7, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029184747/http://ie.ign.com/articles/1999/08/24/squares-first-playstation-2-fighter | archive-date=October 29, 2013 | df=mdy-all }}</ref> The title of the game was revealed on September 10, when [[Sony]] announced the PlayStation 2 launch titles.<ref>{{cite web | last=Perry | first=Douglass C. | date=September 10, 1999 | title=The PS2 Launch Titles | url=http://ie.ign.com/articles/1999/09/11/the-ps2-launch-titles-2 | publisher=[[IGN]] | access-date=October 23, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029192924/http://ie.ign.com/articles/1999/09/11/the-ps2-launch-titles-2 | archive-date=October 29, 2013 | df=mdy-all }}</ref> |
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{{quote box|width=30em|align=right|quote=The Mikado Building, the heart of the Mikado Group international [[megacorporation]], overlooks Dog Street. The bars located on this dangerous street are always guarded by [[Bouncer (doorman)|bouncers]]. Sion, Kou, and Volt are three such men, working to protect their bar, Fate, from troublemakers. Recently, Dominique, a young girl Sion found lost in the city, has become a kind of mascot for Fate. No one knows where she came from or who she really is. Time passes uneventfully for them - until one day, Dominique is abducted by the Mikado Special Forces. What are Mikado's motives? Why was Dominique taken? What is her secret? Will Sion, Kou, and Volt be able to rescue Dominique...? It's going to be a long night for these three!<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=Story | page=6 | publisher=[[Square (video game company)|Squaresoft]] | year=2001 | accessdate=February 22, 2016 | url-status=live | archiveurl=https://web.archive.org/web/20160301155641/http://www.replacementdocs.com/download.php?view.7984 | archivedate=March 1, 2016 | df=mdy-all }}</ref>}} |
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A non-playable demo was shown at the Fall Tokyo Game Show in September. IGN reported "Square's "Seamless Action Battle System" means that players will roam from adventure sequence to fighting sequence without intermittent [[Full motion video|FMVs]] or cutscenes that look out of place; the adventure aspects blend seamlessly into massive street brawls involving as many ten characters."<ref name="PS2"/> ''[[GameSpot]]'' were also very enthusiastic about the early footage from the game, writing "''The Bouncer'' is arguably one of the strongest visual demonstrations of the PlayStation 2 hardware thus far. Designed to appear as though you're controlling characters in a movie, ''The Bouncer''{{'}}s camera movements and special effects truly appear as though they're straight out of a Hollywood creation."<ref>{{cite web | url=http://www.gamespot.com/articles/bouncer-preview/1100-2557995/ | title=Bouncer Preview | date=February 10, 2000 | publisher=[[GameSpot]] | access-date=October 23, 2013 | url-status=live | archive-url=https://web.archive.org/web/20140125041941/http://www.gamespot.com/articles/bouncer-preview/1100-2557995/ | archive-date=January 25, 2014 | df=mdy-all }}</ref> |
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* {{nihongo foot|'''Sion Barzahd'''|シオン・バルザード|Shion Baruzādo|group=k}} |
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Voiced by (English): [[Paul Stephen]]<ref name="btvaeng">{{cite web |title=The Bouncer (2001) Cast |url=https://www.behindthevoiceactors.com/video-games/The-Bouncer/ |website=Behind The Voice Actors |accessdate=3 January 2020|postscript=. A green check mark indicates that the role has been confirmed using a screenshot (or collage of screenshots) of the title's list of voice actors and their respective characters found in its closing credits and/or other reliable sources of information.}}</ref><br>Voiced by (Japanese): [[Takahiro Sakurai]]<ref name="btvajpn">{{cite web |title=The Bouncer (2001) Japanese Cast |url=https://www.behindthevoiceactors.com/video-games/The-Bouncer/japanese-cast/ |website=Behind The Voice Actors |accessdate=3 January 2020|postscript=. A green check mark indicates that the role has been confirmed using a screenshot (or collage of screenshots) of the title's list of voice actors and their respective characters found in its closing credits and/or other reliable sources of information.}}</ref> |
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A bouncer at the bar Fate, Sion is the game's main [[protagonist]]. The death of his girlfriend two years previously caused him to close himself off emotionally, but Dominique is slowly getting him to open up again.<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=Character Profiles | page=14 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] | accessdate=February 22, 2016 | quote=A bouncer at the bar known as Fate. He lost his love two years ago, which has caused him to distance himself from others. However, Dominique's innocence is slowly helping him to open up again. | url-status=live | archiveurl=https://web.archive.org/web/20160301155641/http://www.replacementdocs.com/download.php?view.7984 | archivedate=March 1, 2016 | df=mdy-all }}</ref> |
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* {{nihongo foot|'''Volt Krueger'''|ヴォルト・クルーガー|Voruto Kurūgā|group=k}} |
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Voiced by (English): Mike D'Gard<ref name="btvaeng"/><br>Voiced by (Japanese): [[Daisuke Gōri]]<ref name="btvajpn"/> |
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A fellow bouncer at Fate, he is a large and quiet individual, who seems to know a lot about the Mikado Group.<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=Character Profiles | page=16 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] | accessdate=February 22, 2016 | quote=A bouncer at Fate. For some reason, he is very well-informed about the Mikado Group. | url-status=live | archiveurl=https://web.archive.org/web/20160301155641/http://www.replacementdocs.com/download.php?view.7984 | archivedate=March 1, 2016 | df=mdy-all }}</ref> |
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* {{nihongo foot|'''Kou Leifoh'''|コウ・レイフォー|Kou Reifō|group=k}} |
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Voiced by (English): [[Steve Blum|David Lucas]]<ref name="btvaeng"/><br>Voiced by (Japanese): [[Ryūsei Nakao]]<ref name="btvajpn"/> |
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Another Fate bouncer, he is cocky and talkative, but is hiding a far more serious side. |
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* {{nihongo foot|'''Dominique Cross'''|ドミニク・クロス|Dominiku Kurosu|group=k}} |
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Voiced by (English): [[Bridget Hoffman|Ruby Marlowe]]<ref name="btvaeng"/><br>Voiced by (Japanese): [[Ryōka Yuzuki]]<ref name="btvajpn"/> |
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Found wandering on the city streets by Sion, she was taken in by the staff at Fate and has become the bar's unofficial mascot.<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=Character Profiles | page=20 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] | accessdate=February 22, 2016 | quote=Before Sion rescued her, she was just a girl lost in the city, with nowhere to go. A cheerful, simple, and innocent girl, Dominique has become a sort of a mascot for the bar Fate. | url-status=live | archiveurl=https://web.archive.org/web/20160301155641/http://www.replacementdocs.com/download.php?view.7984 | archivedate=March 1, 2016 | df=mdy-all }}</ref> |
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* {{nihongo foot|'''Dauragon C. Mikado'''|ドゥラガン・C・ミカド|Duragan C. Mikado|group=k}} |
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Voiced by (English): [[Richard Cansino|Richard Hayworth]]<ref name="btvaeng"/><br>Voiced by (Japanese): [[Norio Wakamoto]]<ref name="btvajpn"/> |
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The [[Chief executive officer|CEO]] of the Mikado Group. The adopted son of the previous CEO, Master Mikado, Duaragon has trained since childhood to succeed as head of the organization. He is responsible for Dominique's abduction, but his motives are initially unknown.<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=Character Profiles | page=25 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] | accessdate=February 22, 2016 | quote=The young CEO of the Mikado Group international megacorporation. Dauragon has risen to his present position because he is the adopted son of the previous CEO. He has been trained since childhood to succeed as head of the Mikado Group and is capable of handling any situation calmly. He is responsible for Dominique's abduction, but his motives for such an action are unknown. | url-status=live | archiveurl=https://web.archive.org/web/20160301155641/http://www.replacementdocs.com/download.php?view.7984 | archivedate=March 1, 2016 | df=mdy-all }}</ref> |
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* {{nihongo foot|'''Mugetsu'''|無月|group=k}} |
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Voiced by (English): Bob Marx<ref name="btvaeng"/><br>Voiced by (Japanese): [[Yūji Ueda]]<ref name="btvajpn"/> |
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The head of the Mikado Special Forces Unit and the man who carries out the abduction of Dominique. Due to experiments on his [[prefrontal cortex]], designed to give him superhuman speed and strength, he is going insane.<ref>{{cite video game | title=The Bouncer | developer=[[Square (video game company)|Square]]/[[DreamFactory]] | publisher=[[Sony Computer Entertainment|SCEE]] | platform=PlayStation 2 | quote=Project M Special Forces: A project modifying the subject through [[lobotomy]] surgery. The [[nervous system]] has been enhanced to assist in the completion of assigned missions. However, this stimulation of the fighting instincts tends to cause the subject's mind to degrade.}}</ref> |
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* {{nihongo foot|'''Echidna'''|エキドナ|Ekidona|group=k}} |
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Voiced by (English): [[Mary Elizabeth McGlynn|Melissa Williamson]]<ref name="btvaeng"/><br>Voiced by (Japanese): [[Ayaka Sasaki]]<ref name="btvajpn"/> |
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A supervisor in the Mikado Group. She has some kind of history with Volt.<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=Character Profiles | page=23 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] | accessdate=February 22, 2016 | quote=A supervisor in the Mikado Group. She is arrogant, and hates to lose. She boasts a flamboyant outfit and a very unique hairstyle. Echidna has some sort of history with Volt. | url-status=live | archiveurl=https://web.archive.org/web/20160301155641/http://www.replacementdocs.com/download.php?view.7984 | archivedate=March 1, 2016 | df=mdy-all }}</ref> |
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* {{nihongo foot|'''Kaldea Orchid'''|カルディア・オーキッド|Karudia Ōkiddo|group=k}} |
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Voiced by (English): [[Anne Sherman]]<ref name="btvaeng"/><br>Voiced by (Japanese): [[Gara Takashima]]<ref name="btvajpn"/> |
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A mysteriously sad young woman who is always by Dauragon's side. She has the ability to morph into a [[Panthera|panther]] and seems to know Sion, although he is unsure as to how. |
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* {{nihongo foot|'''Wong Leung'''|鳳 李雲|group=k}} |
