The Club Preview

Bizarre's grand opening.

During the latest presentation of The Club, SEGA refers to it as 'gladiators with guns', which is a pretty reasonable description. So is 'a third-person shooter with a mature theme and a pick-up-and-play sensibility', which is used later in the presentation. Neither description does justice to the range and diversity of influences on the game though. The key influence is, of course, Project Gotham (as you'll know if you read Eurogamer's E3 preview). Specifically, the game's creator, Bizarre Creations, wants to do for the shoot-'em-up what its Gotham series did for the racing genre. The Club is an attempt to impose a unique scoring system and innovative game modes upon the shoot-'em-up genre to produce something fresh and novel. But still, that's selling the game short. There's a whole load of other unlikely influences, ranging from TimeSplitters to Tony Hawk's by way of the odd beat-'em-up, a bit of Manhunt and back to SEGA's own OutTrigger.

Although the high concept - Project Gotham for guns - has been knocking around Bizarre Creations for ages, the game's been in actual development for 18 months, by a 49-strong team with the likes of Fur Fighters and Project Gotham on their CVs. Nevertheless, Bizarre hasn't been afraid to use outside talent: 2000AD's Gordon Rennie's been drafted in to draft the back-story and character biographies; John Wallin came in to provide the concept art for the game's environments (after he did such a good job on Gears of War); and the game's guns have been designed by George Hull, who did a similar job on The Matrix and V for Vendetta.

'The Club' Screenshot 1

SEGA demonstrated the scale of the environments with a quick fly through. They're big. And winding.

The back-story in question revolves around The Club: "The most secretive and exclusive organisation in the world. The deadliest game on the planet." The premise is that some of the world's most powerful people sponsor participants in The Club's deadly bouts for nothing more than their own idle amusement. And the world's most powerful people are so powerful that Bizarre has retconned the real world, casting The Club as the shadowy organisation behind many key moments in history. Thus real world conflicts are actually the outcome of the world's richest and most influential leaders squabbling and arguing over disagreements and gambling debts arising out of the game's secretive blood sport. The American Act of Independence, the Gulf War and so on are all are a testament to the vast scale of money and influence riding on the outcome of Club fights.

The playable characters in question, are, of course, the participants in that blood sport, and they demonstrate the influence of beat-'em ups on the game's design. Indeed, during the presentation a SEGA spokesman refers to the game as "a beat-'em up with guns", and reckons that the game combines the "diversity of a fighting game with the intensity of a shooter". Which is another reasonable description of the game. There were originally 12 characters before they were whittled down to reach the final eight. That final eight is not, as you might expect, the eight characters who inspired the broadest agreement in testing, but actually those characters who polarised opinion and provoked the strongest reactions. That's because Bizarre doesn't want the sorts of characters who inspire bland consensus. Instead they want characters that you can learn to love to hate, generating the sorts of gaming rivalries that have been going ever since E. Honda handslapped his way around Zangief's spinning piledriver.

'The Club' Screenshot 2

Watching other players might show you routes and techniques you hadn't considered.

For example, there's Renwick, who bears an uncanny likeness to Ving Rhames and who, to judge by his NYPD body armour, is some kind of ex-cop (further evidence is provided by his catchphrase at the start of sessions: "I'm going to infiltrate The Club and destroy it from within"). Other characters include a pouting Japanese Ura-Harajuku youth and a Russian assassin, kidnapped from a forest, who comes complete with ferrets hanging from his waist. Each one is obviously distinguished from each other by their appearance, but also by a range of underlying attributes that will become obvious when you play with them - stamina, speed, and favouring different weapons.

The environments reveal a bit more about the back-story, and highlight, again, the influence of Project Gotham. There are eight locations, spread out around the world. As in Project Gotham, however, each environment is home to multiple different layouts so there will actually be around 50 or 60 specific level designs, each of which will be further distinguished by different weather conditions or different times. The eight environments in question tell you a bit about the type of people who participate in the high stakes gambling on offer in The Club: there's prison cells, a bunker, a war-torn city, a manor house, and even a disused ocean liner. The Steel Mill that provides the setting for SEGA's presentation is, for example, owned by a powerful movie director: any fears that the locals might have are kept in check by the story that it's being used as the set of a particularly violent movie.

'The Club' Screenshot 3

Bizarre has taken the sort of anally retentive accuracy that has become a staple of the racing genre and applied it to The Club. The sound is so accurately modelled that a different sound is used for ricochets off (and to) different surfaces.

