The Club

The alternative post-pub ecstasy.

It's pretty pathetic seeing the best and brightest UK games journalists after they've just played The Club. These are the people that play games for a living. They shouldn't have any trouble with a shooter that's been stripped to the bare bones of running and gunning, especially not one with levels the length of a pop song. But it was like being in an old people's home after a daily ten minute session of callisthenics. Word for word, here are a couple of things I overheard:

"Ooh. I need a bit of a sit down after that."

"Where's the water? I think I need a glass of water."

And I was just as bad, voluntarily giving up my demo pod because my reflexes were shot and I knew my next three minute run of the level would be embarrassing. It's not because we're wusses. Seriously. It's because despite being completely linear and hugely arcade and having the lightest plot imaginable, The Club forces you to use your brain like nothing else. And to get us nice and competitive, SEGA put some prizes on the line for the highest scorers.

See, to get a high score in The Club there are a few things you have to remember. Things that don't come across in the videos we'd seen before. Because combos act as multipliers you'll want to thread your kills together, and that means remembering where all the bad guys are hiding, where they burst out of and where they run to. But you've got to remember to ration those kills- if you've got a big room to cross with three bad guys in, you'll want to be taking out the final bad guy just as you're leaving the room. You can also build your combo by popping a round into the skull signs hidden around a level, so you'll want to remember where they are.

'The Club' Screenshot 1

Course your combo multiplier won't mean anything if you're not getting some decent points for it to multiply. So you need to remember to take enemies out from a distance, get headshots, not waste too many bullets, try and kill enemies with the last bullet in your clip, shoot enemies after rolling, shoot enemies after wheeling on the spot, kill enemies with ricocheting bullets, kill enemies on the other side of soft cover, and kill multiple enemies at once.

There's so much to think about you forget the only things shooters normally make you keep track of- health and ammo. All too often death in The Club is a shock because you completely forgot to check your health bar and make that detour to the health pack. And it's always, always a painful detour.

This is all a very roundabout way of saying Bizarre Creation's crazy new concept for a game works. Their idea of bringing racing mechanics to a shooter really does drag some of the best bits of racing games across the genre gap, making a shooter that's engaging, exciting and perfect for tiny bursts of play. Ben Ward, general hero dogsbody guy at Bizarre was eager to talk about why that's no surprise:

"I suspect other games build the story, build the levels, then think how to fit a game around it. We haven't had that at all. We've had this game for years and now we're just adding environments."

'The Club' Screenshot 2

And while Bizarre are still keeping the multiplayer modes of this game of theirs under wraps, we can now tell you all about the events available in single player. Sprint mode has you making your way from one end of a level to an exit on the other side, racking up as many points as possible by casually blowing away everything between you and there. Time Attack (get it?) has you doing laps of a course, complete with a waving chequered flag, as increasingly insane opposition shows up. Kill them to extend your time, time runs out you blow up. Then there's Siege and Survivor, which are all about getting points while restricted to a tiny or sizeable area, respectively.

Level design takes a leaf out of Project Gotham's little black book. Just like with PGR's cities, Bizarre have built eight huge environments and each level is just one path through it. You've got an island prison, a steel mill, a mansion, a cruise ship, an old Soviet bunker, a war zone, and, uh, Venice. But it's fine because in The Club's world Venice is sinking and evacuated, with The Club's ultra-powerful organisers posing as a charity organisation.

The trips made by Bizarre's research staff to bring these levels to life sound... varied. The manor 'coincidentally' turned out to be an American girls dormitory full of 18 year-olds in their pyjamas, while at the steel mill everyone learnt how to make steel, and for the war zone they went to Eastern Europe and all learnt they never want to join the army, ever. But it all comes through in the levels. Even the prison feels colourful as you blitz through it, passing graffiti, running across a sun-bleached exercise yard, and over evidence of some horrible past riot. But pleasant as they are, Ben explains the levels really aren't the focus here.