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Voiced by (English): Simon Isaacson<ref name="btvaeng"/><br>Voiced by (Japanese): [[Kiyoshi Kawakubo]]<ref name="btvajpn"/> |
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Sion and Dauragon's [[martial arts]] instructor and servant of the late Master Mikado, to whom he was fiercely loyal. He distrusts Dauragon.<ref>{{cite web | url=http://www.thebouncer-game.com/flash_e/index.html | title=Characters: Wong Leung | publisher=[[Square (video game company)|Squaresoft]] | accessdate=April 11, 2015 | url-status=live | archiveurl=https://web.archive.org/web/20160303235821/http://www.thebouncer-game.com/flash_e/index.html | archivedate=March 3, 2016 | df=mdy-all }}</ref> |
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* {{nihongo foot|'''Leann Caldwell'''|リアン・コールドウェル|Rian Kōdoweru|group=k}} |
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Voiced by (English): [[Wendee Lee]]<ref name="btvaeng"/><br>Voiced by (Japanese): [[Asako Sato]]<ref name="btvajpn"/> |
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Works for the anti-Mikado intelligence agency LUKIS as Kou's immediate supervisor.<ref>{{cite web | url=http://www.thebouncer-game.com/flash_e/index.html | title=Characters: Leann Caldwell | publisher=[[Square (video game company)|Squaresoft]] | accessdate=October 22, 2013 | url-status=live | archiveurl=https://web.archive.org/web/20131029190147/http://www.thebouncer-game.com/flash_e/index.html | archivedate=October 29, 2013 | df=mdy-all }}</ref> |
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* '''PD-4''' |
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Voiced by: [[Miho Kunori]]<ref name="btvajpn"/> |
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A [[humanoid]] [[robot]] developed by Mikado for combat situations, using illegal bionoid technology. Because they are prototypes, there are very few operational units.<ref>{{cite web | url=http://www.thebouncer-game.com/flash_e/index.html | title=Characters: PD-4 | publisher=[[Square (video game company)|Squaresoft]] | accessdate=April 11, 2015 | url-status=live | archiveurl=https://web.archive.org/web/20160303235821/http://www.thebouncer-game.com/flash_e/index.html | archivedate=March 3, 2016 | df=mdy-all }}</ref> |
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* {{nihongo foot|'''Master Mikado'''|先代ミカド|Sendai Mikado|group=k}} |
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Voiced by (English): Alfred Thor<ref name="btvaeng"/><br>Voiced by (Japanese): [[Yuu Shimaka]]<ref name="btvajpn"/> |
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The previous CEO, and founder, of the Mikado Group. A kind man, he adopted Dauragon when he found him wandering the city streets in a storm. |
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===Plot=== |
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As each bouncer has their own unique story, how the game develops depends on which characters are selected for each level. Only by playing through the game as all three characters can the complete story be revealed. |
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The game begins with a news report on Mikado's new [[solar power]]ed generator [[satellite]], which uses a large mirror to generate [[electricity]] from solar rays. It then converts the electricity to [[microwave]] radiation, which it beams back to a ground station on Earth, which subsequently converts it back to electricity and distributes it around the planet.<ref>{{cite book | title=The Bouncer Instruction Manual | url=http://www.replacementdocs.com/download.php?view.7984 | chapter=The Mikado Corporation | page=13 | year=2001 | publisher=[[Square (video game company)|Squaresoft]] | accessdate=February 22, 2016 | quote=Space Solar Power Project: A major solar power project led by Mikado Corporation, in joint development with high-tech corporations from around the world. The general operation policies of the project announced by Mikado CEO, Dauragon C. Mikado, are as follows: (1) Launch a satellite capable of converting solar rays into a form of microwave energy. (2) The satellite, controlled from the surface, will collect solar rays and transmit the energy, in the form of microwaves, to ground collection stations. (3) These stations convert the microwaves into electricity and then distribute that energy around the world through [[Electrical grid|power grids]]. While numerous attempts have been made to find alternate energy sources to [[oil]] and [[nuclear power]], only Mikado's new technology is capable of providing enough solar power to supply the whole world with energy. | url-status=live | archiveurl=https://web.archive.org/web/20160301155641/http://www.replacementdocs.com/download.php?view.7984 | archivedate=March 1, 2016 | df=mdy-all }}</ref> Meanwhile, Leann receives a message that Mikado have located Dominique. She expresses surprise that "they beat us to it," and rushes out. |
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At Fate, Dominique celebrates Sion's one year anniversary as a bouncer by giving him a pendant. However, Mikado Special Forces led by Mugetsu storm the bar and abduct her. Volt says they will have taken her to the Mikado Building, and Kou calls Leann, learning there is a train heading for the building in thirty minutes. Leann promises she will back him up in her ship, the ''Orage''. Kou, Sion and Volt catch the train, which is carrying rocket fuel for the launch of the satellite. On board, they meet Echidna, who is shocked to see Volt. They fight and defeat her, and she jumps from the train into a river. |
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Meanwhile, the ''Orage'' attacks the train, causing the brakes to malfunction. The trio detach the car containing the rocket fuel and jump from the train, which crashes into the station underneath the Mikado Building. They work their way up the building and find Dominique in a dome structure. Nearby, Kaldea is playing the piano. After a moment, she gets up and morphs into a panther. Meanwhile, Dauragon orders Wong to transport Dominique to the shuttle ''Galeos''. Wong protests, telling Dauragon he is using the Mikado Group for evil, something of which his father would not approve. Dauragon attacks Wong as the trio enter, and the dying Wong tells them Dauragon must be stopped. Dauragon then reveals that Dominique is his sister. He and the panther attack the trio, defeating them, and the floor falls out underneath them. |
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The game then cuts to the past as a young Dauragon arrives at a hospital, telling them his sister is dying. However, they turn him away. As he walks through the rain, a [[limousine]] pulls up alongside him, and Master Mikado and Wong get out, taking Dauragon and Dominique with them. Later, Mikado adopts Dauragon as his [[Inheritance|heir]]. After Mikado dies, Dauragon takes over the company, with Wong praising him for the man he has become, saying he would have made his father proud. |
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Meanwhile, Sion wakes up in a storage room. Fighting his way through the building, he encounters the black panther, who leads him to a [[computer terminal]], where he finds a file on Kaldea. Vaguely remembering her as childhood friend who was supposedly killed in an [[Work accident|industrial accident]] at Mikado, Sion realizes Dauragon has been experimenting on humans. However, she is now older than him, with the file stating "the one drawback with our present technology is the treatment ages the subject cells approximately 10 biological years." Sion also finds a picture of Dominique under a locked file. Meanwhile, Volt wakes up strapped to a table. He breaks free and also fights his way through the building. Elsewhere, Kou wakes up in a locker room and steals a guard's uniform, sneaking through the corridors to the upper floors. |
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Sion soon finds Dominique, but is ambushed by Mugetsu. Volt and Kou arrive and Mugetsu is defeated. The trio escape with Dominique but are soon confronted by a group of PD-4s. However, a signal is sent from an orbiting satellite, and Dominique is revealed to be a robot. She easily destroys the enemies and then collapses. Mugetsu arrives and once more takes Dominique, heading to the ''Galeos''. Volt reveals he knew Dominique was a robot, explaining she was created in the image of Dauragon's dead sister. He also reveals that he was once the personal guard of Master Mikado. |
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As they head to the ''Galeos'', they encounter Echidna. They fight and defeat her, but Volt spares her life as she admits killing Master Mikado and framing Volt for the murder. The ''Galeos'' takes off, but as it leaves, it is attacked by a group of fighters led by Leann, who tells the trio to use an airship to catch up to it. They again confront Mugetsu, this time they defeat Mugetsu by knocking him over of the aircraft carrier, the flames from the ''Galeos''{{'}} engines scorch Mugetsu's body and he is thrown back by a searing wave and falls into the ocean. Meanwhile, on board the ''Galeos'', Dominique is hooked up to a computer, with Dauragon using her circuitry to have the satellite fire massive lasers down onto the earth, beginning with the hospital that turned him away as a boy. |
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The trio make it inside the ''Galeos'', where they again encounter the panther. They defeat it, and it transforms into Kaldea. Depending on character selection: |
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* Sion remembers Kaldea as his childhood friend. She tells him the Mikado Group staged her death to experiment on her, but as she speaks, Dauragon kills her. |
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* Sion does not remember who she is and she dies from the injuries sustained in the fight. |
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* Sion remembers who she is and she survives. |
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In the command center of the ''Galeos'', Dauragon explains that he plans to provide unlimited energy to those who will follow him and destroy those who will not. The trio attack and kill him, releasing Dominique from the computer. If Kaldea survived the previous fight, she tells them the ''Galeos'' is designed to split into two after leaving Earth. She leads them to the back half of the ship, and sacrifices herself to save Sion and Dominique. The front half of the ship rams and destroys the satellite, with the back half returning safely to Earth. |
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Several weeks later, all has returned to normal. Sion says he will tell Dominique she is a robot when the time is right. Depending on character selection: |
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* Dominique finds that Sion is wearing the pendant she purchased for him at the start of the game and hugs him. |
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* Dominique tells Volt he looks kinder than he used to. Echidna then arrives, wondering if Fate is hiring any more bouncers. |
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* Leann rings Kou, telling him that although Dauragon has been defeated, Dominique must still be kept under surveillance. She then tells him to go to the central plaza. There, he meets Leann and they spar. She warns him to keep his mind on the job. |
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If Sion has been selected as the playable character in the final fight against Dauragon, the game ends with a scene showing his initial meeting with Dominique. |
