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There are games that made such an incredible impact on the gaming community that require special attention. One of them is 2002’s BloodRayne created by Terminal Reality, which today, on October 31st, celebrates its 20th anniversary! Our love for that series made us prepare something special for the birthday of dhampir Rayne and her awesome adventures within the franchise.

Check out our Special Anniversary Sale where you will find all of the BloodRayne titles released by Ziggurat Interactive with discounts up to 40% off. More specifically:

BloodRayne: Terminal Cut - 2020’s remake of an amazing action-adventure horror shooter and the first entry in the series, introducing us to charismatic protagonist Rayne with a -40% deal for the next 48 hours and a 35% discount available for the rest of the Sale.

BloodRayne 2: Terminal Cut - the same remake of a sequel to BloodRayne which expanded on all the best parts of the original game with even more bloody and awesome content with a 35% off deal.

BloodRayne Betrayal: Fresh Bites - 2021’s version of a 2D side-scrolling platform game released in 2011 and set in the original universe with an updated 4K visuals, improved difficulty, and voiced by Laura Bailey and Troy Baker reprising their iconic roles as Rayne and Kagan respectively with a 35% discount.

Offer lasts until November 7th, 2 PM UTC.

And if you want to learn about the series or just reminisce about how awesome they were, make sure to check out our latest blog entry exploring BloodRayne's history.

But that’s not the end of our celebration. Below you’ll find an exclusive Ziggurat Interactive interview with Mark Randel, where he talks about these beloved titles, hindsight of the project, what he is most proud of regarding the games and their legacy.



Behind the Bloodshed: BloodRayne 20th Anniversary
Terminal Reality & the Legacy of Rayne

Mark Randel is the CEO of the well-renowned studio, Terminal Reality, known for titles such as BloodRayne, Terminal Velocity, Nocturne, and many more since their inception in 1994. It was our pleasure to touch base with Mark about his experience creating and revamping the bloody legacy of Rayne over the last 20 years.


What was it like bringing BloodRayne to life in 2002? Did you know you were giving life to one of the sexiest femme fatales in video games?

We did not know at the time, of course, that people would still be playing BloodRayne 20 years later. It is amazing to see the devoted fan base still after all these years.


Did you know you were making a beloved cult classic back in 2002? In hindsight, do you think that would've changed your perspective on the project or decisions you made?

Part of making a cult classic is not knowing you are making a cult classic, you are just making something you like to play. If you have the pressure on you to create art and a certain style of game, say from multiple studio executives (you know who you are), sometimes it doesn't come out as well as it should. When you are free to create art, you get art and something that holds up over time.


Can you talk a little bit about what it was like being able to bring the original BloodRayne project to life? And what were some opportunities you tried to take advantage of when making BloodRayne 2?

BloodRayne built on the success of the Nocturne game, a lot of the same team continued to work together, so the team was used to each other’s styles. For BloodRayne 2, we knew we had a successful game in the original, and that helped us create a larger and more detailed game world than the first one. We were lucky to have a publisher at the time who valued our team and let us take the games in our own creative direction.


What is it like to look back and see the impact of BloodRayne over the last 20 years?

It is pretty incredible to type “BloodRayne” into Reddit or Google and see what comes up. Before we started on the Terminal Cut versions you would always see someone who had a recent playthrough of it or of some cosplay of the game. Now you also see a whole new generation of people who have fallen in love with it too.


With the BloodRayne Franchise and even Nocturne, what is it like for you to see the clamoring for these older titles to make a comeback?

We feel very honored to have been involved with games that have stood the test of time. Most entertainment is disposable nowadays, and to see people still wanting to play our old games after these years is very humbling.


When you look back at BloodRayne or BloodRayne 2, are there moments within those stories that you’re particularly proud of? Whether from a technical, narrative, or dev experience perspective.