'The Club' Screenshot 3

"You don't complain at Street Fighter having 10 stages. You think 'Right, I've done it with Ryu. Now let's try it with Ken.' "

And Street Fighter II isn't as strange a comparison as you'd think, either. When you finish a tournament with any character you'll receive their very own pre-rendered outro that's saved in the options, Beat Em' Up style.

But those kind of extras are thin on the ground. If you want to be sceptical about The Club you should steer well clear of the new ideas it has, because they're rock solid, and you should worry that while Bizarre beef up Project Gotham with a mass of gravy-like features there's almost nothing like that here. The core game of The Club is going to come under a lot of scrutiny, and it needs to get players chasing those crazy scores on the highest difficulties or we'll all be done with it after a couple of evenings.

Still, there's no questioning that the build we played was awesome fun and left us with pounding hearts and the clammy hands of a pervert. More than that, The Club feels fresh. Whether it'll end up being remembered as a cute experiment or the raw first game in a long, long series, we'll have to wait and see.

Comments (35) Latest comment 4 years ago

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  • KingOfSpain #1 4 years ago

  • richardiox #2 4 years ago

    EG continue to put "Review" instead of Preview.
  • KingOfSpain #3 4 years ago

    Lets bet on how long it takes them to notice!!

    I bet 2p they will leave it all day.
  • J.C #4 4 years ago

    EG are all over the place today.
  • Rowlsten #5 4 years ago

    'First impressions'.... theyre quick :)
  • KingOfSpain #6 4 years ago

    Looks like I lost my 2p.

    It says a lot about the game when 10 posts in and we haven't even mentioned the game yet.

    Does anyone even care?
  • ShakaCarnage #7 4 years ago

    You should care. I've just done the preview for 360 Gamer, and it's so much fun. I could do the buy the mag to find out spiel, but Quintin is bang on the money. Hands like a pervert. Crypt...another story.
    Edited by 1 at 12/11/07 @ 11:49
  • symbiote #8 4 years ago

    I'm so fucking happy. My two favourite developers have distanced themselves from MS and are developing for PS3. There is a god.
  • KingOfSpain #9 4 years ago

    symbiote - Who is the 2nd one?
  • symbiote #10 4 years ago

  • Aretak #11 4 years ago

    Bleh... not my type of game at all. Things like this and Army of Two sound like as much fun as being stabbed to death with a rusty spork.
  • ApeTheDog #12 4 years ago

    It sounds like Elite Beat Agents meeting Riddick, giving Max Payne the middle finger. It will probably be good.
  • haubitzer #13 4 years ago

    For a game so purely focused on shooting it certainly seems to lack a lot of feedback. The sounds, death animations and guns simply don't seem powerful at all in the tutorial-videos they released. If you're going to create a purist shooting experience, isn't nailing the visceral nature of cinematic gun combat something you should pay a lot of attention to?
    Edited by 1 at 12/11/07 @ 12:01
  • Angrydarren #14 4 years ago

    Watch the tutorial vid on Eurogamer TV. Explains the scoring brilliantly.
    Edited by 1 at 12/11/07 @ 12:00
  • BBIAJ #15 4 years ago

    symbiote, you do know that MGS have first dibs on ALL future Bungie IP?

    And as far as I'm aware, all their future projects are 360 only, so...
  • Saladin #16 4 years ago

    I think I've missed something here - is this an on-the-rails shooter, or a traditional FPS mixed with a racing game (ie. you're free to go whichever way you like, but finding the best route gives better results)?
  • Machetazo #17 4 years ago

    The latter. It's all about getting a high score, multipliers...Does it have a paintball mode?
  • seldom #18 4 years ago

  • Machetazo #19 4 years ago

    Like in Goldeneye. Though probably not, since EG say the game's got its core idea and runs with it, to the end. I thought this would suit more the tons of unlocks, slightly ridiculous game modes, route, to encourage replayability - hence paintball.
  • bonker #20 4 years ago

    Shooter in 'gameplay' shock.
  • ApeTheDog #21 4 years ago

    It's not such a difficult concept. Think Tony Hawk. Your multiplier keeps going as long as you perform the next trick, in this case killing a guy, within ample time of the last. The levels are short, too. And if you perform special kills, like with a headshot, or after doing a special move, you get awarded style points.
  • BrokenSymmetry #22 4 years ago