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==Development== |
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The game was announced at the Spring [[Tokyo Game Show]] in March 1999, where it was revealed as [[Square (video game company)|Square]]'s first [[PlayStation 2]] title.<ref name="PS2">{{cite web | last=Perry | first=Douglass C. | date=September 20, 1999 | title=TGS 1999: The Bouncer - First Look | url=http://ps2.ign.com/articles/073/073209p1.html | publisher=[[IGN]] | accessdate=September 16, 2009 | url-status=live | archiveurl=https://www.webcitation.org/6AKqNqAXO?url=http://www.ign.com/articles/1999/09/21/tgs-1999-the-bouncer-first-look | archivedate=August 31, 2012 | df=mdy-all }}</ref> On July 12, 1999, [[IGN]] reported that Square was working on three PlayStation 2 games; an unknown game, a [[Final Fantasy X|''Final Fantasy'' game]] and a fighting game, which was thought to be ''[[Ehrgeiz]] 2''.<ref>{{cite web | url=http://ie.ign.com/articles/1999/07/13/ps2-week-in-review-july-7-through-july-12 | title=PS2 Week in Review: July 7 through July 12 | last=Perry | first=Douglass C. | date=July 12, 1999 | publisher=[[IGN]] | accessdate=October 23, 2013 | url-status=live | archiveurl=https://web.archive.org/web/20131029194739/http://ie.ign.com/articles/1999/07/13/ps2-week-in-review-july-7-through-july-12 | archivedate=October 29, 2013 | df=mdy-all }}</ref> Footage of the game was subsequently shown at the [[SIGGRAPH|SIGGRAPH Convention]] in August, at which time the game was still thought to be ''Ehrgeiz 2''. The footage showed the three main characters, which at that time were two men and one woman, fighting a group of [[ninja]] in a café.<ref>{{cite web | url=http://ie.ign.com/articles/1999/08/17/first-look-at-ps2-ehrgeiz-2 | title=First Look at PS2 Ehrgeiz 2? | date=August 16, 1999 | publisher=[[IGN]] | accessdate=October 23, 2013 | url-status=live | archiveurl=https://web.archive.org/web/20131029195434/http://ie.ign.com/articles/1999/08/17/first-look-at-ps2-ehrgeiz-2 | archivedate=October 29, 2013 | df=mdy-all }}</ref> However, on August 23, MagicBox.com reported the game was not a sequel, but an original story.<ref>{{cite web | last=Perry | first=Douglass C. | date=August 23, 1999 | title=Square's First PlayStation 2 Fighter? | url=http://ie.ign.com/articles/1999/08/24/squares-first-playstation-2-fighter | publisher=[[IGN]] | accessdate=October 7, 2013 | url-status=live | archiveurl=https://web.archive.org/web/20131029184747/http://ie.ign.com/articles/1999/08/24/squares-first-playstation-2-fighter | archivedate=October 29, 2013 | df=mdy-all }}</ref> The title of the game was revealed on September 10, when [[Sony]] announced the PlayStation 2 launch titles.<ref>{{cite web | last=Perry | first=Douglass C. | date=September 10, 1999 | title=The PS2 Launch Titles | url=http://ie.ign.com/articles/1999/09/11/the-ps2-launch-titles-2 | publisher=[[IGN]] | accessdate=October 23, 2013 | url-status=live | archiveurl=https://web.archive.org/web/20131029192924/http://ie.ign.com/articles/1999/09/11/the-ps2-launch-titles-2 | archivedate=October 29, 2013 | df=mdy-all }}</ref> |
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At the Spring Tokyo Game Show in March 2000, Square showed only a ten-second clip of the game, and revealed no new screenshots or information. They also had no release date, leading some journalists to speculate there may be problems behind the scenes.<ref>{{cite web | url=http://ie.ign.com/articles/2000/04/04/tgs-2000-the-bouncer-almost-a-no-show | title=TGS 2000: The Bouncer Almost a No-Show | last=Zdyrko | first=Dave | date=April 3, 2000 | publisher=[[IGN]] | access-date=October 23, 2013 | archive-date=December 1, 2020 | archive-url=https://web.archive.org/web/20201201082036/https://www.ign.com/articles/2000/04/04/tgs-2000-the-bouncer-almost-a-no-show | url-status=live }}</ref> At [[Electronic Entertainment Expo|E3]] in May, Square showed some new footage from the game, although they still did not provide a playable demo. IGN was underwhelmed with the new material, feeling there appeared to be too many cutscenes in relation to actual gameplay.<ref>{{cite web | url=http://ie.ign.com/articles/2000/05/12/e3-2000-the-bouncer-impressions | title=E3 2000: The Bouncer Impressions | last=Perry | first=Douglass C. | date=May 11, 2000 | publisher=[[IGN]] | access-date=October 23, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029192922/http://ie.ign.com/articles/2000/05/12/e3-2000-the-bouncer-impressions | archive-date=October 29, 2013 | df=mdy-all }}</ref> On July 13, ''GameSpot'' revealed the game's character designs were being handled by [[Tetsuya Nomura]], and the game would receive a simultaneous North American/Japanese release in late 2000.<ref>{{cite web | url=http://www.gamespot.com/articles/catching-up-with-the-bouncer/1100-2603691/ | title=Catching Up With The Bouncer | last=Sato | first=Ike | date=July 13, 2000 | publisher=[[GameSpot]] | access-date=October 23, 2013 | url-status=live | archive-url=https://web.archive.org/web/20140120192845/http://www.gamespot.com/articles/catching-up-with-the-bouncer/1100-2603691/ | archive-date=January 20, 2014 | df=mdy-all }}</ref> However, on September 1, IGN reported DreamFactory were having difficulty working with the PlayStation 2's hardware, and the game had been pushed back to January 2001.<ref>{{cite web | url=http://ie.ign.com/articles/2000/09/02/off-the-record-104 | title=Off The Record | date=September 1, 2000 | publisher=[[IGN]] | access-date=October 23, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029192053/http://ie.ign.com/articles/2000/09/02/off-the-record-104 | archive-date=October 29, 2013 | df=mdy-all }}</ref> |
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A non-playable demo was shown at the Fall Tokyo Game Show in September. IGN reported "Square's "Seamless Action Battle System" means that players will roam from adventure sequence to fighting sequence without intermittent [[Full motion video|FMVs]] or cutscenes that look out of place; the adventure aspects blend seamlessly into massive street brawls involving as many ten characters."<ref name="PS2"/> [[GameSpot]] were also very enthusiastic about the early footage from the game, writing "''The Bouncer'' is arguably one of the strongest visual demonstrations of the PlayStation 2 hardware thus far. Designed to appear as though you're controlling characters in a movie, ''The Bouncer''{{'}}s camera movements and special effects truly appear as though they're straight out of a Hollywood creation."<ref>{{cite web | url=http://www.gamespot.com/articles/bouncer-preview/1100-2557995/ | title=Bouncer Preview | date=February 10, 2000 | publisher=[[GameSpot]] | accessdate=October 23, 2013 | url-status=live | archiveurl=https://web.archive.org/web/20140125041941/http://www.gamespot.com/articles/bouncer-preview/1100-2557995/ | archivedate=January 25, 2014 | df=mdy-all }}</ref> |
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On September 19, IGN revealed that the game would feature [[Dolby Digital|Dolby Digital 5.1 Surround Sound]] for the FMV cutscenes, and Square were attempting to use 5.1 sound for gameplay sections as well.<ref>{{cite web | url=http://ie.ign.com/articles/2000/09/20/the-bouncer-gets-51-channel-surround-sound | title=The Bouncer Gets 5.1 Channel Surround Sound | date=September 19, 2000 | publisher=[[IGN]] | access-date=October 23, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029192920/http://ie.ign.com/articles/2000/09/20/the-bouncer-gets-51-channel-surround-sound | archive-date=October 29, 2013 | df=mdy-all }}</ref> ''GameSpot'' revealed more details about the game on September 20, including the three available modes of play: Story, Versus and Survival. They reported that Square expected the story mode to take players roughly seven to eight hours to complete thoroughly.<ref>{{cite web | url=http://www.gamespot.com/articles/more-facts-emerge-from-the-bouncer/1100-2630614/ | title=More Facts Emerge from The Bouncer | date=September 20, 2000 | publisher=[[GameSpot]] | last=Sato | first=Ike | access-date=October 23, 2013 | url-status=live | archive-url=https://web.archive.org/web/20140129085217/http://www.gamespot.com/articles/more-facts-emerge-from-the-bouncer/1100-2630614/ | archive-date=January 29, 2014 | df=mdy-all }}</ref> |
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{{quote box|width=30em|align=right|quote=The selling point of an "[[action game]]" is the feeling of oneness with the character, but on the other hand, action games lack characterization and story development. [[Role-playing game|RPGs]] can cover most of these narrative factors, but command input-type RPGs sacrifice the tempo, thrill factor, and the feeling of immediacy. ''The Bouncer''{{'}}s system is a combination of the best elements from these two genres.|source=— [[Takashi Tokita]], co-director<ref name="IGNtable">{{cite web | url=http://ie.ign.com/articles/2000/09/22/the-bouncer-team-talks-about-its-mysterious-game | title=The Bouncer Team Talks About Its Mysterious Game | date=September 21, 2000 | publisher=[[IGN]] | access-date=October 23, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029201405/http://ie.ign.com/articles/2000/09/22/the-bouncer-team-talks-about-its-mysterious-game | archive-date=October 29, 2013 | df=mdy-all }}</ref>}} |
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On September 21, IGN published a roundtable interview with members of the development team; character designer Tetsuya Nomura, composers [[Noriko Matsueda]] and [[Takahito Eguchi]], and co-director [[Takashi Tokita]]. The developers outlined the gameplay mechanics, the branching story, the versus and survival modes, the music, the character design, and the challenges of working on the PlayStation 2 for the first time.<ref name="IGNtable"/> Tokita claimed the most difficult aspect of the game's creation was working with the PlayStation 2's hardware.<ref>{{cite web | author=Tokyo Drifter | date=November 24, 2000 | title=The Bouncer Interview | url=http://www.gamepro.com/sony/ps2/games/features/6796.shtml | publisher=[[GamePro]] | access-date=October 7, 2013 | archive-url=https://web.archive.org/web/20050113191004/http://www.gamepro.com/sony/ps2/games/features/6796.shtml | archive-date=January 13, 2005}}</ref> The team also said the gameplay was partially derived from DreamFactory's ''Ehrgeiz'' and ''Tobal'' games, while graphically, the atmosphere was developed with the use of filters and lighting.<ref name="IGNinterview"/> |
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{{quote box|width=30em|align=right|quote=The selling point of an "[[action game]]" is the feeling of oneness with the character, but on the other hand, action games lack characterization and story development. [[Role-playing game|RPGs]] can cover most of these narrative factors, but command input-type RPGs sacrifice the tempo, thrill factor, and the feeling of immediacy. ''The Bouncer''{{'}}s system is a combination of the best elements from these two genres.|source=— [[Takashi Tokita]], co-director<ref name="IGNtable">{{cite web | url=http://ie.ign.com/articles/2000/09/22/the-bouncer-team-talks-about-its-mysterious-game | title=The Bouncer Team Talks About Its Mysterious Game | date=September 21, 2000 | publisher=[[IGN]] | accessdate=October 23, 2013 | url-status=live | archiveurl=https://web.archive.org/web/20131029201405/http://ie.ign.com/articles/2000/09/22/the-bouncer-team-talks-about-its-mysterious-game | archivedate=October 29, 2013 | df=mdy-all }}</ref>}} |
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On November 13, Square announced a Japanese release date of December 23.<ref>{{cite web | url=http://www.gamespot.com/articles/the-bouncer-date-set-in-stone/1100-2653130/ | title=The Bouncer Date Set in Stone | date=November 13, 2000 | publisher=[[GameSpot]] | last=Sato | first=Ike | access-date=October 24, 2013 | url-status=live | archive-url=https://web.archive.org/web/20140218224300/http://www.gamespot.com/articles/the-bouncer-date-set-in-stone/1100-2653130/ | archive-date=February 18, 2014 | df=mdy-all }}</ref> On December 18, they confirmed a North American release date of January 30, 2001,<ref>{{cite web | url=http://ie.ign.com/articles/2000/12/19/bouncer-and-type-s-get-dated | title=Bouncer And Type-S Get Dated | date=December 18, 2000 | publisher=[[IGN]] | access-date=October 24, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029203200/http://ie.ign.com/articles/2000/12/19/bouncer-and-type-s-get-dated | archive-date=October 29, 2013 | df=mdy-all }}</ref> although this was quickly pushed back to March.<ref>{{cite web | url=http://ie.ign.com/articles/2000/12/21/the-bouncer-and-zoe-may-get-big-backing | title=The Bouncer and ZOE May Get Big Backing | date=December 20, 2000 | publisher=[[IGN]] | access-date=October 24, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029204246/http://ie.ign.com/articles/2000/12/21/the-bouncer-and-zoe-may-get-big-backing | archive-date=October 29, 2013 | df=mdy-all }}</ref> |
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On September 21, IGN published a roundtable interview with members of the development team; character designer Tetsuya Nomura, [[video game music|composers]] [[Noriko Matsueda]] and [[Takahito Eguchi]], and co-director [[Takashi Tokita]]. The developers outlined the gameplay mechanics, the branching story, the versus and survival modes, the music, the character design, and the challenges of working on the PlayStation 2 for the first time.<ref name="IGNtable"/> Tokita claimed the most difficult aspect of the game's creation was working with the PlayStation 2's hardware.<ref>{{cite web | author=Tokyo Drifter | date=November 24, 2000 | title=The Bouncer Interview | url=http://www.gamepro.com/sony/ps2/games/features/6796.shtml | publisher=[[GamePro]] | accessdate=October 7, 2013 | archiveurl=https://web.archive.org/web/20050113191004/http://www.gamepro.com/sony/ps2/games/features/6796.shtml | archivedate=January 13, 2005}}</ref> The team also said the gameplay was partially derived from DreamFactory's ''Ehrgeiz'' and ''Tobal'' games, while graphically, the atmosphere was developed with the use of filters and lighting.<ref name="IGNinterview"/> |
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The game uses the [[Bloom (shader effect)|bloom]] shader effect to soften rough edges.<ref>{{cite news |last1=Massey |first1=Tom |title=Ys: Memories of Celceta review |url=https://www.eurogamer.net/articles/2014-02-20-ys-memories-of-celceta-review |access-date=25 February 2022 |work=[[Eurogamer]] |date=9 February 2015}}</ref> |
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On November 13, Square announced a Japanese release date of December 23.<ref>{{cite web | url=http://www.gamespot.com/articles/the-bouncer-date-set-in-stone/1100-2653130/ | title=The Bouncer Date Set in Stone | date=November 13, 2000 | publisher=[[GameSpot]] | last=Sato | first=Ike | accessdate=October 24, 2013 | url-status=live | archiveurl=https://web.archive.org/web/20140218224300/http://www.gamespot.com/articles/the-bouncer-date-set-in-stone/1100-2653130/ | archivedate=February 18, 2014 | df=mdy-all }}</ref> On December 18, they confirmed a North American release date of January 30, 2001,<ref>{{cite web | url=http://ie.ign.com/articles/2000/12/19/bouncer-and-type-s-get-dated | title=Bouncer And Type-S Get Dated | date=December 18, 2000 | publisher=[[IGN]] | accessdate=October 24, 2013 | url-status=live | archiveurl=https://web.archive.org/web/20131029203200/http://ie.ign.com/articles/2000/12/19/bouncer-and-type-s-get-dated | archivedate=October 29, 2013 | df=mdy-all }}</ref> although this was quickly pushed back to March.<ref>{{cite web | url=http://ie.ign.com/articles/2000/12/21/the-bouncer-and-zoe-may-get-big-backing | title=The Bouncer and ZOE May Get Big Backing | date=December 20, 2000 | publisher=[[IGN]] | accessdate=October 24, 2013 | url-status=live | archiveurl=https://web.archive.org/web/20131029204246/http://ie.ign.com/articles/2000/12/21/the-bouncer-and-zoe-may-get-big-backing | archivedate=October 29, 2013 | df=mdy-all }}</ref> |
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===Audio=== |
===Audio=== |
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''The Bouncer'' was the first PlayStation 2 game to feature Dolby 5.1 sound, which was used specifically for the FMV sequences.<ref name="IGNinterview"/><ref>{{cite web | date=January 5, 2001 | title=The Bouncer Goes Dolby | url=http://www.gamespot.com/ps2/action/bouncer/news.html?sid=2671718 | publisher=[[GameSpot]] | |
''The Bouncer'' was the first PlayStation 2 game to feature Dolby 5.1 sound, which was used specifically for the FMV sequences.<ref name="IGNinterview"/><ref>{{cite web | date=January 5, 2001 | title=The Bouncer Goes Dolby | url=http://www.gamespot.com/ps2/action/bouncer/news.html?sid=2671718 | publisher=[[GameSpot]] | access-date=September 16, 2007 | url-status=live | archive-url=https://web.archive.org/web/20071018204407/http://www.gamespot.com/ps2/action/bouncer/news.html?sid=2671718 | archive-date=October 18, 2007 | df=mdy-all }}</ref> In addition, it features [[voice acting]] with subtitles in both [[English language|English]] and [[Japanese language|Japanese]]. Because the game was being considered for a North American release early in production, the English voices were recorded first. The Japanese voices were recorded and incorporated later to "provide more of a [[DVD]] quality to the game."<ref name="IGNinterview"/> |
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==Soundtrack== |
==Soundtrack== |
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''The Bouncer'' was scored by Noriko Matsueda and Takahito Eguchi. The game contains several vocal themes, including the original Japanese ending theme song "Forevermore" ("Owaranaimono"), performed by Reiko Noda, and the English-language theme song "[[Love Is the Gift]]", performed by [[Shanice|Shanice Wilson]]. Takashi Tokita has commented that the lyrics of "Love Is the Gift", heard during the closing credits, signify the game's overall theme.<ref>{{cite web | date=October 23, 2000 | title=The Bouncer Gets a Theme Song | url=http://ps2.ign.com/articles/086/086736p1.html | publisher=[[IGN]] | |
''The Bouncer'' was scored by Noriko Matsueda and Takahito Eguchi. The game contains several vocal themes, including the original Japanese ending theme song "Forevermore" ("Owaranaimono"), performed by Reiko Noda, and the English-language theme song "[[Love Is the Gift]]", performed by [[Shanice|Shanice Wilson]]. Takashi Tokita has commented that the lyrics of "Love Is the Gift", heard during the closing credits, signify the game's overall theme.<ref>{{cite web | date=October 23, 2000 | title=The Bouncer Gets a Theme Song | url=http://ps2.ign.com/articles/086/086736p1.html | publisher=[[IGN]] | access-date=September 16, 2007 | url-status=live | archive-url=https://web.archive.org/web/20131030202049/http://www.ign.com/articles/2000/10/24/the-bouncer-gets-a-theme-song | archive-date=October 30, 2013 | df=mdy-all }}</ref> |
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Two separate soundtracks were released; one in Japan and one in North America. The Japanese version, ''The Bouncer Original Soundtrack'', is a 2-[[Compact disc|disc]], 29-track album, published on March 23, 2001 by [[DigiCube]].<ref>{{cite web | title=The Bouncer Original Soundtrack | url=https://www.amazon.co.jp/%E3%83%90%E3%82%A6%E3%83%B3%E3%82%B5%E3%83%BC-%E2%80%95-%E3%82%AA%E3%83%AA%E3%82%B8%E3%83%8A%E3%83%AB%E3%83%BB%E3%82%B5%E3%82%A6%E3%83%B3%E3%83%89%E3%83%88%E3%83%A9%E3%83%83%E3%82%AF-%E3%82%B2%E3%83%BC%E3%83%A0%E3%83%BB%E3%83%9F%E3%83%A5%E3%83%BC%E3%82%B8%E3%83%83%E3%82%AF/dp/B00005HTEE/ref=sr_1_1?ie=UTF8&qid=1455413630&sr=8-1&keywords=the+bouncer+soundtrack | publisher=[[Amazon.com|Amazon.co.jp]] | language=Japanese | |
Two separate soundtracks were released; one in Japan and one in North America. The Japanese version, ''The Bouncer Original Soundtrack'', is a 2-[[Compact disc|disc]], 29-track album, published on March 23, 2001, by [[DigiCube]].<ref>{{cite web | title=The Bouncer Original Soundtrack | url=https://www.amazon.co.jp/%E3%83%90%E3%82%A6%E3%83%B3%E3%82%B5%E3%83%BC-%E2%80%95-%E3%82%AA%E3%83%AA%E3%82%B8%E3%83%8A%E3%83%AB%E3%83%BB%E3%82%B5%E3%82%A6%E3%83%B3%E3%83%89%E3%83%88%E3%83%A9%E3%83%83%E3%82%AF-%E3%82%B2%E3%83%BC%E3%83%A0%E3%83%BB%E3%83%9F%E3%83%A5%E3%83%BC%E3%82%B8%E3%83%83%E3%82%AF/dp/B00005HTEE/ref=sr_1_1?ie=UTF8&qid=1455413630&sr=8-1&keywords=the+bouncer+soundtrack | publisher=[[Amazon.com|Amazon.co.jp]] | language=Japanese | access-date=February 14, 2016 | archive-date=December 1, 2020 | archive-url=https://web.archive.org/web/20201201082037/https://www.amazon.co.jp/%E3%83%90%E3%82%A6%E3%83%B3%E3%82%B5%E3%83%BC-%E2%80%95-%E3%82%AA%E3%83%AA%E3%82%B8%E3%83%8A%E3%83%AB%E3%83%BB%E3%82%B5%E3%82%A6%E3%83%B3%E3%83%89%E3%83%88%E3%83%A9%E3%83%83%E3%82%AF-%E3%82%B2%E3%83%BC%E3%83%A0%E3%83%BB%E3%83%9F%E3%83%A5%E3%83%BC%E3%82%B8%E3%83%83%E3%82%AF/dp/B00005HTEE/ref=sr_1_1?ie=UTF8&qid=1455413630&sr=8-1&keywords=the+bouncer+soundtrack | url-status=live }}</ref> |
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{{track listing |
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{{tracklist |
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The North American version, ''The Bouncer Original Video Game Soundtrack'', is a single disc, 21-track album, published on March 26, 2001 by [[Tokyopop|Tokyopop Soundtrax]].<ref>{{cite web | title=The Bouncer Original Video Game Soundtrack | url=https://www.amazon.com/Bouncer-Noriko-Matsueda-Takahito-Eguchi/dp/B00005NGZI/ref=sr_1_1?ie=UTF8&qid=1455413594&sr=8-1&keywords=the+bouncer+soundtrack | |
The North American version, ''The Bouncer Original Video Game Soundtrack'', is a single disc, 21-track album, published on March 26, 2001, by [[Tokyopop|Tokyopop Soundtrax]].<ref>{{cite web | title=The Bouncer Original Video Game Soundtrack | website=Amazon | url=https://www.amazon.com/Bouncer-Noriko-Matsueda-Takahito-Eguchi/dp/B00005NGZI/ref=sr_1_1?ie=UTF8&qid=1455413594&sr=8-1&keywords=the+bouncer+soundtrack | access-date=February 14, 2016 | archive-date=December 1, 2020 | archive-url=https://web.archive.org/web/20201201082040/https://www.amazon.com/Bouncer-Noriko-Matsueda-Takahito-Eguchi/dp/B00005NGZI/ref=sr_1_1?ie=UTF8&qid=1455413594&sr=8-1&keywords=the+bouncer+soundtrack | url-status=live }}</ref> |
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{{track listing |
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{{tracklist |
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| collapsed = yes |
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| headline = ''The Bouncer Original Video Game Soundtrack'' |
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==Reception== |
==Reception== |
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{{Video game reviews |
{{Video game reviews |
