Gigantic humans called Avatars would serve as stand-ins for the original's gods, whom they could transform into for Super Moves. The biggest change came in the form of the game's cast. They also heavily tweaked the game's core premise. ![]() On top of how lengthy stop motion animation is to create, the developers overhauled many features for the sequel based on feedback to the original arcade version. Primal Rage II was greenlit but never officially released, but not for lack of effort on Atari Games' part.Īs recently detailed by YouTuber Matt McMuscles, Primal Rage 2's development was difficult. It was an animated series and live-action movie away from being a true multimedia franchise like Street Fighter and Mortal Kombat. It was also heavily merchandised, with toys, comics, and novels based on the game. It even had a Tiger Electronics handheld version. Atari declared it 1994's top arcade game on the cover of its home releases. The game was ported to nearly every active platform at the time, from the Sony PlayStation to the Sega Game Gear. The game also featured blood and finishing moves similar to MK's, with the ability to attack and eat rival gods' worshipers adding to the carnage.Īs you might expect from a game that was functionally a Godzilla vs. ![]() They were airbrushed armature models brought to life by stop motion animation. Unlike MK, Primal Rage's fighters weren't martial artists and actors performing the character's moves. Like Mortal Kombat, Primal Rage featured digitized fighters instead of the sprites and polygons of competitors like Street Fighter and Tekken.
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