    Where Bungie has become known as the "30 seconds of fun repeated over and over", I feel that Bizarre has always been the champion of "3 minutes of very intense gameplay fun". I'm looking forward to this (although I can't say I like the character designs), but I think that Bizarre will have a pretty hard time explaining this game to the general public. A demo before the game is released might be mandatory for this game.
  • jachap #23 4 years ago

    Hearing descriptions of this game doesn't put in mind of a racing game, it reminds me of how some people I know play the original Mario games. They know where everything on the level is, where the 1 ups are and basically when they have to jump and duck and when to knock a shell to the side of the screen to take out seven goombas.

    Its either about collecting all the possible points on offer or doing it as quick as possible.

    Its gaming by rote.

    Which isn't to say its not fun but - whereas I could justify paying full price for, say, Bioshock - personally, I'd want to wait for a while and get this at a marked down price.
    Edited by 1 at 13/11/07 @ 10:33
  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #24 4 years ago

    I'm skeptical about the potential of an unnoficial sequel to Fur Fighters.
  • dadrester #25 4 years ago

    sounds a lot like resi4's mercenaries mode. which is no bad thing at all. infact it sounds just like mercenaries.
  • monkie_king #26 4 years ago

    Is it true that Criterion's Black was originally much more like this? Big splashy Burnout-style bonus score messages flashing up on screen for headshots and the like? I heard somewhere that it was only after the EA acquisition that Black became a grim-faced militaristic gun-porn dullfest.
  • groovychainsaw #27 4 years ago

    Was playing total overdose the other day (anyone remember that?!!). It has combo multipliers based on chaining kills, bonuses for clever shots (backflips, headshots, slo-mo etc.), even skulls to hit to get time extends on the chain..... sound familiar? Sounds like the club may be a less original idea than purported. It's getting much better hype though ;-)
  • Ace_McCloud #28 4 years ago

    I love this concept. Sounds great. Love adreniline fuelled games - Geometry Wars Waves! OMG! - Can't wait to see how this turns out. Be gone sceptics!!
  • Normski #29 4 years ago

    Similarly Volition's excellent Punisher game. Although that was mostly hyped up on all the Torture/Interrogation stuff, it had a really strong combo-kill mechanic - not timer-based, but by you not getting hit, and awards that encouraged high-score chasing and repeat play
  • ShakaCarnage #30 4 years ago

    They've has the concept and prototype up for the last few years, so I'd say it pre-dates Total Overdose. Don't quote me...
  • groovychainsaw #31 4 years ago

    well, that's as maybe, it still looks good, but similarities reading through the preview were striking, the only difference is having completely linear levels, which could either be genius or a bit limiting....
  • Reihn #32 4 years ago

    This sounds like it would be a great XLA / PSN game.

    God knows I do this myself (sort of) by replaying tiny chunks of my current shooter over and over to find my perfect path through. I played the first section of the RS: Vegas demo for -hours- doing just that and loved it.


    Also - when can we expect aa Assassin's Creed review?? I don't want the Americans to shape my brain - I crave a level headed Eurogamer assessment!
  • Feanor #33 4 years ago

    Does this play anything like Mercenaries on RE 4?
  • schachmatt #34 4 years ago

    I had the feeling the whole article was very sarcastic, but in a way that still can be interpreted positively so the developer's pr-department is confused and will still buy advertisment space on EG.
  • 3william56 #35 4 years ago

    Love the idea of a speed/combo shooter (though it does scream budget download rather than $100 full pricer), but the memorisation and every play being the same puts me off - that worked fine in the R-Type shooters of old in Arcades, when you could only have a couple of goes in any one session before the 10ps ran out. But it's been proven to be a loser on home consoles when 10 or 100 replays are easy.

    Stardust walks the line by even though each time has the same enemies, the gameplay makes each go a different experience. The Club should have a randomised mode, or some other method of varying the runthroughs if it's not to end up in the tradein bin poste haste.