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The Club - is it a racer masquerading as a third person shooter,
or a third person shooter with an identity crisis? Well, according
to Bizarre Creations, The Club is actually a new take on an old
genre, a hark back to the kind of gameplay we all used to know and
love back in the Nineties, except all wrapped up in shiny new HD
packaging. And I'm inclined to agree with them.
Bizarre
Creations are the team behind the Project
Gotham Racing series and the link between the two games may
well be self evident; the balance between skill and style, speed
and accuracy is certainly clear to see in both games. So yes, on
the surface, the two seem intrinsically linked. You should however
take into account the fact that PGR was never your average racing
game; in fact, beyond racing, or shooting things, the one thing
these two games have in common is their link to a long past style
of gaming, namely that of self-improvement.
This
concept of self-improvement seems to be an ongoing ideology of Bizarre
Creations and has been a staple of all of their games; none more
so than in the case of the brilliantly old-school Geometry
Wars; arguably the game that The Club has most in common with.
This is because you replay Geometry Wars to get better and better
at it and this is also the case with The Club. Forget collecting,
unlocking and experience - The Club is all about putting some extra
digits onto that top score and climbing that leaderboard; and for
that, the game will be loved by some and loathed equally by others.
This truly is old-school gaming through and through; Geometry Wars
in a 3D space with a rather uninteresting and extremely inconsequential
storyline tacked on to help it appeal beyond the obvious niche of
high score chasers.
Speaking
of inconsequential stories, let's just get that out of the way first.
The Club is built upon the premise of a shadowy Club that's run
by a collection of extremely wealthy but somewhat deranged characters
who have nothing better to do than pit a horde of largely generic
characters against an army of very, very generic characters in a
kill all competition to earn money; think Smash TV or The Running
Man but without the commercial aspect and cheesy presenters. The
Club is an altogether grittier affair and the majority of the characters
are unsurprisingly forced into this little competition, with a few
others there just for the fun of it. This may all sound kind of
interesting, but really it's just an excuse to have a collection
of characters, each with slight variations to their abilities i.e.
slow but strong or fast but with less stamina etc. At the end of
the day though none of this matters, because The Club is all about
the gameplay.
In
this respect, The Club is pretty much spot on. Although there are
slight variations to the gameplay, with five defined modes in all,
each pretty much adds up to the same thing: shoot everyone, do it
fast and try to rub some stank on it in the process. While this
may sound a touch repetitive, and for some it will be, for many
others the repetitive nature of the gameplay will be exactly what
keeps them coming back. This is what Bizarre and SEGA have been
pinning their hopes on - and for the most part is exactly what they
have achieved. The different event types and various locations spice
things up a bit too - Sprint sees you heading for the finish with
no time limit, just a focus on high combos and stylish kills, while
Gauntlet is the same but subjects you to a tough time limit. Siege
and Survivor meanwhile trap you in a designated area, pitting you
against endless waves of enemies until the time runs out. In Siege
the focus is more on stylish kills, while Survivor is purely about
staying alive until the end. Finally, Time Attack sees you running
laps around a course, collecting time refills as you kill to add
further precious seconds to the clock while racking up that high
scoring combo.
The
Club has to be one of the most moreish games since, well Geometry
Wars actually. That 'one more go' style of gaming has been crafted
and nurtured into every aspect of The Club's gameplay almost flawlessly.
As in Geometry Wars, high scores and thus the gameplay as a whole,
is about stringing together combos and keeping them going. Much
like the Kudos system from PGR, the risk/reward system of The Club
will have players hitting the restart button over and over again
in an attempt to achieve that perfect run. Beyond the obvious nature
of speed (each kill adds to your combo meter, but this quickly empties
unless you kill again within a couple of seconds) and accuracy (the
more head shots the better) you'll find the need to execute rolls
and a collection of context-sensitive actions similar to Stranglehold,
while the sprint mechanic has been ripped straight out of Gears
of War. These options add to the possibility of throwing faster,
longer and more extravagant combos together, as do the hidden skull
targets scattered around the levels that give your combo a much
needed time bonus when shot.
