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Review of RA.ONE The Game on PlayStation 2

by Tanya Krane Tanya Krane photo Oct 2011
Cover image of RA.ONE The Game on PS2
Gamefings Score: 6.5/10
Platform: PS2 PS2 logo
Released: 05 Oct 2011
Genre: Action / Superhero / Licensed Movie Tie-in
Developer: Sony Computer Entertainment Europe & Red Chillies Entertainment (collaboration)
Publisher: Sony Computer Entertainment Europe

Introduction

RA.ONE - The Game arrives like a nostalgia grenade lobbed into the PS2 era: loud, glossy and determined to make you feel like a kid again - or like the adult you are pretending not to be while explaining why a videogame needs a full-blown family drama. The game is a direct tie-in to the Bollywood blockbuster Ra.One and, unsurprisingly, it treats its cast of characters like the source film treats them: larger-than-life, sometimes confused about their motivations, and frequently required to demonstrate the emotional range of both a superhero and a sitcom father. This review is less interested in frame-rate charts and more in faces: the way G.One (the 'Good One') is written as an avatar of dad-heroism, how Ra.One's shapeshifting evil attempts to be mythic and menacing, and how a child's imagination (Prateek/Lucifer) gets shoved onto a PlayStation 2 memory card. If you want a spoils-free plot summary, the game mostly follows the film's story beats - programmer dad, self-aware villain escapes the code, family in peril, final decryption via a one-shot bullet - but what makes the game's oddball charm is how it translates those emotional beats into playable moments.

Gameplay

At its mechanical core, RA.ONE - The Game is classic mid-era licensed action: third-person brawling with occasional set-piece puzzles and boss fights that try to echo the film's three-level structure. Levels are themed after the movie's acts - the studio/game lab, the London chase, then the grand urban-battle third level - and progression is often tied to a clever narrative gadget from the film: the H.A.R.T. (the heart-like power module). In practice that means you spend half of the game collecting or defending H.A.R.T. fragments, which act as temporary buffs and unlocks. The other half is spent trying not to hog the controller. G.One is the primary playable character and the game does a decent job of making him feel like a literal embodiment of dad-logic: heavy, reliable hits, a handful of flashy special moves and an animation set that screams 'I will shield you, even when the script says I must stand and monologue.' There are sections where you control Prateek directly - less about combos and more about puzzle-platforming - which is a neat way the developers acknowledge that this is ultimately a father-son story, not just a suit-and-cape show. Some levels let you alternate between G.One and Prateek on the fly, and those swap mechanics are where the game lets the characters' arcs breathe: you realize Prateek learns to be brave by literally pulling a trigger and following G.One's lead; G.One learns to be more than an invincible automaton when he has to interpret a child's choices. Ra.One's gameplay incarnation tries to be slippery and unnerving, reflecting his film abilities: shapeshifting minibosses, hologram decoys, and pseudo-mind-reading enemy AIs that anticipate your inputs (or at least pretend to). The design is clever when it restricts you - for example, introducing the single-bullet mechanic from the movie's third level. You can spend most of Level Three mowing down copies, but the final sequence forces you into deduction: which Ra.One is real? The game converts the 'shadow clue' (from film to gameplay) into a tense quick-observation moment that actually lands. That said, the combat pacing can feel rough. Hit detection is occasionally forgiving, camera angles get cranky in enclosed spaces, and the checkpointing leans toward the punitive side on difficult encounters. The enemy variety is decent but not infinite - expect a healthy variety of goons, a handful of shapeshifting mid-bosses and the occasional puzzle that uses the in-game 'wireless transmission' tech as a portal mechanic. Skill progression is basic: new moves, better H.A.R.T. modules and a few unlockable cinematic finishers. For a PS2 licensed title with Bollywood-sized ambitions, that's not bad - it just doesn't reinvent the wheel. It does, however, take that wheel and add a tiny SRK-approved cape to it.

Graphics

If the film was an exercise in 'look how much CGI we can afford,' the PS2 game is the polite cousin that says, 'We will honor that CGI in whatever polygon budget you give us.' Character models are recognizably close to their cinematic counterparts: G.One's steel-blue suit reads well even in low-res, and Rampal's Ra.One has that unsettling blankness the movie wanted to sell. However, the faceless horror of Ra.One translates into blocky geometry and texture pop-in on PS2 hardware - more uncanny valley than mythic demon. The cube-splintering effect from the movie, which looks spectacular on the big screen, becomes a jittery particle show; it's still satisfying but in a 'watching fireworks through a sunglasses lens' kind of way. Cutscenes mostly reuse keyed film stills and a handful of bespoke animated scenes. The soundtrack borrows heavily from the film's Vishal-Shekhar score, which is a lifesaver - music elevates a license title, and here it often turns pedestrian action into something that feels cinematic. Voice work is competent: lines are delivered with the melodrama Bollywood fans expect, and the presence of an authoritative intro tone (akin to the film's opening narration) gives early missions a grander feel. Technical limitations show during facial animations and lip-sync, but the character expressions during critical moments - the quiet scenes between Prateek and Sonia, the reveal of Shekhar/G.One's dilemma - carry enough emotion to make these low-poly faces feel like actual characters rather than placeholders.

Conclusion

RA.ONE - The Game on PS2 is less a perfect adaptation and more a sentimental attempt to translate a spectacle movie into a character-centric interactive experience. Where it succeeds is in its commitment to the film's emotional skeleton: fatherhood, childlike heroism and the idea that good and evil feed off each other's existence. G.One's move set and tank-like reliability mirror Shekhar's sacrificed-hero energy; Prateek's sections let you inhabit the child's agency the film fetishizes; and Ra.One's tricksy boss mechanics capture the villain's cinematic menace even if the polycount can't fully sell the horror. Where the game stumbles is in old-school licensed issues: bumpy camera, uneven combat polish and cutscenes that sometimes feel like they were ripped out of a different generation. But if you approach it as a character-driven curiosity - a PS2 relic trying to be both a superhero brawler and a family melodrama - it's oddly endearing. It doesn't quite reach the cinematic heights of the film's VFX, nor does it fully justify its ambition, but it gives players an excuse to spend a few hours inside the Ra.One universe and to care about pieces of code that, for once, worry about their kid's bedtime. Recommended for fans of the film, players who love licensed-action nostalgia, and anyone who wants to see how a blockbuster's emotions map onto a memory card. For purists who only accept pixel perfection, the verdict is lukewarm; for people who secretly miss the PS2's theatrical chutzpah, this one deserves a pause, a save and a replay.

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