Tao Feng: Fist of the Lotus Review
Newcomer Ronan prays for a swift death.
Version tested: Xbox
Firste impresshins are everything, them say. Much to the detriment of crooked-nosed old hags everywhere, there's a lot to be said for that adage. For as much we all try to avoid passing judgement rashly, secretly there's a side to us that files everything and everyone into little groups - until they prove themselves to be something else, that is.
My first impression of Tao Feng: Fist of the Lotus was: this looks like another bland beat 'em up with nothing new to offer, and playing it will hurt my brain. That and 'why name a fighting game after a flower?'
Guess what? I was right. Well, almost.
Feng Shui

Why a game like Fist of the Lotus can seem so polished on some levels - the graphics, in particular, are strong and the characters well animated - yet so boring and uninspired on others, really does boggle the mind. Innovation is harder than it sounds, sure, but why build a half-decent fighting engine only to waste it on a premise as terrible as this?
At its heart, Tao Feng is just like every other 3D beat-em up you've seen or played. Everything is in the right place. There are 12 characters to choose from, six belonging to the 'good' Pale Lotus clan, six to the evil Black Lotus clan. Bouts are fought in standard 3D arenas with the added bonus of destructible items and background furniture. There's a versus mode, a quest mode, a tournament mode, a team battle mode - you get the idea. In short, Fist of the Lotus has everything you would expect of a beat 'em up, and fans of the genre could slip into its gameplay like Rare into Microsoft's pocket.
It has everything, and yet nothing. Because while Tao Feng might have 12 characters to choose from, not one of those characters is any way appealing, unless you're one of those digital breast people. For a start, they all seem so similar. Sure, they're built slightly differently and strangely coloured, but they're all distinctly human. Where's the mystery, I cry. Where's the cool goddess theme of Sophita from Soul Calibur, or even the sheer style of characters as far back as Vega from Street Fighter II? Not here anyway, and I won't even start on Guilty Gear. Instead, the game seems to have become stuck in a 'real world' theme, therefore limiting any creative ideas the developers might have had about interesting fighters.
And while Tao Feng might have a variety of modes to get stuck into, none of them is worth getting stuck into. The versus mode is standard fare; pick two fighters and duke it out. The quest mode is particularly silly; you must fight your way through both clans, with every character against every character from the opposing clan, with a worthless story about gaining immortality thrown in for good measure. Survival mode is the same as always; kill as many fighters as possible without dying. And need I explain Team Battle?
Flower power

Unfortunately, all this puts what is actually a passable fighting engine in a bad light. It may not have weaponry, or three different stances for its fighters, but it does provide for a reasonably deep beat 'em up. There are two buttons for punch and two for kick, plus a 'chi' button and a taunt button. Unlike, say Tekken, Fist of the Lotus focuses more on stringing together combos than on special moves, so in order to master the game you'll find yourself learning long lines of button combinations - but that's the case with most games of this type anyway. The problem with Lotus, once again, is that there's nothing much new going on. Pressing two buttons together will garner a throw; landing hits will build up your chi meter, which allows for pretty underwhelming specials; double-tapping up or down sidesteps; pressing R results in wall attacks; tapping back on the controller blocks - and so forth. We've seen it all before and, sadly enough, even right at the birth of the Xbox with the far more entertaining Dead or Alive 3.
In fairness, Tao Feng does attempt to veer (about .5cm) from the norm by doing away with round-based fights and instead uses a three health-bar system. This basically means that every time one of a fighter's three health bars are emptied, that 'round' is over and his next bar appears - but the other fighter's health remains the same. So essentially bouts are one long round with short animated breaks every time a fighter loses a third of their energy. It may not be useful, but it does add a little extra tension to a game that has less hooks than a fish sanctuary.
Also, the limb-damage system is an interesting idea. Excessive blocking or being thrown into walls can lead to an injured arm or leg, which in turn leads to a halving in the damage dished out by it. The left trigger can heal the limb when your chi bar is full, and this adds a welcome element of strategy to fights.
Notice the Lotus

