| 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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