Probably the dialog and the fight in Zerenski's bedroom at the end of the first map still gets me after all these years. That was one of the last parts of BloodRayne2 we did, and it came out almost perfect.

The multiple endings of BloodRayne still gets me, it was and still is unique to have your actions earlier on in the game change the final ending. We have a bunch of slightly different paths that you can take to win.

The maps in both BloodRayne1 and BloodRayne2 were well thought out, there are lots of little hidden areas and places to explore if you go off the beaten path.

The voice acting and direction still holds up quite well for both games. After playing both games again and again to release the Terminal Cut, we can really feel the work and love that was put into this part of the game.

With BloodRayne2, we managed to have a fully normal mapped environment and fully normal mapped characters. Since this was a new technology when the game came out, most players did not get to play it this way. Only with the remastered versions this was finally used to its full extent.


What was your experience like returning to BloodRayne in 2020 with the Terminal Cut releases? Did it change or give you a new perspective on your work from 2002?

Obviously the technologies used to write BloodRayne in 2002 were very new. We wrote a whole new game engine for it (Infernal Engine). We improved the engine quite a bit for BloodRayne 2 in 2004, but still were limited by the amount of memory and processing power of the systems in the day – both games were made primarily for the PS2. Now that we have a lot more CPU and GPU power, we were able to go back and re-render all the lighting in both games using more modern techniques by backporting parts of the modern engine. Although we could not change the geometry, it is amazing how the scenery turned out using up-to-date techniques on older art assets and styles.


How do you see your time spent with BloodRayne over the past 20 years impact other titles you are working on?

BloodRayne started the Infernal Engine, which only got better over time; the creation of BloodRayne/BloodRayne 2 affected every title we made at Terminal Reality since then.


What was it like being able to not only be part of the development team bringing BloodRayne to life but also working on the remasters? How did the passage of time and your career affect your perspective of the originals?

Going back and playing both games, you can really see how 3rd person games have evolved since 2002/2004. In 2002, we used fps controls, in 2004 we used 3rd person controls. Both games feel a bit clunky by modern perspectives, but that is how games played in their time. They are great examples of the gameplay styles from their original time period.


How would you describe BloodRayne to a potential new fan of the franchise?

The storyline and universe in both games is very solid, someone who likes horror with a story would still get a lot out of these games. I don't want to give away any part of the story to someone who hasn't played it yet, but you will see elements that we came up first with that have been used in recent movies/TV shows, so we were definitely an influence on them.


We’d like to thank Mark very much for chatting with us about BloodRayne!

Check out more behind the scenes Rayne content on Youtube including a wonderful interview with WayForward about the creation of BloodRayne Betrayal.

For more up to date information, Follow Ziggurat Interactive on Twitter @playziggurat and GOG on @GOGcom.

© 2021 Ziggurat Interactive, Inc. BloodRayne, BloodRayne 2, and BloodRayne Betrayal are trademarks of Ziggurat Interactive, Inc. in the United States and other countries. All rights reserved.
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neumi5694: Higher quality videos mostly. Texture quality was increased. Also there are 6 or 7 audio languages.
See my edit - they didn't bother to separate the offline installers per language. ;-)
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neumi5694: Higher quality videos mostly. Texture quality was increased. Also there are 6 or 7 audio languages.
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teceem: See my edit - they didn't bother to separate the offline installers per language. ;-)
That has nothing to do with the installers.
The game is made in a way that everything has to be installed, so you can chose ingame (or in this case using the games launcher).

Edit: If you never change languages, you can of course delete everything you don't want to have from the installation directory.
Post edited November 03, 2022 by neumi5694
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teceem: Edit: Found it - 5 GB of non-English videos (BR1). What a waste!
Are the visuals different (text, lip movements), or is it just the audio? OTOH, good to hear that they're doing multiple languages.

(Not buying it myself because there's no Linux version.)
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octalot: Are the visuals different (text, lip movements), or is it just the audio? OTOH, good to hear that they're doing multiple languages.
In the videos? Identical. They are badly animated anyway. The game is almost 20 years old. Back then you were lucky if lips moved at all.
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neumi5694: That has nothing to do with the installers.
The game is made in a way that everything has to be installed, so you can chose ingame (or in this case using the games launcher).
Nope, I can remove the other language video files from the folder and the game still works fine. Ideally, there should be single language installers and ... why not, one multi-language installer, for people that want them all / to switch.

It's just a waste of space for people that only want one language (=most people).

Should they stuff all OS versions (for games here that have that) in one download too - for people that use multiple OS'es?
Post edited November 03, 2022 by teceem
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teceem: Nope, I can remove the other language video files from the folder and the game still works fine. Ideally, there should be single language installers and ... why not, one multi-language installer, for people that want them all / to switch.
So delete the video files, then select a different language next time you play. Are the videos still playing? No. Which means: Not working fine.

GOG can't know what language you will chose in the future when you install the game. Therefore a language patch would not be a good solution.
It would be a good solution if you could not change language after installing or only be able to chose languages which you installed.


Would it save space on my HD? That's for sure and I would be glad if we had separated installers.
But the game is not made to work that way.
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neumi5694: So delete the video files, then select a different language next time you play. Are the videos still playing? No. Which means: Not working fine.
I'm repeating myself: I don't want to select a different language.
Anyway - there's nothing more to say. Archiving the offline installer wastes space if you only want one language.
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teceem: I'm repeating myself: I don't want to select a different language.
Anyway - there's nothing more to say. Archiving the offline installer wastes space if you only want one language.
You don't. Others do. The game must work for all, not just for you.
To Mark Randel, Terminal Reality, Ziggurat and all others involved:
Please bring back Nocturne and the Blair Witch trilogy (Volume I: Rustin Parr, Volume II: The Legend of Coffin Rock, Volume III: The Elly Kedward Tale) games that you made back in 1999 and 2000! These are greatly underrated masterpieces that should not be forgotten. Such an amazing, outstanding dark atmosphere, solid story and interesting characters, excellent voice acting, sound design and great graphics for that time.
To me, Nocturne and Blair Witch Volume I: Rustin Parr were better than Resident Evil. It's a shame that these games aren't available anywhere on major stores. It would be a great franchise to remaster in HD/4K, but also - reboot and fully remake with modern graphics, while keeping the same atmosphere and voice acting (or similar), staying true to the roots. The survival horror/action-adventure genre would definitely benefit from their return.
This franchise has a great potential as an IP for developing new sequel games (and even films). Please bring The Stranger and Elspeth "Doc" Holliday back! Spookhouse and Burkittsville need more action.
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Dfj246: To Mark Randel, Terminal Reality, Ziggurat and all others involved:
Please bring back Nocturne and the Blair Witch trilogy (Volume I: Rustin Parr, Volume II: The Legend of Coffin Rock, Volume III: The Elly Kedward Tale) games that you made back in 1999 and 2000!
Terminal Reality only made Nocturne and Blair Witch Volume 1 themselves. The other 2 Blair Witch games from that era were made by different devs (hence why they are worse games than Nocturne and than Volume 1 are), albeit the devs who made Volume 2 and Volume 3 licensed the Nocturne engine from TR and used it in those games.

I agree with you that they should revive those games if possible, and I also agree that Nocturne is better than the Resident Evil games are (Nocturne is quite possibly my favorite game of all time and IMO easily the best horror game ever made bar none).

As for more new Nocturne games: I have mixed feelings about that. I'd love to see that if the IP would be fully respected and if any new games within the IP would have all the same traits as the original did and not have anything that breaks the perfect tone & atmosphere of the original.

For example, the zany, comical, cartoonish, way-over-the-top bosses in the Resident Evil games...that kind of crap has no place in the Nocturne IP.

