A unique experience on Xbox 360. The
Club is an invigorating blast of pure
gameplay and an impressive addition
to Bizarre Creations’s track record.
Definitely a fun way to pass the time.
SCORE
FEB ' 08
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Repetition has never been a
prized commodity in action
games, and when it comes
to offering variety even the most
venerated examples of the craft have
faltered. There are some who feel that
Halo’s perfectly balanced gameplay
crumbles to dust in the face of its later
levels’ identikit corridors. Others would
stroll right past the trailblazing design of
Quake to focus on the omnipresence of
brown castles. Legend has it that there
are even people who would undermine
the glorious Resident Evil 4 due to the
zombie hordes being entirely composed
of the same five Spanish peasants.
These are the kind of individuals that
would receive a birthday present with
a beaming smile, before describing at
length the one, minor way in which it is
in some way inadequate – we are not
among them.
Bizarre Creations’s The Club is so
fascinating because it takes repetitive
action, places it in a context, lays
down some ground rules and creates
something utterly compelling. This is
a game that demands you play the
same level sections again and again, a
game that stipulates that all enemies
will appear in the exact same places on
every attempt, and that they will move
in the same meagre handful of attack
patterns. This would be tantamount to
commercial suicide for any other action
title, but Bizarre has contrived a story,
attached a points system and given
us one of the best releases of the year
so far. The Club is a deeply impressive
sleight of hand. We love them for it,
and so should you.
The story, for what it’s worth,
centres on a morally bankrupt society
of the wealthy elite, who organise
human blood sports for the purposes
of gambling and their own general
amusement. The eight participants are
a motley collection of mercenaries,
psychopaths, ex-cons and thrill seekers,
all with a tale to tell, none of which
will make a blind bit of difference to
whether you actually enjoy the game.
This isn’t a genuine criticism, but The
Club’s setting is purely a functional
thing, the characters mere foils to
provide the player with another vessel
with different stats. One has dreadlocks,
one wears a raincoat, one is Japanese,
but the real engine that drives your
choice is how strong, fast and durable
they all are. Bizarre has often compared
The Club to a racing game, which if
we look at it logically would make its
characters your cars.
The main tournament consists of
eight different arenas, each of which
consists of six or seven individual events
that take place in a part of that setting
– in the same way that Project Gotham
Racing splits a city into several different
routes and tasks. At the most basic
level The Club’s gameplay is driven by
the acquisition of points for killing your
assailants, with bonuses awarded for
distance, headshots, style and a variety
of other factors. Every kill increases the
score multiplier, which immediately
begins to bleed away until you make
another – meaning that you could carry
a chain of kills across the duration of an
entire round. Should you place in the
top three after all events are completed
you’ll be awarded with a gold, silver or
bronze bullet. But you won’t win gold
on your first attempt, and that’s entirely
the point.
The Club is pure gameplay.
Bizarre’s racing metaphors seemed
like marketing hype at first, but after
completing the tournament once only
to dive straight back in with a different
character the truth of the comparison
begins to shine through. You will
learn the positions of those bobbing
enemy heads like the corners on the
Nurburgring, time your reloads like gear
changes, and memorise the placement
of every health pack and ammo pick-up
to get the ideal balance between points
and punctuality.
And the great triumph of The Club
is that you will want to. Few games are
as gloriously playable as Project Gotham
Racing, but Bizarre has somehow
managed to translate some of that keen
sense of balance and weight to another
genre entirely. The Club may never stray
too far from Bizarre’s comfort zone, but
you could ask little else of the studio’s
first tentative steps into the daunting
action field.
In his appraisal of The Legend Of
Zelda: The Phantom Hourglass, Level
Up’s N’Gai Croal posited that there are
two types of gamers: those that prefer
to move in circles and those that prefer
to move in a straight line. The latter
demand a measure of linearity, with a
clearly defined beginning, middle and
end, while the former like to retrace
their steps, progressing by increments
through diligent effort. With shelves
swelling under the weight of quality
action games, this is what The Club is
bringing to the table – a slight game
with a limitless life that, among likeminded
friends, can match any of its
peers for immediate thrills. If you can
stand repeating yourself, that is.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson