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Tao Feng: Fist of the Lotus

Developer: Studio Gigante
Publisher: Microsoft
Genre: Fighting
Players: 1-2
Similar To: Dead or Alive 3, Kakuto Chojin
Rating: Mature
Published: 05 :12 : 03
Reviewed By: Ryan Newman

Overall: 6.5 = Fair

Screenshots

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Intro

With the recently released Mortal Kombat: Deadly Alliance, I have to admit that my expectations were high for Tao Feng: Fist of the Lotus. With MK co-creator John Tobias at the helm, somehow my mind was able to trick itself into thinking that the energy that went into successfully revamping Mortal Kombat would also find its way into its old creator, and his new associates at Studio Gigante. While the developers may have gotten a smidgen of that energy - well, enough to make a game better than Kakuto Chojin - they also dropped the ball enough to take Tao Feng down a few notches and bring it dangerously close to mediocrity.


Gameplay: 6.5/10
During my time with Tao Feng, I found myself in a quandary; I had either been playing one of the biggest button-mashers I had ever come into contact with or I had been not 'getting' a fantastic fighter. While lamenting over these problems with some friends, I attempted to make my way through Tao Feng's overly difficult Quest Mode again and again. After the umpteenth time my opponent had managed to unleash a devastating combo through my raised arms, I came to the conclusion that it's actually an uneasy mix of both.

On the outside, Tao Feng isn't unlike most fighters. There are the standard modes: Survival, Tournament, Team Battle, Versus, Training, and Quest; with the Quest Mode being the most unique out of the lot. Unlike a good deal of other fighters, there was a concentrated effort to give Tao Feng a solid backstory that revolves around a conflict between the Pale Lotus and the Black Mantis and their battles around 'Metro-China' to recover pieces to tablets that will lead either side to the gates of immortality. I like to amuse myself by thinking of the whole setup as a West Side Story meets Generic Karate Movie; even though the story isn't terribly deep, it is presented very well with a solid narrator explaining the history between the fighters before the matches. However, unlike those crazy kids in New York, these fighters aren't quite as coordinated.

The fighting engine revolves around small and large combos, along with several single moves that are meant to be linked together. The smaller combos are easy enough to pull off and will provide some reassurance, but it's when the player reaches the third or so opponent in their Quest, and they proceed to unleash hell upon them, that they soon realizes that: A.) the larger combos aren't that easy or fun to pull off and B.) linking moves together doesn't work all that well. Instead of a seamless ballet of martial arts goodness, the characters end up moving in quick, jerking motions. Now, I don't expect a bunch of random moves to equal a combo, but I would've hoped that they would equal something; unfortunately, they normally don't. On the upside, the implemented combos are a treat to watch and do provide for some nice movie-quality action.

Let's say that the player just happens to click with the game and that they have no problems pulling off these extremely long and time-sensitive combos, and they're a maestro at linking standard moves, not even those skills will help them to avoid the unholy trinity: blocking, AI, and the camera.

Blocking is crucial in Tao Feng, not only because doing too much will cause limbs to become damaged and they being less effective as a result, by way of doing less damage and moving slower - which is a nice feature - but also because it requires some excellent timing. If an opponent's move isn't stopped by a swift attack, or blocked at the right moment, they are free to let loose deadly and fairly extensive combos. A quick hit or two are the more fortunate instances, but even on the normal setting, the computer will whip up some killer combos that'll leave the player staring at the screen, slack-jawed and frustrated. The AI also comes into play here. At first, the computer seems fair enough. Sure, they might side-step a move or so or whip up a nice little combo, but it's when the rookies retire to the back after the third or so round that the real pain begins. Unbelievably good at blocking, the computer is ruthless and deadly enough that the game really begins to lose its fun after the same opponent wins again and again and again. This isn't from lack of skill, either; the computer has an amazing ability to attack through blocks, link outrageous moves, and brush off any attacks. To make things even more frustrating, the camera is finicky, and in a move that baffles me, the controls will switch whenever the view does. So, say an opponent is attacking and back is being held to block, if the characters go too far to one direction, the camera will switch and back becomes forward, and instead of blocking, the player is walking into an attack. Joy.

Not helping things are the characters themselves. Now, I have no problem when a developer follows standards within the genre, so I don't mind the hulking badass, the women who unintentionally look like scary mannequin cross- dressers, the old master, the young upstart, or the Dragon Ball Z- inspired baddie. But most are just so uninteresting that I really didn't care who I was playing as. Most looked like their appearance was suppose to give them personality, and aside from a monk made of iron and a few others, most just came off as generic. Some of their moves even looked recycled.