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| MC = 66/100<ref name="MC">{{cite web | url=http://www.metacritic.com/games/platforms/ps2/bouncer | title=The Bouncer | publisher=[[Metacritic]] | |
| MC = 66/100<ref name="MC">{{cite web | url=http://www.metacritic.com/games/platforms/ps2/bouncer | title=The Bouncer | publisher=[[Metacritic]] | access-date=October 22, 2013 | url-status=live | archive-url=https://web.archive.org/web/20090209014742/http://www.metacritic.com/games/platforms/ps2/bouncer | archive-date=February 9, 2009 | df=mdy-all }}</ref> |
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| Fam = 31/40<ref>{{cite |
| Fam = 31/40<ref>{{cite magazine | date=June 30, 2006 | title=''プレイステーション2 - バウンサー'' | magazine=[[Famitsu]] | issue=915 | pages=87 | publisher=Enterbrain}}</ref> |
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| GamePro = {{Rating|4.5|5}}<ref name="Pro">{{cite web | url=http://www.gamepro.com/sony/ps2/games/reviews/12105.shtml | title=The Bouncer Review | date=June 3, 2001 | publisher=[[GamePro]] | |
| GamePro = {{Rating|4.5|5}}<ref name="Pro">{{cite web | url=http://www.gamepro.com/sony/ps2/games/reviews/12105.shtml | title=The Bouncer Review | date=June 3, 2001 | publisher=[[GamePro]] | access-date=October 15, 2013 | archive-url=https://web.archive.org/web/20080612081641/http://www.gamepro.com/sony/ps2/games/reviews/12105.shtml | archive-date=June 12, 2008}}</ref> |
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| GameRev = C+<ref name="Revolution">{{cite web | url=http://www.gamerevolution.com/review/the-bouncer | title=The Bouncer Review | date=March 1, 2001 | publisher=[[Game Revolution]] | last=Gee | first=Brian | |
| GameRev = C+<ref name="Revolution">{{cite web | url=http://www.gamerevolution.com/review/the-bouncer | title=The Bouncer Review | date=March 1, 2001 | publisher=[[Game Revolution]] | last=Gee | first=Brian | access-date=March 31, 2015 | url-status=live | archive-url=https://web.archive.org/web/20150908000128/http://www.gamerevolution.com/review/the-bouncer | archive-date=September 8, 2015 | df=mdy-all }}</ref> |
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| GSpot = 6.7/10<ref name="GSpot"/> |
| GSpot = 6.7/10<ref name="GSpot"/> |
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| IGN = 7/10<ref name="IGN"/> |
| IGN = 7/10<ref name="IGN"/> |
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| NGen = {{Rating|2|5}}<ref name="NG"/> |
| NGen = {{Rating|2|5}}<ref name="NG"/> |
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| OPM = {{Rating|3|5}}<ref>{{cite |
| OPM = {{Rating|3|5}}<ref>{{cite magazine | title=The Bouncer Review | magazine=[[Official U.S. PlayStation Magazine]] | date=March 2001 | page=130}}</ref> |
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| Play = 76%<ref>{{cite magazine|title=The Bouncer| |
| Play = 76%<ref>{{cite magazine|title=The Bouncer|magazine=[[Play (UK magazine)|Play]]|issue=73|pages=44–46|date=February 2001}}</ref> |
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}} |
}} |
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''The Bouncer'' received "mixed or average reviews," and holds an aggregate score of 66 out of 100 on [[Metacritic]], based on twenty reviews.<ref name="MC"/> |
''The Bouncer'' received "mixed or average reviews," and holds an aggregate score of 66 out of 100 on [[Metacritic]], based on twenty reviews.<ref name="MC"/> |
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With the consideration of its high-profile development team, as well as the fact that it was a front-runner PlayStation 2 release, ''The Bouncer'' was highly anticipated. However, the game was perceived as a disappointment by many, and was largely seen as mediocre. Numerous aspects from the E3 trailer, such as destructible scenery, were removed in the final game, possibly in order to get the game out in time to be among the first batch of PlayStation 2 titles. Much of the criticism, however, fell on the gameplay. IGN found the controls average and the camera angles to become a major issue in the later portions of the game, where the player is confined to tight spaces.<ref name="IGN"/> The game was also seen as having an excessive amount of cutscenes and load screens. GameCritics' Brad Galloway, for example, argued actual gameplay constitutes less than one third of the game's length.<ref>{{cite web | last=Galloway | first=Brad | date=March 23, 2001 | title=The Bouncer Review | url=http://www.gamecritics.com/review/thebouncer/main.php | publisher=GameCritics | |
With the consideration of its high-profile development team, as well as the fact that it was a front-runner PlayStation 2 release, ''The Bouncer'' was highly anticipated. However, the game was perceived as a disappointment by many, and was largely seen as mediocre. Numerous aspects from the E3 trailer, such as destructible scenery, were removed in the final game, possibly in order to get the game out in time to be among the first batch of PlayStation 2 titles. Much of the criticism, however, fell on the gameplay. ''IGN'' found the controls average and the camera angles to become a major issue in the later portions of the game, where the player is confined to tight spaces.<ref name="IGN"/> The game was also seen as having an excessive amount of cutscenes and load screens. ''GameCritics''{{'}} Brad Galloway, for example, argued actual gameplay constitutes less than one third of the game's length.<ref>{{cite web | last=Galloway | first=Brad | date=March 23, 2001 | title=The Bouncer Review | url=http://www.gamecritics.com/review/thebouncer/main.php | publisher=GameCritics | access-date=October 22, 2013 | archive-url=https://web.archive.org/web/20120531171703/http://www.gamecritics.com/review/thebouncer/main.php | archive-date=May 31, 2012}}</ref> |
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IGN's Douglass C. Perry reviewed an import version of the game prior to its release in North America, and was disappointed with the lack of depth, but impressed by other aspects. He praised the graphics, character design and [[Computer animation|CGI]] cutscenes. He was also impressed with the "[[Bloom (shader effect)|glowing]]" effect used throughout the game; "DreamFactory employs a ''[[Playboy]]''-like [[Shader|filter]] that smoothes out every single bit on the screen. The effect is consistent throughout the game, and [[Spatial anti-aliasing|rids]] the PS2 of [[aliasing]] or [[Flicker (screen)|flickering]], but also provides a unique gloss that's never been used before with such success." He concluded that, "despite the disappointments, I am absolutely having a great time with The Bouncer."<ref>{{cite web | url=http://ie.ign.com/articles/2001/01/04/the-bouncer-import-review | title=The Bouncer Import Review | date=January 3, 2001 | publisher=[[IGN]] | last=Perry | first=Douglass C. | |
''IGN''{{'}}s Douglass C. Perry reviewed an import version of the game prior to its release in North America, and was disappointed with the lack of depth, but impressed by other aspects. He praised the graphics, character design and [[Computer animation|CGI]] cutscenes. He was also impressed with the "[[Bloom (shader effect)|glowing]]" effect used throughout the game; "DreamFactory employs a ''[[Playboy]]''-like [[Shader|filter]] that smoothes out every single bit on the screen. The effect is consistent throughout the game, and [[Spatial anti-aliasing|rids]] the PS2 of [[aliasing]] or [[Flicker (screen)|flickering]], but also provides a unique gloss that's never been used before with such success." He concluded that, "despite the disappointments, I am absolutely having a great time with The Bouncer."<ref>{{cite web | url=http://ie.ign.com/articles/2001/01/04/the-bouncer-import-review | title=The Bouncer Import Review | date=January 3, 2001 | publisher=[[IGN]] | last=Perry | first=Douglass C. | access-date=October 24, 2013 | url-status=live | archive-url=https://web.archive.org/web/20131029203729/http://ie.ign.com/articles/2001/01/04/the-bouncer-import-review | archive-date=October 29, 2013 | df=mdy-all }}</ref> In his official review of the game upon its North American release, Perry scored it 7 out of 10, writing "The game is a letdown, but not a catastrophic one. [...] It's a good game, not a great one, and it's worth a look." He referred to Story Mode as a "mixed bag of good ideas executed ineffectively," although he praised multiplayer mode. He concluded "''The Bouncer'' is not the next [[messiah]], it's not the next wave of fighting, and frankly, it's not the paradigm for anything really new, except perhaps incredible-looking [[Video game graphics|graphics]]. These things said, ''The Bouncer'' is a decent game. It's not horrible, it's not brilliant. It's pretty average."<ref name="IGN"/> |
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In his look at the import version, GameSpot's Miguel Lopez called the game "little more than a glorified and highly cinematic version of ''[[Final Fight]]'' using dated ''Tobal'' animations." He called the graphics "quite competent," but was highly critical of the game's length, estimating a player could play |
In his look at the import version, ''GameSpot''{{'}}s Miguel Lopez called the game "little more than a glorified and highly cinematic version of ''[[Final Fight]]'' using dated ''Tobal'' animations." He called the graphics "quite competent," but was highly critical of the game's length, estimating a player could play through the entire game in 45 minutes or less, if they skipped cutscenes.<ref>{{cite web | url=http://www.gamespot.com/articles/the-bouncer-hands-on/1100-2672974/ | title=The Bouncer Hands-On | date=January 9, 2001 | website=[[GameSpot]] | last=Lopez | first=Miguel | access-date=October 24, 2013 | url-status=live | archive-url=https://web.archive.org/web/20140131200541/http://www.gamespot.com/articles/the-bouncer-hands-on/1100-2672974/ | archive-date=January 31, 2014 | df=mdy-all }}</ref> In his full review, [[Jeff Gerstmann]] scored the game 6.7 out of 10. Of the graphics, he said "Everything, from the characters to the backgrounds, looks absolutely incredible." He concluded "''The Bouncer'' makes a great showpiece for the PlayStation 2. It looks and sounds incredible. However, the ease and extremely short length of the game, matched with other problems like horrific camera angles and lack of a multiplayer story mode, make ''The Bouncer'' fair, at best."<ref name=GSpot/> It was a runner-up for ''GameSpot''{{'}}s annual "Most Disappointing Game" award among console games, which went to ''[[Luigi's Mansion]]''.<ref name=bestworst2001>{{cite web | archive-url=https://web.archive.org/web/20020803185618/http://gamespot.com/gamespot/features/video/bestof_2001/ | url=http://gamespot.com/gamespot/features/video/bestof_2001/ | title=''GameSpot''{{'}}s Best and Worst Video Games of 2001 | author=''GameSpot VG'' Staff | date=February 23, 2002 | work=[[GameSpot]] | archive-date=August 3, 2002 | url-status=dead }}</ref> |
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[[Game Revolution]]'s Brian Gee awarded the game a C+. He wrote, "It's easy to tell what the developers focused on, because ''The Bouncer'' is obviously one of the best-looking games on a [[Video game console|console]] to date. Near flawless animations and picture perfect visuals make it a great choice to show off the sleek Sony super machine to your friends. Once the game begins, though, ''The Bouncer'' sheds |
