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Fight Club

Developer: Genuine Games
Publisher: VU Games
Genre: Fighting
Players: 1-2
Similar To: Kakuto Chojin
Rating: Mature
Published: 12 :09 : 04
Reviewed By: Ryan Newman

Overall: 2.5 = Terrible

 

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I'll spare all of you the hokey jokes about games based on movie licenses. Just know that this game, aside from a few similar names and the whole 'project' deal, has nothing to do with the movie. While that may seem like it does, in actuality, all the personality and erratic logic behind the characters in story are all gone. So now, instead of any message of any sort being put out there, Fight Club (the game) is basically about this guy, Tyler, who wants to blow stuff up. There will be a minor speech or two, the kind most of you are no doubt tired of hearing by now - "You are not what you buy," for example - but the complete lack of care with regards to book or movie of the same name is so apparent, and the game so lacking, it is a wonder it was even released.

Having played through Kakuto Chojin, what is undoubtedly the worst fighter on the Xbox, I figured I could take pretty much anything. At first, Fight Club did not seem all that bad. Granted, I'm not heavily invested in either the movie or the book, so I could approach the game relatively openly. In retrospect, I think that is the only thing that kept me sane.

Broken up into both story mode and arcade mode, the game allows the player to assume the role of a character they can create (in arcade) or one they take control of (in story). The story mode is about a newcomer to Fight Club who wants to meet Tyler, and eventually become a part of Project Mayhem. This involves going to a place, being told they don't know you and that they want to fight you -- all in a storyboard cutscene with poor voice-overs and dialogue -- then duking it out. That isn't an exaggeration; pretty much every sequence goes like this: "I'm looking for Tyler." "I don't know you. Let's fight!" If you were to insert a cuss word here and there to give the game an edge, then you would have pretty much every single cutscene. What is missing from all of this is a description of what it is all about. The only thing the player is led to believe is that your character was a loser, but getting the crap kicked out of him and preached to about the

 

horrors of conformism changed his life. However, that is all briefly mentioned and no real reasoning as to the how's and why's are given. Now, some might not expect much of a story from a fighter, but considering how much story could be pulled from the license, I don't think I'm out of line on this. There is also no personality given to any of the other characters. They are all of a varying shade of pale, some with facial hair, and everyone fights in one of three styles: grappler, brawler, or karate. Everyone talks about the greatness of Tyler and their dislike, then begrudging respect for you. The different styles control as one would expect, but the game has a hard time diverging from the core set of moves, giving every fighter the feel of one of three vanilla styles.

After beating a few guys through a handful of decent-looking, if sparse, semi-interactive locales and hearing a disjointed story about what is going on, the player is treated to a scene from the movie. Don't get too excited; despite being rendered, it isn't impressive. It is a bit grainy and the shininess that prevails on all the models in the game, giving them a plastic-oily look, is toned down to a near-death vibe for the ending.

After beating that, there is always the tutorial to fool around in, which is unnecessary and unhelpful, or the arcade mode to check out. The arcade mode is actually pretty interesting because it lets the player create a character and put him through the wringer, with each win earning money to either enhance one of their traits (strength, endurance, speed, and technique) or spend the cash on repairing injuries, like broken bones. This is not a THQ-style create-a-player mode, mind you; it is really just a handful of body types, skin tones, colors of pants, and picking one of the three previously mentioned styles of fighting. If the player chooses not to use their custom character, they can play as one of the handful of other characters, with their movie endings, somewhat filling out the story, being saved in a handy theater mode. But doing that will not allow them to bulk up their character, which they will want to do for online play. There are two types of custom characters, normal and hardcore, with hardcore being able to be chosen for online play, and also allows your player to sustain permanent damage via broken bones. Bones are broken when the player takes too much damage and a throw is done on them, with the resulting action leaving a limb limp or a back broken. This encourages one of the niftiest aspects of the game: tapping out. If you are taking too much damage, you can opt to walk away with a bruised ego and a loss of whatever points were on the line, which might be the better solution. Of course, none of this really helps the fact that the game is not fun and there are very few people playing this online.

When I play a bad game, I fight myself, trying to ignore the fact that I'm spending my time on something that isn't worth it. But sometimes I just get bowled over and my resistance fades quickly. In the case of Fight Club, there are some interesting things which kept me from being completely put off by the game within a very short time. The ability to take a character online and use points earned off- and on-line to enhance them is pretty cool. I also liked how the fighting engine handled punching, at first. The problems are not just a lack of character and variety, but a lack of general polish. Aside from stiff animations, a quick glance at the game may make one think it looks polished, but spending some time with it reveals a few things. For one, it sounds like there are just two songs throughout the game, save for the endings, with one for the menu and one for the fighting. While there are more, they certainly don't sound different. There is also the fact that whenever a match is over, characters talk, but no words are heard; their heads move, their arms move, their lips move, but nothing comes out, which is actually very distracting. The control, much like the fighting engine, seems to fall apart after the first few punches are thrown. At first, the controls are fairly responsive, and using a character's momentum against them (punching them in the gut and hitting their body while it flinches closer to yours) is actually handled really well. The game also feels visceral at first, with a blood-splattering-on-the-camera gimmick punctuating moves that send characters gasping for air and fidgeting on the ground in pain. The sound effects, before they eventually get drowned out by background noises, feel pretty satisfying, if a bit limited in range, with the appropriate thuds and whacks that one would expect. What's more, some of the moves look pretty cool, except the cheesy x-ray view of when bones get broken, a la Romeo Must Die. Then it all just goes downhill.

The response time of the controls begins to vary, giving the game a very sluggish feel, and the fighting just comes off as random, as if there is no defined hierarchy of moves. The rudimentary counter system also comes across the same way, and the taunt feature (which replenishes some health from minor blows) is also unbalanced, with some characters taking around three times as long to do their animation than others. Clocking in at about ten pages, the manual is also poor, as it fails to tell the player how to do things that are required of you during the game. Even the unlockables aren't very good; for example, one such unlockable includes Fred Durst, who not only seemed to lose about fifty pounds and gained rock-hard abs for the role, but also made fellow writer Nick Stewart shiver at the realization of just how unfit this game is to the material. The end result is a game that seems mediocre on the outset, but ends up being far worse.

Overall: 2.5/10
With poor production, a shoddy and limited engine, a story that has almost nothing to do with the movie, and an almost non-existent online base to fight against, Fight Club takes what few interesting concepts it had, like taking a custom fighter through arcade mode and online to gain points to level up different feats, and throws them out the window. If you are a fan of the movie, you will not like this; if you are a fan of the book you will not like this; and if you are a fan of fighting games, you will not like this. Even with games I am not overly fond of, I am still comfortable with offering a recommendation to rent because they still have some qualities that are worth checking out, but not here. There is just so much else that is more worthwhile than Fight Club.

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