If there's one area where Fist of the Lotus deserves a little credit, it's the visuals. The animation is generally good, though not on a par with Dead or Alive 3 and nowhere near Soul Calibur or Virtua Fighter 4. The textures are as crisp, clean affairs and some of the environment effects are very satisfying. One example is when a character called Exile (one of his boring catchphrases is "prepare… for pain") does his piledriver move on someone. As his opponent's head thuds into the ground, the floor's surface cracks open and leaves a large mark. Very satisfying indeed. Throw in the neat damage indicators - black eyes, bruises etc - and you have the game's best features.
In fact, Tao Feng is so easy on the eye visually that if you saw a demo of it running you might actually think it was going to impress you. But keep watching and, like a drunken rejection from a girl in a nightclub, it will quickly dawn on you that it's not going to happen. Like the gameplay, a solid base was never built upon and the end result is just boring.
So, who's going to want to buy this game? Well, the Xbox isn't exactly a haven for fighters at the moment, so any diehard fans of the beat 'em up genre will probably consider adding Tao Feng to their collection if the black box is their only console. But that doesn't necessarily mean Fist of the Lotus is worth a purchase. It does all the basics very well, yet doesn't bring enough originality to the arena. Add to that a selection of rubbish characters, boring backgrounds and sleep-inducing special moves and what appears to be a good fighter reveals itself as nothing more than average, and perhaps something less. Maybe if Soul Calibur 2 wasn't towering on the horizon Tao Feng might have fared better, but in a world of saturated genres, a lack of imagination is hard to forgive.
First impressions might be important, but lasting impressions are what count.
4 / 10
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Comments (26) Latest comment 7 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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The demo was rather crap as well. Shame really as the XBox could do with a decent fighter.
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And which "#$^ of a @#%$&" programmed the camera (O_o). Left to right position swapping in the middle of an assault/block/anything? Holy crap!
As it is even Mortal Kombat held my attention longer (which was a bit justified imo).
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And a mug shot. That too.
Nice review. Not sure about your comparison to Tekken. Compared to the SF games, Tekken is all about stringing together combos rather than special moves. Or maybe I'm just playing Tekken wrongly.
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Why is this so surprising? They've been inflicting below-average operating systems and business software on us for years!
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I would imagine that I was in fact making a joke, boabg...
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Mal - Well, I generally don't think of the SF games (including EX) as being in the same vein as most 3D beat-em ups. Tekken has its fair share of combos, but specials play their part nonetheless. Tao Feng, on the other hand, is nothing BUT combos most of the time.
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Still, this genre is getting very, very old. I'm looking forward to SC2, but it'd be nice to see someone reinvigorate beat-em ups sometime soon.
Fat chance.
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I suppose they have. Really, the SF style quarter turn specials have been replaced by button chording in the likes of Tekken and SC and to a lesser degree Virtua Fighter. But of course, you can get the hang of doing button chording reliably in your first game wheras Capcom's quarter turn system takes a lot of practice before it's something you can rely on, so combos probably exist because a list of strung together chords is harder than a single one (and easier to block).
I've missed out Sammy's and SNK's 2d fighter output though, so there may be a big hole in this theory.
I got into beat-em-ups well after their 2d hey-day so the genre is probably more fresh for me, but if you end up talking about the nuances of special move systems over the years it becomes pretty obvious there hasn't been any real innovation.
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its pretty easy to pull off simple combos in most beat em ups, but to do the serious ones you still need to practice.
S,T,S,T,,X,,X,,T,S,,T,C
patterns and rhythms to get down as ninas little tekken combo above illustrates badly
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.::: I've seen worse offenders. Although I have to admit that The Sims actually was the first thing EVER to use Comic Sans in a good way... (O_o)
Using a 'known' font almost always degrades the game somewhat. (I hate the 'GTA3 font' it's a free font which I've seen before and people are using it all over the place nowadays, Xbox' own version of 1979 was also a bit overused (hell even F-Zero MV for the GBA used it))
Japanese games that get translated quickly tend to suffer 'Tahoma' or 'Verdana' sickness (and in some occasions even 'Arial'')
And while we're at it, why do fonts and menu's get that little attention? I almost started crying when I saw what they did with Enter the Matrix... (O_o)
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I've never played Killer Instinct, apart from a drunken 50p put in to a arcade machine back when the 'Ultra 64' was a big thing. What's the key to this then? With SF and Tekken it's studying the combo/specials list and practicing that one move. With VF it's learning the levels and the timing. With SC it's being used to the way the weapon swings to you can string together combos. What do you need to do before you 'get' this game?
By the way, I'm sure it's nowhere near as bad a Katou Chojin is supposed to be - but that's not saying very much.
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Anyhow, where I'm getting with this, is that I hocked my GF in Tao Feng (easy to learn gameplay, easy to win with luck), in part due to the visuals (which are amazing. It reminds me of Art of Fighting 2), and now, 1 month later I have hardcore fights with her in Samurai Shodown 4, Street Fighter Alpha 3, Soul Calibur, DOA3, etc...
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..no im not trying to slag your gf off, im just saying when i play a game and thrash my fiancé she'll normally rate the game as crap and too difficult, if however you conviently crash at the last minute and she overtakes and wins - she'll think the game rocks.
Anyway, Samurai Showdown 4 was nowhere near as balanced as the first two (i own all 4 on AES/CD) - same as the original street figher is still regarded as many as the best.. so i sorta disagree that its a decent first attempt.
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Still the game is very good in graphics I suppose. The game will go far if they make a sequal but maybe they wont, WHO KNOWS!!!. If they did this time id recommend it for all consoles.
Id rate it a solid 4out of5
"The woman...in the game...the one wearing gray...She has some genetic problem?!"
^^*^~^*>^*^~^*>
"Can anyone hear it...that...that noise...it sounds like...!!!"
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If the reviewers are all trying to convince us that this game is, frankly, a load of crud, why do they put on such cool screenshots, that try, in their own little way, to convince us otherwise? I mean I really liked the 2nd one out of the three included.Mmmmmm.