''[[Game Revolution]]''{{'}}s Brian Gee awarded the game a C+. He wrote, "It's easy to tell what the developers focused on, because ''The Bouncer'' is obviously one of the best-looking games on a [[Video game console|console]] to date. Near flawless animations and picture perfect visuals make it a great choice to show off the sleek Sony super machine to your friends. Once the game begins, though, ''The Bouncer'' sheds {{sic|i|t's}} pretty boy image and gets down and dirty." He was critical of the controls and the absence of a lock-on feature. Like other critics, he also had problems with the camera and the ratio of cutscenes to gameplay. He concluded "Though many will undoubtedly be disappointed by ''The Bouncer''{{'}}s inability to live up to the hype, others will find a fancy beat 'em up to pass a few hours. Its flashy graphics are at least worth taking a look at, but its many problems just might keep it from a place in the collection."<ref name="Revolution"/> |
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''[[GamePro]]'' were more impressed, scoring the game 4.5 out 5, and writing "''The Bouncer'' slickly combines copious amounts of hard-hitting moves with a stellar story line all in a visually stunning world."<ref name="Pro"/> |
''[[GamePro]]'' were more impressed, scoring the game 4.5 out 5, and writing "''The Bouncer'' slickly combines copious amounts of hard-hitting moves with a stellar story line all in a visually stunning world."<ref name="Pro"/> |
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Blake Fischer reviewed the PlayStation 2 version of the game for ''[[Next Generation (magazine)|Next Generation]]'', rating it two stars out of five, and stated that "''The Bouncer'' manages to look good, but don't let that fool you into thinking that it's very fun."<ref name="NG">{{cite magazine|last=Fischer|first=Blake|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=4|issue=3|publisher=[[Future US|Imagine Media]]|date=March 2001| |
Blake Fischer reviewed the PlayStation 2 version of the game for ''[[Next Generation (magazine)|Next Generation]]'', rating it two stars out of five, and stated that "''The Bouncer'' manages to look good, but don't let that fool you into thinking that it's very fun."<ref name="NG">{{cite magazine|last=Fischer|first=Blake|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=4|issue=3|publisher=[[Future US|Imagine Media]]|date=March 2001|pages=78–79}}</ref> |
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===Sales=== |
===Sales=== |
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''The Bouncer'' was |
''The Bouncer'' was a [[List of commercial failures in video games|commercial failure]]. In its debut week in Japan, it sold 158,727 units, debuting as the fifth highest selling game across all systems.<ref>{{cite web | title=ゲームソフト販売ランキング TOP30 | url=http://www.famitsu.com/game/rank/2000/12/28/ | date=December 28, 2000 | publisher=[[Famitsu]] | language=Japanese | access-date=April 30, 2015 | url-status=live | archive-url=https://web.archive.org/web/20160304083323/http://www.famitsu.com/game/rank/2000/12/28/ | archive-date=March 4, 2016 | df=mdy-all }}</ref> It went on to sell 219,858 units by the end of 2000, finishing as the 53rd highest selling game of the year, across all systems,<ref>{{cite web | title=2000年テレビゲームソフト売り上げTOP300 | url=http://geimin.net/da/db/2000_ne_fa/index.php | publisher=Geimin.net | language=Japanese | access-date=April 30, 2015 | url-status=live | archive-url=https://web.archive.org/web/20150627095816/http://geimin.net/da/db/2000_ne_fa/index.php | archive-date=June 27, 2015 | df=mdy-all }}</ref> and the 9th highest selling PlayStation 2 game of the year.<ref>{{cite web | title=Japan Top 10 Best Selling PlayStation 2 Games of 2000 | url=http://the-magicbox.com/Chart-BestSell2000.shtml | publisher=The-MagicBox.com | access-date=September 16, 2007 | url-status=live | archive-url=https://web.archive.org/web/20121017061253/http://the-magicbox.com/Chart-BestSell2000.shtml | archive-date=October 17, 2012 | df=mdy-all }}</ref> It sold an additional 126,123 units in 2001, for a total of 345,981 units sold.<ref>{{cite web | title=2001年テレビゲームソフト売り上げTOP300 | url=http://geimin.net/da/db/2001_ne_fa/index.php | publisher=Geimin.net | language=Japanese | access-date=April 30, 2015 | url-status=live | archive-url=https://web.archive.org/web/20150627151515/http://geimin.net/da/db/2001_ne_fa/index.php | archive-date=June 27, 2015 | df=mdy-all }}</ref> |
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== See also == |
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* [[Ehrgeiz|''Ehrgeiz: God Bless the Ring'']] |
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* [[Tobal No. 1|''Tobal No. 1'']] |
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==References== |
==References== |
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[[Category:2000 video games]] |
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[[Category:Fighting role-playing video games]] |
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[[Category:Action video games]] |
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Latest revision as of 19:35, 2 December 2024
The Bouncer | |
---|---|
Developer(s) | DreamFactory |
Publisher(s) | |
Director(s) | |
Producer(s) | Shinji Hashimoto |
Designer(s) |
|
Programmer(s) | Taketoshi Nishimori |
Artist(s) | Tetsuya Nomura |
Composer(s) | |
Platform(s) | PlayStation 2 |
Release | |
Genre(s) | Beat 'em up, action role-playing |
Mode(s) | Single-player, multiplayer |
The Bouncer (Japanese: バウンサー, Hepburn: Baunsā) is a 2000 beat 'em up video game for the PlayStation 2 developed by DreamFactory and published by Square. It was released in Japan in December 2000, in North America by Square Electronic Arts in March 2001, and in Europe by Sony Computer Entertainment in June 2001. The game was produced by Shinji Hashimoto, co-directed by Takashi Tokita and Seiichi Ishii, and features character designs by Tetsuya Nomura, and music by Noriko Matsueda and Takahito Eguchi.
The game tells the story of three bouncers in the fictional city of Edge on a rescue mission to save their young friend from the Mikado Group, a solar technology megacorporation owned by the megalomaniacal Dauragon C. Mikado. The game is structured like a "playable action movie," with the plot unfolding differently depending on which character the player chooses for specific gameplay sequences.[2]
The Bouncer was Square's first game released internationally on the PlayStation 2, and although it received considerable press coverage before its release, and was greatly anticipated as one of the marquee titles in the first batch of PS2 games, it was met with poor sales and mixed reviews.
Gameplay
[edit]Controls in The Bouncer are similar to those in the Tobal series.[3] Certain buttons denote high, middle, and low attacks, whilst others are used for jumping attacks, blocking, and special moves. Players have a health meter during gameplay, which, if depleted, means the player dies. Players also have a limited number of guard points available to them, although this is not represented by an onscreen meter. As the player blocks, the number of guard points diminish. When they are gone completely, the player can no longer block.[4]
The game's combat uses ragdoll physics, which allows characters to be launched several feet into the air, making it possible to juggle enemies by striking them repeatedly. Enemies can also be thrown or otherwise knocked into one another, causing all of them to take damage at once.
Story Mode
[edit]The Bouncer is structured as a series of short gameplay segments interspersed with cinematic cutscenes that tell the game's story. With the Active Character Selection (ACS) system, when a cutscene concludes, the player is given the choice to control one of the three protagonists and proceed onto the next gameplay segment.[5] The player then controls this character for the duration of the level, whilst the other two characters are controlled by the AI. At the conclusion of each gameplay segment, the player is able to spend Bouncer Points (BP), the game's equivalent of experience points, using the Point Exchange System. BPs can be used to boost the character's statistics (health, power and guard) and unlock new fighting moves.[6] Spending BPs allows the character to level up, with their rank graded on a letter scale from G to A, and finally, an S-Rank.[7]
Typical gameplay in The Bouncer consists of the player fighting groups of enemies using hand-to-hand combat techniques. Occasionally, one of the AI-controlled bouncers will do a taunt, prompting a button-press to activate a team attack ("Trinity Rush") which damages all enemies on screen.[8] However, the Trinity Rush is ineffective against some bosses. In some instances, the player is also tasked with activities other than fighting, such as running through a series of hallways to avoid being caught in a flood, finding a keycard, or fooling enemies into thinking the player is one of them. In general, a gameplay segment ends when the player has either defeated all of the enemies in the area, has defeated a boss enemy, or has achieved a set goal.
Survival Mode
[edit]In addition to the main Story Mode, there is also a single-player survival mode. Spanning ten stages and fifty enemies, every time the player survives a round, the gameplay gets progressively more difficult. At the start of each stage, the player's health bar does not return to full, but remains where it was at the end of the previous stage.[9]
Multiplayer
[edit]The Bouncer supports the PlayStation 2 multitap accessory,[10] and the game's multiplayer Versus Mode supports up to four players simultaneously in the "Battle Royal" mode. Battle Royal can also be played by a single player against three AI-controlled opponents, or by two players against two AI-controlled opponents.[9]
Synopsis
[edit]Set in Edge, a modern-day metropolis run by the Mikado Group corporation led by Dauragon Mikado, the story opens at the Fate bar on Dog Street, where three bouncers are enjoying a quiet evening; the young boy Sion, the light-hearted Kou, and the intimidating but just Volt. Dominique, a new friend of Sion's, visits to gift Sion a new necklace from his favorite fashion line. Fate is then attacked by masked soldiers from Mikado who kidnap Dominique, and Sion pursues them with Kou and Volt in tow. They pursue signs of Dominique across Edge, splitting up in a few places and confronting agents of Mikado. These include Echidna, a supervisor who knows Volt; Kaldea, a former friend of Sion's turned through experimentation into a shapeshifter; and Mugetsu, a soldier driven insane by enhancement experiments. Each protagonist has their own routes which impact story sequences, and backstory elements during loading screens in their routes.
- Sion was Kaldea's childhood friend and the adopted student of Wong Leung, a master martial artist who held old ties with the Mikado Group. Wong Leung later mysteriously disappeared to train Dauragon, and Kaldea later died in their teenage years in an industrial accident while working as an intern at Mikado. These experiences left Sion both emotionally scarred and eventually suicidally depressed, leading him to pick violent street fights in Edge's dangerous slums as a way to end his life. He was taken in by Fate after being beaten by Volt in a fist fight, then encountered Dominique on the streets and decided to care for her.
- Kou is an undercover operative under Leann Caldwell, assigned by the anti-Mikado intelligence agency LUKIS to watch over Dominique. His distinctive full-body tattoo was a requirement for his mission so he could blend in on Dog Street. His real identity is Kou Hurst, the Hurst family being once prestigious in Edge, before being overshadowed by the Mikado Group.