Likewise, if they tried to turn Nocturne into an arcadey, button-mashing action game like the BloodRayne games are, that would also totally ruin the Nocturne IP.

If they were to give the Nocturne IP rights to a dev who isn't ultra knowledgeable about the IP and also very careful about every aspect of what they are doing, then they'd probably put inappropriate stuff like those things into the new game(s)...and in that situation, it'd be better for Nocturne to remain legendary and not have its reputation sullied with inferior new entries which botch what its about.

Although if they could make a new Nocturne while keeping everything that was great about the original intact, that would be amazing.
Better than Silent Hill, Fatal Frame, Siren, Kuon or Team Innocent?

Just include the original titles now.
Nocturn by all means.
it is available fixe dto run on amodern computer if you look hard enough on line, but it would be nice to get an official release.
It ha some flaws; the controls can get a bit wonky.on e of the episodes ..the CHicago one can get insanely difficult but it's still one of the best horror games ever done.
irony is, of corse, that Bloodrayne started out as "Nocturn 2".
A Nocturne remake would be nice. It's basically abandonware at this point and doesn't hold up that well. I tried using running and it kept crashing for me.

If Nocturne and BloodRayne are part of the same world (apparently?), then wouldn't a Nocturne sequel cover the end of BloodRayne 2?

Also, wasn't TRI shut down?
Post edited November 05, 2022 by CthuluIsSpy
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Ancient-Red-Dragon: Terminal Reality only made Nocturne and Blair Witch Volume 1 themselves. The other 2 Blair Witch games from that era were made by different devs (hence why they are worse games than Nocturne and than Volume 1 are), albeit the devs who made Volume 2 and Volume 3 licensed the Nocturne engine from TR and used it in those games.
Yep, that's why I phrased it "... and all others involved". I still think though that Blair Witch Volume II: The Legend of Coffin Rock and Volume III: The Elly Kedward Tale deserve to be revived/remastered as well. They might be not as great as Blair Witch Volume I: Rustin Parr or Nocturne, but still are very enjoyable and atmospheric games that add more stories and depth to the Blair Witch universe.

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Ancient-Red-Dragon: I agree with you that they should revive those games if possible, and I also agree that Nocturne is better than the Resident Evil games are (Nocturne is quite possibly my favorite game of all time and IMO easily the best horror game ever made bar none).

As for more new Nocturne games: I have mixed feelings about that. I'd love to see that if the IP would be fully respected and if any new games within the IP would have all the same traits as the original did and not have anything that breaks the perfect tone & atmosphere of the original.

For example, the zany, comical, cartoonish, way-over-the-top bosses in the Resident Evil games...that kind of crap has no place in the Nocturne IP.

Likewise, if they tried to turn Nocturne into an arcadey, button-mashing action game like the BloodRayne games are, that would also totally ruin the Nocturne IP.

If they were to give the Nocturne IP rights to a dev who isn't ultra knowledgeable about the IP and also very careful about every aspect of what they are doing, then they'd probably put inappropriate stuff like those things into the new game(s)...and in that situation, it'd be better for Nocturne to remain legendary and not have its reputation sullied with inferior new entries which botch what its about.

Although if they could make a new Nocturne while keeping everything that was great about the original intact, that would be amazing.
Well said! Fully and totally agree. Would love to see the original Nocturne and Blair Witch games both as HD/4K remasters and as modern tasteful full remakes of them done with care and respect for the original concept, atmosphere, style, sound design/music(!) etc. It's a such a great IP! Especially in nowadays IP-deficient market.

I have to emphasize the importance of sound design & music one more time, as they are the key essential parts of Nocturne and Blair Witch games. For example, the dark choir-y/whisper-y atmospheric soundscape when in Spookhouse is just brilliant, a Nocturne signature. And so much more.

Nocturne and Blair Witch Volume I: Rustin Parr are definitely one of the best games ever, especially horror games. One of my top top favorites. They shouldn't be forgotten and abandoned.