The game was announced at the Spring
Tokyo Game Show in March 1999, where it was revealed as
Square's first
PlayStation 2 title. 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. 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. However, on August 23, MagicBox.com reported the game was not a sequel, but an original story. The title of the game was revealed on September 10, when
Sony announced the PlayStation 2 launch titles. 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." 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. 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. 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. 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. 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.
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. 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. 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. On December 18, they confirmed a North American release date of January 30, 2001, although this was quickly pushed back to March. The game uses the
bloom shader effect to soften rough edges.
Audio The Bouncer was the first PlayStation 2 game to feature Dolby 5.1 sound, which was used specifically for the FMV sequences. 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." ==Soundtrack==