The problem is that it is a repeat of the first game. Basically, the game is a subtle repeat of what the first one was, which is a good thing. The soundtrack, and all its thrashy hard-rock ways, suits the mood just fine and matches the aggressive dueling, beat for beat.
Graphically, the game is as gorgeous as the first installment - in fact, it looks almost exactly the same, with beautiful light-sourcing, speedy 60fps action, and all sorts of special effects when switching into beast mode. While there isn't anything as luxurious as a Tekken Force mode or an RPG mode, most gamers usually don't fret over such details, and won't miss them here either. There's also the extra customs menu, where you can select things like the big-head modes and other stuff also found in the first game. Upon starting up Bloody Roar 2, no one can deny the wealth of features available at the outset: arcade mode, story mode, training, survival, time attack, etc. Now that the sequel has emerged, will the fighting genre see another step in the evolution of fighters? Unfortunately not. The American version went one step further by adding a sidestep, a feature sorely lacking in the Japanese version. The fast, furious fighting found in the game made playing other fighters of the time (Dead or Alive, Street Fighter EX) seem tedious and sluggish by comparison.
Eighting/Raizing, whose previous effort was the critically acclaimed shooter Soukyugurentai, practically came out of nowhere with this savvy blend of anthropomorphic/lycanthropic combatants. When Bloody Roar first appeared on the fighting-game map a little more than a year ago, it was a refreshing surprise by a development team not known for fighters.