- Volt was a former Mikado employee loyal to Dauragon's adoptive father and previous head of the Mikado Group, Master Mikado. Soon rising to become Mikado's most dedicated and elite bodyguard, this came to earn the jealousy of Echidna, and when he attempted to fight against Dauragon, he was framed for Master Mikado's death and almost died. Taken in by the staff of Fate, he obscured facial scarring from his escape using face piercings. Originally, he was a street gang leader who was hired by a younger Dauragon to take out Master Mikado, but joined his ranks upon Mikado displaying no fear towards his former assailant, commandeering his respect.
During their missions, they learn that Dominique is an android created in the image of Dauragon's late sister, and he is planning to destroy Edge and take over the world as an act of revenge, as he blames society for their abandonment on the streets and his sister's death due to the failure of Edge's social systems. Echidna is defeated and eventually abandons Mikado. Kaldea's exact fate depends on who is selected to fight her, though in all routes she ultimately dies. Mugetsu is killed by the group after Dominique is taken to a rocket heading for a new satellite designed by Dauragon to destroy Edge. With help from Leann, the three reach the satellite in a shuttle, freeing Dominique and defeating Dauragon as the satellite is destroyed. Depending on the final character selected, the ending scene varies; Sion is shown happy with Dominique, Volt meets Echidna again, while Kou opts to remain assigned to Dominique. A series of post-credit stills shows Dominique, wearing Sion's necklace, visiting her friends' graves. In Sion's route, a further scene shows when he and Dominique first met.
Development
[edit]The game was announced at the Spring Tokyo Game Show in March 1999, where it was revealed as Square's first PlayStation 2 title.[11] On July 12, 1999, IGN reported that Square was working on three PlayStation 2 games; an unknown game, a Final Fantasy game and a fighting game, which was thought to be Ehrgeiz 2.[12] Footage of the game was subsequently shown at the SIGGRAPH Convention in August, at which time the game was still thought to be Ehrgeiz 2. The footage showed the three main characters, which at that time were two men and one woman, fighting a group of ninja in a café.[13] However, on August 23, MagicBox.com reported the game was not a sequel, but an original story.[14] The title of the game was revealed on September 10, when Sony announced the PlayStation 2 launch titles.[15]
A non-playable demo was shown at the Fall Tokyo Game Show in September. IGN reported "Square's "Seamless Action Battle System" means that players will roam from adventure sequence to fighting sequence without intermittent FMVs or cutscenes that look out of place; the adventure aspects blend seamlessly into massive street brawls involving as many ten characters."[11] GameSpot were also very enthusiastic about the early footage from the game, writing "The Bouncer is arguably one of the strongest visual demonstrations of the PlayStation 2 hardware thus far. Designed to appear as though you're controlling characters in a movie, The Bouncer's camera movements and special effects truly appear as though they're straight out of a Hollywood creation."[16]
At the Spring Tokyo Game Show in March 2000, Square showed only a ten-second clip of the game, and revealed no new screenshots or information. They also had no release date, leading some journalists to speculate there may be problems behind the scenes.[17] At E3 in May, Square showed some new footage from the game, although they still did not provide a playable demo. IGN was underwhelmed with the new material, feeling there appeared to be too many cutscenes in relation to actual gameplay.[18] On July 13, GameSpot revealed the game's character designs were being handled by Tetsuya Nomura, and the game would receive a simultaneous North American/Japanese release in late 2000.[19] However, on September 1, IGN reported DreamFactory were having difficulty working with the PlayStation 2's hardware, and the game had been pushed back to January 2001.[20]
On September 19, IGN revealed that the game would feature Dolby Digital 5.1 Surround Sound for the FMV cutscenes, and Square were attempting to use 5.1 sound for gameplay sections as well.[21] GameSpot revealed more details about the game on September 20, including the three available modes of play: Story, Versus and Survival. They reported that Square expected the story mode to take players roughly seven to eight hours to complete thoroughly.[22]
The selling point of an "action game" is the feeling of oneness with the character, but on the other hand, action games lack characterization and story development. RPGs can cover most of these narrative factors, but command input-type RPGs sacrifice the tempo, thrill factor, and the feeling of immediacy. The Bouncer's system is a combination of the best elements from these two genres.
On September 21, IGN published a roundtable interview with members of the development team; character designer Tetsuya Nomura, composers Noriko Matsueda and Takahito Eguchi, and co-director Takashi Tokita. The developers outlined the gameplay mechanics, the branching story, the versus and survival modes, the music, the character design, and the challenges of working on the PlayStation 2 for the first time.[23] Tokita claimed the most difficult aspect of the game's creation was working with the PlayStation 2's hardware.[24] The team also said the gameplay was partially derived from DreamFactory's Ehrgeiz and Tobal games, while graphically, the atmosphere was developed with the use of filters and lighting.[2]
On November 13, Square announced a Japanese release date of December 23.[25] On December 18, they confirmed a North American release date of January 30, 2001,[26] although this was quickly pushed back to March.[27]
The game uses the bloom shader effect to soften rough edges.[28]
Audio
[edit]The Bouncer was the first PlayStation 2 game to feature Dolby 5.1 sound, which was used specifically for the FMV sequences.[2][29] In addition, it features voice acting with subtitles in both English and Japanese. Because the game was being considered for a North American release early in production, the English voices were recorded first. The Japanese voices were recorded and incorporated later to "provide more of a DVD quality to the game."[2]
Soundtrack
[edit]The Bouncer was scored by Noriko Matsueda and Takahito Eguchi. The game contains several vocal themes, including the original Japanese ending theme song "Forevermore" ("Owaranaimono"), performed by Reiko Noda, and the English-language theme song "Love Is the Gift", performed by Shanice Wilson. Takashi Tokita has commented that the lyrics of "Love Is the Gift", heard during the closing credits, signify the game's overall theme.[30]
Two separate soundtracks were released; one in Japan and one in North America. The Japanese version, The Bouncer Original Soundtrack, is a 2-disc, 29-track album, published on March 23, 2001, by DigiCube.[31]
No. | Title | Length |
---|---|---|
1. | "Prelude" | 0:42 |
2. | "Prologue" | 4:29 |
3. | "Disquietude" | 1:57 |
4. | "Tension" | 1:59 |
5. | "The Escape" | 2:06 |
6. | "Melody of Reminiscence" | 2:17 |
7. | "Infiltration" | 1:52 |
8. | "LUKIS Covert Op." | 1:36 |
9. | "Reminiscence" | 0:14 |
10. | "Distant Rain: The Cross Children" | 2:05 |
11. | "Mikado's Plot: A Foolish Utopia" | 2:39 |
12. | "The Pursuit" | 1:39 |
13. | "Affection" | 2:49 |
14. | "Owaranaimono" | 6:30 |
15. | "Sion Barzahd" | 3:27 |
16. | "Volt Kruger" | 3:50 |
17. | "Kou Leifoh" | 3:16 |
18. | "Echidna" | 2:56 |
19. | "Mugetsu" | 3:06 |
20. | "Kaldea Orchid" | 4:29 |
21. | "PD-4" | 2:54 |
22. | "Dominique Cross" | 3:17 |
23. | "Wong Leung" | 3:58 |
24. | "Leann Caldwell" | 3:58 |
25. | "Mugetsu: Destruction" | 3:58 |
26. | "Dauragon C. Mikado" | 3:58 |
27. | "Dauragon C. Mikado: Madness" | 3:35 |
28. | "Dauragon C. Mikado: Awakening" | 3:29 |
29. | "Sion Barzahd: Jet Black" | 4:13 |
The North American version, The Bouncer Original Video Game Soundtrack, is a single disc, 21-track album, published on March 26, 2001, by Tokyopop Soundtrax.[32]
No. | Title | Length |
---|---|---|
1. | "Prelude" | 0:42 |
2. | "Sion Barzahd" | 3:27 |
3. | "Volt Krueger" | 3:50 |
4. | "Kou Leifoh" | 3:16 |
5. | "Echidna" | 2:56 |
6. | "Mugetsu" | 3:05 |
7. | "Kaldea Orchid" | 4:29 |
8. | "PD-4" | 2:55 |
9. | "Dominique Cross" | 3:17 |
10. | "Mugetsu: Destruction" | 3:28 |
11. | "Dauragon C. Mikado" | 3:58 |
12. | "Dauragon C. Mikado: Madness" | 3:35 |
13. | "Dauragon C. Mikado: Awakening" | 3:29 |
14. | "Prologue" | 2:52 |
15. | "Disquietude" | 1:56 |
16. | "The Escape" | 2:03 |
17. | "LUKIS Covert Op." | 1:36 |
18. | "Distant Rain: The Cross Children" | 2:05 |
19. | "The Pursuit" | 1:39 |
20. | "Owaranaimono" | 6:33 |
21. | "Kou Leifoh (Remixed)" | 3:31 |
Reception
[edit]Aggregator | Score |
---|---|
Metacritic | 66/100[33] |
Publication | Score |
---|---|
Famitsu | 31/40[34] |
GamePro | [35] |
GameRevolution | C+[36] |
GameSpot | 6.7/10[3] |
IGN | 7/10[10] |
Next Generation | [37] |
Official U.S. PlayStation Magazine | [38] |
Play | 76%[39] |
The Bouncer received "mixed or average reviews," and holds an aggregate score of 66 out of 100 on Metacritic, based on twenty reviews.[33]
With the consideration of its high-profile development team, as well as the fact that it was a front-runner PlayStation 2 release, The Bouncer was highly anticipated. However, the game was perceived as a disappointment by many, and was largely seen as mediocre. Numerous aspects from the E3 trailer, such as destructible scenery, were removed in the final game, possibly in order to get the game out in time to be among the first batch of PlayStation 2 titles. Much of the criticism, however, fell on the gameplay. IGN found the controls average and the camera angles to become a major issue in the later portions of the game, where the player is confined to tight spaces.[10] The game was also seen as having an excessive amount of cutscenes and load screens. GameCritics' Brad Galloway, for example, argued actual gameplay constitutes less than one third of the game's length.[40]
IGN's Douglass C. Perry reviewed an import version of the game prior to its release in North America, and was disappointed with the lack of depth, but impressed by other aspects. He praised the graphics, character design and CGI cutscenes. He was also impressed with the "glowing" effect used throughout the game; "DreamFactory employs a Playboy-like filter that smoothes out every single bit on the screen. The effect is consistent throughout the game, and rids the PS2 of aliasing or flickering, but also provides a unique gloss that's never been used before with such success." He concluded that, "despite the disappointments, I am absolutely having a great time with The Bouncer."[41] In his official review of the game upon its North American release, Perry scored it 7 out of 10, writing "The game is a letdown, but not a catastrophic one. [...] It's a good game, not a great one, and it's worth a look." He referred to Story Mode as a "mixed bag of good ideas executed ineffectively," although he praised multiplayer mode. He concluded "The Bouncer is not the next messiah, it's not the next wave of fighting, and frankly, it's not the paradigm for anything really new, except perhaps incredible-looking graphics. These things said, The Bouncer is a decent game. It's not horrible, it's not brilliant. It's pretty average."[10]
In his look at the import version, GameSpot's Miguel Lopez called the game "little more than a glorified and highly cinematic version of Final Fight using dated Tobal animations." He called the graphics "quite competent," but was highly critical of the game's length, estimating a player could play through the entire game in 45 minutes or less, if they skipped cutscenes.[42] In his full review, Jeff Gerstmann scored the game 6.7 out of 10. Of the graphics, he said "Everything, from the characters to the backgrounds, looks absolutely incredible." He concluded "The Bouncer makes a great showpiece for the PlayStation 2. It looks and sounds incredible. However, the ease and extremely short length of the game, matched with other problems like horrific camera angles and lack of a multiplayer story mode, make The Bouncer fair, at best."[3] It was a runner-up for GameSpot's annual "Most Disappointing Game" award among console games, which went to Luigi's Mansion.[43]
Game Revolution's Brian Gee awarded the game a C+. He wrote, "It's easy to tell what the developers focused on, because The Bouncer is obviously one of the best-looking games on a console to date. Near flawless animations and picture perfect visuals make it a great choice to show off the sleek Sony super machine to your friends. Once the game begins, though, The Bouncer sheds it's [sic] pretty boy image and gets down and dirty." He was critical of the controls and the absence of a lock-on feature. Like other critics, he also had problems with the camera and the ratio of cutscenes to gameplay. He concluded "Though many will undoubtedly be disappointed by The Bouncer's inability to live up to the hype, others will find a fancy beat 'em up to pass a few hours. Its flashy graphics are at least worth taking a look at, but its many problems just might keep it from a place in the collection."[36]
GamePro were more impressed, scoring the game 4.5 out 5, and writing "The Bouncer slickly combines copious amounts of hard-hitting moves with a stellar story line all in a visually stunning world."[35]
Blake Fischer reviewed the PlayStation 2 version of the game for Next Generation, rating it two stars out of five, and stated that "The Bouncer manages to look good, but don't let that fool you into thinking that it's very fun."[37]
Sales
[edit]The Bouncer was a commercial failure. In its debut week in Japan, it sold 158,727 units, debuting as the fifth highest selling game across all systems.[44] It went on to sell 219,858 units by the end of 2000, finishing as the 53rd highest selling game of the year, across all systems,[45] and the 9th highest selling PlayStation 2 game of the year.[46] It sold an additional 126,123 units in 2001, for a total of 345,981 units sold.[47]
See also
[edit]References
[edit]Notes
[edit]References
[edit]- ^ a b c "The Bouncer". IGN. Archived from the original on December 1, 2020. Retrieved October 22, 2013.
