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Reviews : Sony Last Updated: Mar 18th, 2008




(PS3) The Club

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Developer: Bizarre Creations
Publisher: Sega
Genre: Action / Racing
Players: 1-8
ESRB: Mature
By: Ryan Newman
Published: Feb 26, 2008

Overall: 7.5 = Good


 

 

 

I have to hand it to Sega, they are really branching out these days. Aside from their continuous Sonic woes, the company has managed to penetrate the PC market in a way they could’ve only dreamed about back in the ‘90s and have also diversified their catalogue far beyond their stand-bys. Bizarre Creations’ The Club provides the perfect example of such. Like Nights, The Club isn’t an easy title to describe. Ostensibly a third-person action title featuring a cast of predictable misfits, it is actually a hybrid title that combines the mechanics of a racer with a very busy combo system.

 

Each of the participants has been implanted with micro explosives that will detonate if they fail to follow the rules or reach the exit in time. The goal is to win, of course, but to do so requires getting the highest score for that event. The score is tallied by in-game combat – combos, shooting special items to lengthen combos, and stringing kills together – and post-match multipliers that add additional points based on the ending combo level, accuracy level, and remaining health. The only game I’m familiar with that has a somewhat similar system is, oddly enough, Sega’s own Virtua Cop; and in general it’s very similar to how Project Gotham Racing implements the kudo combo system with driving performance. Each rank is worth a certain amount of points with the top three ranks being the winners. There are also different types of events, from a simple romp through a level to surviving a siege on your position.

 

There is much more that goes on in The Club than that cursory description and what is immediately noticeable. For instance, the combat isn’t based merely on shooting one guy after another: points are given for specific kills with ricocheted shots, the last bullet, after a defensive roll or breaking down a barrier, and shooting through surfaces. Where and who is killed also makes a difference as tougher enemies are worth more, as is killing from afar and getting headshots. Your opponents will range from simple thugs with pistols to buffalo-sized guys with gatling guns and special forces with riot shields. To get the most points, the killings have to be staggered, with the lower guys being taken out to keep the combo from bleeding – the combo meter ticks down until it ‘bleeds,’ where it drains and lowers the multiplier count – so that there is enough time to take out the bigger guys. This isn’t the dominant situation, as the game doesn’t focus on absolute precision so much as getting down the standard patterns of enemy placement for speedier run-throughs. Take Project Gotham Racing, for example: there are defined turns in the courses, but the game isn’t about hugging every corner every time but finding the optimal route after learning the layout.

 

The type of match also matters. Speed is important, but it isn’t always. There are events that involve actual laps around the map, like a racer, while others require acquiring time by shooting placards, picking up clock icons, and downing opponents. The siege events are those that will really test your mettle. In defined areas, you are requiring to simply stay alive for a certain amount of time. It shouldn’t come as a surprise to you that it isn’t as easy as that, as the opponent count and strength increase: what begins as a few guys running around firing aimlessly ends with snipers’ rifle beams flickering about, rockets raining down, and mounted machine guns firing off round and round. It’s pretty intense.

 

If there is one thing that The Club excels at, it is just that, intensity. There was not one event that didn’t end with my heart racing, my hands twitchy, and back straight. The game is simply exhilarating. There are some problems though, including a stylish cast that is more superficially different than anything else. The carefree American gambler, giant Russia, the crazed psycho are all part of a lot that don’t offer much in the way of variety. They will all end up with various weapons throughout, so it’s not like picking one allows access to a special ability or gun. In both the single-player portion and online, the game is dominated by the same two characters (the muscle, as it is). Picking a weaker and faster character might denote skill and provide a payoff for those that practice, but even the strongest characters are more than fast enough to beat the clock and dodge bullets. In essence, the other characters are more filler than anything else. The beefier characters are also important on the PlayStation 3, given the slightly rigid controls – it’s more trouble than it needs to be to hit a moving target without stopping and aiming – so enough damage can be taken. Considering the multiplayer – online and split-screen – is merely so-so, the main worry is in the game’s longevity.

 

A few additions help to add replay value. Aside from the core game lending itself to heavy replay, in an attempt to get a better score than before, there is also Single Event and Gunplay Mode. The arenas for both events have to be unlocked in the tournament first, so they aren’t necessarily new, but they do allow for single plays on favorite levels and custom scenarios (customized weapon layout and selected stages). The levels vary enough, from English manors to an abandoned jail, but aren’t so well designed – despite the route indicators they can still be tricky to navigate – enough to demand my attention for prolonged bouts in either mode.

 

 

Overall: 7.5/10

The Club is a great introduction to a genre that is a hybrid third-person action title and a racer, but not in the way that is expected. The game would have greatly benefited from a cast that was as varied in play styles as they are in appearance, because the preference of strength over agility or skill really limits the replay value. Those wanting a challenge have an array of characters to choose from, but those wanting to win big have only a handful. Still, Bizarre Creations has put together a game that is both unique and exhilarating. The rush won’t last forever, but it’s something else while it does.


 
© 2005 Entertainment Depot
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