At
the end of the day, The Club is all about knowing the levels and
then practicing, practicing and then practicing some more! So, whether
you like this game will largely be down to what kind of gamer you
are. If you are the kind to spend several hundred hours searching
through every aspect of Final
Fantasy before swiftly moving onto the latest Dragon
Quest title, then you probably won't be the biggest fan of the
The Club's old-school sensibilities. If however you have fond memories
of simpler games with a simpler premise or are one of the many to
discover addiction to score attack gaming thanks to Geometry Wars
or the many other retro slices of gaming currently doing the rounds
on both the PlayStation Network and the Xbox Live Arcade then The
Club might well be the game for you.
The
Club's actual gameplay is nigh on perfect - that may sound like
quite a bold statement, but Bizarre really know how to do addictive,
perfectly structured gameplay. The problem is, they clearly don't
know quite how to dress it all up! If anything, this is the biggest
shock of all and certainly comes as an almost crushing disappointment.
After all, the Club is brought to us by the makers of the eye-bleedingly
beautiful PGR and the beautifully kinetic Geometry Wars. Not only
that, but SEGA, kings of perfectly exaggerated arcade visuals, are
the publishers for this title. With that in mind, one has to ask
how The Club turned out so drab and boringly understated.
Don't
get me wrong - on a technical level The Club is a triumph. The characters
are intricately detailed and the backgrounds have been well-realised
with a combination of high res textures, impressive lighting and
carefully thought out level design. Sadly, what the game completely
lacks is any kind of character; it's all just so painfully generic,
from the cardboard cut out gangsters to the beige/grey colour palette
of all eight locations. The Club is a surprisingly undefined game
when it comes to the visuals - in fact, take away the unique style
of gameplay and this really could be any one of a number of generic
shooters already out on the shelves. Thanks to its ridiculous premise
and quick-fire gameplay, The Club is left screaming for a quick
arcade style makeover from, oh I don't know, SEGA maybe. Really,
Bizarre had the perfect publisher on board for this kind of game
but have sadly decided to completely ignore the huge potential in
using their unique abilities in the visuals department. It is for
this reason, more than any other, that I like rather than love The
Club.
Beyond
the generic characters and drab backgrounds, The Club also suffers
from understated death animations, a surprising lack of blood and
some extremely disappointing audio issues. Although once again more
than passable on a technical level, it seems that Bizarre dropped
the ball when it came to bringing this game to life. Much like the
beautiful light show that accompanies Geometry Wars' intense action,
so The Club needs a lot more going on to really get that interplay
between gameplay and visual flair just right. To put it simply,
The Club lacks imagination and, more importantly, it lacks a sense
of humour. The audio suffers from similar problems; it's passable
but lacking character and immediacy. Enemy chatter is boring, repetitive
and generic, while the sounds of the guns are disappointingly muffled.
Once again, these minor issues could have been easily amended, thus
making The Club an infinitely more appealing package.
Although
the single player aspect of the game will be where you spend much
of your time, simply battling against yourself and those mocking
Leaderboards time and again, there is also a multiplayer option
that may well be worth a look. Although largely throwaway, there
is the option to race against other players in a similar vein to
Colin McRae:
DiRT, where you are pitted against invisible opponents with
an update of their score and time as you play through the same level
to bring a certain immediacy to the score-chasing gameplay. Of course,
if you want everyone onscreen then you can play a more traditional
deathmatch mode if you want to slow things down a bit. Again, these
may well be throwaway, but they are certainly welcome additions
and are distractingly pleasant for as long as they last.
Although
the style, or lack thereof, has seriously hampered The Club, it's
still a brilliantly addictive title and one that will hopefully
prove popular enough to turn this not so little experiment into
a long running franchise. Believe me, if any game is screaming out
for a sequel, it's The Club. Much like the Burnout series coming
into its own with Burnout
3: Takedown, so The Club has every possibility of transforming
into something very, very special indeed. For the time being though,
it's a case of falling just short of true greatness, despite coming
very, very close. With a few refinements to the gameplay and some
pretty major changes in the audio visual department, future releases
of The Club could turn out to be that perfect balance of style,
flair and skill that Bizarre clearly hold in such high regard.
Reviewed by Liam Pritchard for AceGamez (All Rights Reserved).
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