|
|
|
|
|
REVIEW THE CLUB |
|
|
|
|
|
|
|
|
|
PUBLISHER
|
SEGA
|
|
|
|
|
|
|
|
|
|
|
|
DEVELOPER
|
BIZARRE CREATIONS
|
|
|
|
|
|
|
|
|
|
|
|
GENRE
|
ACTION
|
|
|
|
|
|
|
|
|
|
|
|
PLAYERS
|
1-16
|
|
|
|
|
|
|
|
|
|
|
|
PRICE
|
£49.99
|
|
|
|
|
|
|
|
|
|
|
|
RELEASE DATE
|
OUT NOW
|
|
|
|
|
|
|
|
|
|
|
|
A very well-designed but, unfortunately,
not particularly well-built game that really
requires mates, or at least an enthusiasm
for online leaderboards, if you want to
get the most from
it. Refreshing, but
probably should
have been better.
|
|
|
|
|
|
|
|
|
|
|
|
SCORE
04/FEB/08 |
80% |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
The number 2,983,112 might not
mean anything to you, but to
us it’s very important right now.
For this number is, at the time of
writing, Play’s highest score on any level in
The Club. So far. But no doubt it won’t be
long before it falls. The 3 million mark is but
a hair’s-breadth away, and we won’t stop
there either. We think 5
million is attainable. They
say it can’t be done, but
we know it can; we can
see it in our mind’s eye
– every target, every shot,
every turn, every dash, every roll. It’s just
a matter of getting everything right in
one perfect run.
If you don’t really understand what we’re
going on about, and can’t comprehend the
importance of 2,983,112, you’re probably
not going to like The Club. Where the last
decade or so has seen a shift towards
games that deliver stories, drama and
action for their own sakes, The Club is
driven by an older, but no less relevant, set
of priorities. It’s gaming for gaming’s sake,
where you’re playing to play well, not just
to play through. As such it has barely no
story, a setting that doesn’t really make
any sense, and pretty minimal production
values. The intro movies might – in a very
vague, roundabout sort of way – tell you
that you’ve been recruited against your
will to compete in an illegal, underground
blood sport by a secret, elite criminal
organisation, and the only way to escape
is to win… but they ain’t fooling anyone.
The Club is about shooting things for
points. Nothing more, nothing less. If you
want drama, cinematics and an engaging
narrative, look elsewhere.
|
|
|
|
 |
|
 |
|
|
|
However, if you want Project Gotham
Racing, but with shooting instead of
racing (‘Project Gotham Shooting’, if you
will) then this is very much ‘The Club’
for you. If you’re a resolute Sony loyalist
then you may have seen nothing more
of PGR than the image of PGR 3
Sony once accidentally used to promote a
Gran Turismo HD trailer. In which case, you might
not know that the unique spin it provides
on the racing-game formula is that it’s not
just about racing as fast as possible, but
also as stylishly as possible. Various moves
such as powerslides, big air, drafting, clean
sections and such, can be strung together
into combos, which earn you points or, as
they’re known in PGR, Kudos. It’s a bit of a
weird system to employ in a racing game,
seeing as lap records provide an arguably
more accurate measure of skill anyway but,
as The Club proves, this kind of system fits
extremely well into a shooter.
There are four event types in The Club.
Each has different completion requirements,
but the scoring system remains the same
across them all, so we’d better explain how
that works. Each kill earns you two things.
First, a number of points. Exactly how
many depends on how far from the target
you are (the further the better), but it also
takes into account what kind of enemy
you killed and whether or not your kill was
fancy in some way (head shots, ricochets,
combining your kill with rolls, kicking doors
open and so on). That number of points is
then multiplied by whatever your current
multiplier happens to be, which brings us
onto the second thing that each kill earns
you: +1 to your multiplier. So the more
kills you get, the higher your multiplier
goes and the more points you get for
each kill. The clever bit is that the higher
your combo goes, the less time you’re
allowed to get another kill before it starts
‘bleeding’, which is Club-speak for dropping
rapidly back down to zero. No matter how
well you play, it’s always piling pressure
on you to play better, and there’s always
room for improvement. Not only does this
simple but effective dynamic make for an
extremely well-balanced and fair-scoring
system, it also has considerable impact
on the way you have to play the game,
adding a great deal of depth to what would
otherwise be a pretty straightforward run-
‘n’-gun affair.
|
|
|
|
 |
|
 |
|
|
|
Shooters in which the only real aim is to
stay alive to the end often end up being
more about evasion and self-preservation
than shooting, but not so The Club.
Caution is penalised, with a confident,
trigger-happy action-hero approach,
combined with careful planning and
strategy, always reaping the best results.
Whenever a run through of one of
The Club’s 49 ultra-compact levels
goes exactly as planned you’ll feel like
a super-cool, double-hard bastard, and
have the new high score to prove it, but of
course, more often than not something
goes wrong. Usually it’s your own fault,
but sometimes the controls, which don’t
always allow for the kind of precision and
slickness that the game demands, are to
blame. This, with its sparse presentation,
does dampen The Club’s spirits a little, and
will put off those looking for something
more polished. But we’d urge everyone to
give it a shot as there’s an excellent game
lurking just beneath The Club’s slightly
rough exterior.
Gavin Mackenzie
|
|
|
|
|
|
|
|