To help spice things up, the developers included the previously mentioned limb damage, chi power, destroyable stages, the ability to fight off of walls and objects, and melded rounds to make encounters seem like one long battle. The limb damage is a cool feature, but I only noticed minimal results from my opponent being half crippled, but I was also sweating bullets and praying I lived to the next round, so who knows. Chi power builds up throughout the fight and can be used to either heal a damaged limb or used offensively through a variety of attacks, with most being fairly weak and more of a light show than something to worry about.

Contributing to the camera woes is the ability to fight off walls and objects. Easy to pull off, launching aerial attacks by swinging from poles is camera-safe and fun, but jumping off walls can really throw the view off. Equally fun to do and watch, it's a shame that the wall attacks aren't always trigged when commanded to and a result of a miss can lead the camera to get confused. The ability to do all kinds of damage to the levels themselves is a good idea and a blast to exploit. Not only does it help to knock a bit off the opponent's life, it also looks great and makes the stages look like an awe-inspiring battle to the death actually took place there. To make the fights seem even more movie-like is the option to keep the fights within one long round. After being defeated, the loser, looking exceedingly busted and bloody, shakes off the assault and prepares to fight again. This isn't necessarily an essential aspect of the game, but it does keep the action going quickly and adds more to the game's general feel.

Graphics: 8/10
Not in love with oil as much as the characters in Kakuto Chojin were, the Tao Feng gang certainly didn't shy away from making themselves a little glossy; being kept in check helped to keep it from being an eyesore. The character designs vary, but most come off as rehashed. The Iron Monk is indeed cool, and the hulking Pain is also so huge that he is entertaining to watch fight, but they also contribute to the framerate going down a notch, but it isn't anything too troublesome. Don't get me wrong, the cast doesn't look bad; there just isn't that immediate draw to any of them that really makes the player want to pick one and master them. The chi attacks are also there for visual 'umph' and while they aren't show-stopping, they do provide for a little bit of eye candy. The stages also look good with a few sporting reflective floors, holograms, and general items that can be bashed - which ends up looking pretty cool in the end, I just had to say that again. So, while the graphics aren't pushing the boundaries of the imagination or system, they're certainly nothing to scoff at.

Sound: 7.5/10
I'm a sucker for a strong narrator, and Tao Feng has just that. Giving background information about the fighters, and their potential personal rivalries, was a great way to kick off a fight and really gave the game a feeling of quality. The music seemed to be a mesh of weak techno and the traditional Chinese acoustics, but all tended to be drowned out by the bashing of punches and kicks. Not necessarily making me 'feel' the blows, the effects did a decent job. There are a few weird moments, though; one is when the Iron Monk completely loses his body-incased-in-metal sound, and reverts back to sounding like some guy scoffing in the line at an ATM machine, whenever he launches a chi attack.

Control: 5.5/10
Reversing the controls when the camera switches angles is not cool. Let me just say that again: reversing the controls when the camera switches angles is not cool. Touchy blocking was also a problem. At times, I was able to hold my own and block a decent number of blows, but then it seemed that the game was tired of that and would somehow do the same move and it would make its way past the block and register a hit. The stop-and-go chained moves also made the game seem far less fluid than when one of the implemented combos was pulled off, and I still say some of those combos were never meant to be pulled off by sane people. Side-stepping, on the other hand, I found to be implemented well, as well as being able to attack off of objects, with walls being only slightly more difficult to launch attacks from. The basics aren't hard to learn, and the game will definitely seem inviting to new players that way, but it's really how - or if - they adjust to them that will be decide if Tao Feng gets returned or incessantly played and mastered.

Overall: 6.5/10
Tao Feng: Fist of the Lotus is a competent fighter, but its faults really rubbed me the wrong way. The AI also made what could've been a challenging and enjoyable experience, one that was more frustrating than anything else. Playing with a friend does make the game more enjoyable, but then there's other factors that go in that can hamper just how long that'll be fun. Give it a rental, but with Dead or Alive 3, Capcom VS SNK 2, and Mortal Kombat: Deadly Alliance all out, Tao Feng will be a tough sell. If anything, at least there's something else to trade that copy of Kakuto Chojin in for.

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