- ^ a b c d Perry, Douglass C.; Zdryko, Dave; Smith, David (March 7, 2001). "The Bouncer Interview". IGN. Archived from the original on October 30, 2013. Retrieved September 16, 2009.
- ^ a b c Gerstmann, Jeff (March 2, 2001). "The Bouncer Review". GameSpot. Archived from the original on January 31, 2014. Retrieved October 22, 2013.
- ^ "Battle System: Guard and Defence". Squaresoft. Archived from the original on October 29, 2013. Retrieved October 22, 2013.
- ^ "Story Mode". The Bouncer Instruction Manual. Squaresoft. 2001. p. 8. Archived from the original on March 1, 2016. Retrieved February 22, 2016.
- ^ "Point Exchange System". The Bouncer Instruction Manual. Squaresoft. 2001. p. 10. Archived from the original on March 1, 2016. Retrieved February 22, 2016.
- ^ "Bouncer Points". The Bouncer Instruction Manual. Squaresoft. 2001. p. 9. Archived from the original on March 1, 2016. Retrieved February 22, 2016.
- ^ "Battle System: Trinity Rush". Squaresoft. Archived from the original on October 29, 2013. Retrieved October 22, 2013.
- ^ a b "Versus & Survival Modes". The Bouncer Instruction Manual (PDF). Squaresoft. 2001. p. 12.
- ^ a b c d Perry, Douglass C. (March 6, 2001). "The Bouncer Review". IGN. Archived from the original on October 30, 2013. Retrieved September 16, 2007.
- ^ a b Perry, Douglass C. (September 20, 1999). "TGS 1999: The Bouncer - First Look". IGN. Archived from the original on October 30, 2013. Retrieved September 16, 2009.
- ^ Perry, Douglass C. (July 12, 1999). "PS2 Week in Review: July 7 through July 12". IGN. Archived from the original on October 29, 2013. Retrieved October 23, 2013.
- ^ "First Look at PS2 Ehrgeiz 2?". IGN. August 16, 1999. Archived from the original on October 29, 2013. Retrieved October 23, 2013.
- ^ Perry, Douglass C. (August 23, 1999). "Square's First PlayStation 2 Fighter?". IGN. Archived from the original on October 29, 2013. Retrieved October 7, 2013.
- ^ Perry, Douglass C. (September 10, 1999). "The PS2 Launch Titles". IGN. Archived from the original on October 29, 2013. Retrieved October 23, 2013.
- ^ "Bouncer Preview". GameSpot. February 10, 2000. Archived from the original on January 25, 2014. Retrieved October 23, 2013.
- ^ Zdyrko, Dave (April 3, 2000). "TGS 2000: The Bouncer Almost a No-Show". IGN. Archived from the original on December 1, 2020. Retrieved October 23, 2013.
- ^ Perry, Douglass C. (May 11, 2000). "E3 2000: The Bouncer Impressions". IGN. Archived from the original on October 29, 2013. Retrieved October 23, 2013.
- ^ Sato, Ike (July 13, 2000). "Catching Up With The Bouncer". GameSpot. Archived from the original on January 20, 2014. Retrieved October 23, 2013.
- ^ "Off The Record". IGN. September 1, 2000. Archived from the original on October 29, 2013. Retrieved October 23, 2013.
- ^ "The Bouncer Gets 5.1 Channel Surround Sound". IGN. September 19, 2000. Archived from the original on October 29, 2013. Retrieved October 23, 2013.
- ^ Sato, Ike (September 20, 2000). "More Facts Emerge from The Bouncer". GameSpot. Archived from the original on January 29, 2014. Retrieved October 23, 2013.
- ^ a b "The Bouncer Team Talks About Its Mysterious Game". IGN. September 21, 2000. Archived from the original on October 29, 2013. Retrieved October 23, 2013.
- ^ Tokyo Drifter (November 24, 2000). "The Bouncer Interview". GamePro. Archived from the original on January 13, 2005. Retrieved October 7, 2013.
- ^ Sato, Ike (November 13, 2000). "The Bouncer Date Set in Stone". GameSpot. Archived from the original on February 18, 2014. Retrieved October 24, 2013.
- ^ "Bouncer And Type-S Get Dated". IGN. December 18, 2000. Archived from the original on October 29, 2013. Retrieved October 24, 2013.
- ^ "The Bouncer and ZOE May Get Big Backing". IGN. December 20, 2000. Archived from the original on October 29, 2013. Retrieved October 24, 2013.
- ^ Massey, Tom (February 9, 2015). "Ys: Memories of Celceta review". Eurogamer. Retrieved February 25, 2022.
- ^ "The Bouncer Goes Dolby". GameSpot. January 5, 2001. Archived from the original on October 18, 2007. Retrieved September 16, 2007.
- ^ "The Bouncer Gets a Theme Song". IGN. October 23, 2000. Archived from the original on October 30, 2013. Retrieved September 16, 2007.
- ^ "The Bouncer Original Soundtrack" (in Japanese). Amazon.co.jp. Archived from the original on December 1, 2020. Retrieved February 14, 2016.
- ^ "The Bouncer Original Video Game Soundtrack". Amazon. Archived from the original on December 1, 2020. Retrieved February 14, 2016.
- ^ a b "The Bouncer". Metacritic. Archived from the original on February 9, 2009. Retrieved October 22, 2013.
- ^ "プレイステーション2 - バウンサー". Famitsu. No. 915. Enterbrain. June 30, 2006. p. 87.
- ^ a b "The Bouncer Review". GamePro. June 3, 2001. Archived from the original on June 12, 2008. Retrieved October 15, 2013.
- ^ a b Gee, Brian (March 1, 2001). "The Bouncer Review". Game Revolution. Archived from the original on September 8, 2015. Retrieved March 31, 2015.
- ^ a b Fischer, Blake (March 2001). "Finals". Next Generation. Vol. 4, no. 3. Imagine Media. pp. 78–79.
- ^ "The Bouncer Review". Official U.S. PlayStation Magazine. March 2001. p. 130.
- ^ "The Bouncer". Play. No. 73. February 2001. pp. 44–46.
- ^ Galloway, Brad (March 23, 2001). "The Bouncer Review". GameCritics. Archived from the original on May 31, 2012. Retrieved October 22, 2013.
- ^ Perry, Douglass C. (January 3, 2001). "The Bouncer Import Review". IGN. Archived from the original on October 29, 2013. Retrieved October 24, 2013.
- ^ Lopez, Miguel (January 9, 2001). "The Bouncer Hands-On". GameSpot. Archived from the original on January 31, 2014. Retrieved October 24, 2013.
- ^ GameSpot VG Staff (February 23, 2002). "GameSpot's Best and Worst Video Games of 2001". GameSpot. Archived from the original on August 3, 2002.
- ^ "ゲームソフト販売ランキング TOP30" (in Japanese). Famitsu. December 28, 2000. Archived from the original on March 4, 2016. Retrieved April 30, 2015.
- ^ "2000年テレビゲームソフト売り上げTOP300" (in Japanese). Geimin.net. Archived from the original on June 27, 2015. Retrieved April 30, 2015.
- ^ "Japan Top 10 Best Selling PlayStation 2 Games of 2000". The-MagicBox.com. Archived from the original on October 17, 2012. Retrieved September 16, 2007.
- ^ "2001年テレビゲームソフト売り上げTOP300" (in Japanese). Geimin.net. Archived from the original on June 27, 2015. Retrieved April 30, 2015.
External links
[edit]- Official European site
- Official Japanese site (in Japanese) (Archive)
- 2000 video games
- 3D beat 'em ups
- Cooperative video games
- Cyberpunk video games
- DreamFactory games
- Fighting role-playing video games
- Muay Thai video games
- Multiplayer and single-player video games
- PlayStation 2 games
- PlayStation 2-only games
- Solarpunk works
- Sony Interactive Entertainment games
- Square (video game company) games
- Video games about security and surveillance
- Video games developed in Japan
- Video games directed by Seiichi Ishii
- Video games scored by Noriko Matsueda
- Video games scored by Takahito Eguchi