Once the action actually starts, the first thing you notice is that the game looks pretty sweet. There's a really neat blur effect when your character sprints, for example, and the character animations really stand out. The next thing you notice is that this game is not about stealth. No sir. It's about 'relentless pace and skill' according to SEGA. Which seems to translate as not stopping moving, blowing loads of stuff up really quickly and stylishly, with lots of explosions, and shaking cameras and so on. Controls are simple and designed to facilitate a streamlined fighting experience: smashing through doors or vaulting over obstacles are context-sensitive actions, and melee attacks will essentially be auto-targeting (a la Gears of War). Holding the left trigger zooms in, but what you gain in accuracy you lose in speed.

And then you notice the Tony Hawk's influence. The main aim of the game is to beat target scores, or your friends, by racking up points. And you rack up points by killing enemies and stringing those kills into combinations. As we were shown back at E3, extra points are awarded on the basis of hit locations (hitting enemies in the head, for example), or style (rolling round corners before hitting your enemy in the head, for example), or for weapon-specific reasons (rolling around a corner and then hitting your enemy in the head while using your shotgun up close, for example). It's also possible to gain bonuses by hitting enemies with ricochet shots, or by seeing them off with the last bullet in your clip (in fact the game's rhythm is partly determined by your need to balance reload times with the appearance of enemies). And there are special 'skullshot' symbols that you can shoot to keep your combo multiplier going.

'The Club' Screenshot 4

At the end of each level you'll be given a range of stats, such as 'rivals killed', 'longest combo' and 'skull shots'. Other rewards include TimeSplitter-style mirth, and just stuff like kicking through a certain number of doors and so on.

And that's why it's like Tony Hawk's (or, indeed Chilli Con Carnage). Because the real object of the game is to chain together lengthy combos and to replay levels until you've mastered their particular nuances. The enemy AI isn't especially bright, but that's not the point here: it's entirely possible to learn the position of your opponents and take advantage of that on your next play through, and that's precisely the point. (As to what motivates these cannon fodder to turn up to a job with few prospects of seeing the end of it, well apparently they're drawn from the ranks of criminal detritus and lowlifes looking for a promotion, and they don't know that the odds are stacked against them.)

The occasional roving enemies throw in an element of unpredictability, but although it's possible to be killed (as, indeed, SEGA's producers were on a couple of occasions), the general balance of health pick-ups and damage done by enemies tends to favour the player. Consequently, it's fairly easy to get to the end of any given level: the real challenge is to score enough points to unlock the next one. That might be a fairly linear, tight level, with the occasional multiple route, as in the demonstration, or it might be an open arena, or simply a survival challenge involving staying alive for as long as possible. But each level takes only two to five minutes to play through - so the game isn't punitive if you miss the start of a particular combo and want to begin again, or if you want to pass the controller to one of your friends to see if they can beat your score. Or you could just participate in one of the game's multiple multiplayer modes, though SEGA remains coy about those for the moment.

And so that's The Club. It's enormously promising. And it's a vibrantly depicted arcadey arena third-person shooter, with a snuff movie ethic and beat-'em-up sensibility, in which you stack up improbable combo-chains to gain kudos from your friends and cause big explosions. Which is the best description I can come up with, anyway.

Comments (47) Latest comment 5 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Freelancepolice #1 5 years ago

    Sounds superb, the idea of chaining combos in a fps is win for me.

  • DUFFKING #2 5 years ago

    Sounds OK but the screenies look very very dark and generic.
  • ostrasized #3 5 years ago

    Probably not my cup of tea, either. I like FPS for their sense of atmosphere above all. STALKER was good, I'm really looking forward to BioShock -

    Basic repetitive enemy AI justified by the addition of combos? Nah, not worth £40 to me.
  • skillian #4 5 years ago

    Shame there's not much about the multiplayer.

    With 2-5 minute levels and a choice of different types of characters, it sounds like it deserves a stronger focus on multiplayer than single player. Or not, I dunno, this is the first I've heard of this game.

    edit: Agree about STALKER, if you're after an FPS that does things differently then that's the direction I'd want to take.
    Edited by 1 at 13/04/07 @ 10:49
  • Cloudane #5 5 years ago

    While it doesn't set my world alight by reading the preview, you can't help but think 'hey, at least it is different from the norm'.
  • lordofdeadside #6 5 years ago

    "Basic repetitive enemy AI justified by the addition of combos?"

    isnt't that sega in a nutshell? (thats a good thing btw!)
    Edited by 1 at 13/04/07 @ 10:53
  • rhinoxious #7 5 years ago

    Awesome, Tony Hawk meets PGR!!!

    Shoot stuff, get high scores, beat your mate's scores, unlock stuff, 5 minute play time, everything I want from a game sometimes. Plus loads of downloadable content from Bizarre to keep things fresh.

    I'm really looking forward to Bioshock as well, but its good to have a dip in dip out game that isn't a racer for a change.
  • dog2_99 #8 5 years ago

  • BrokenSymmetry #9 5 years ago

    I love these kind of games based on high-scoring. I've always found the indirect competition on high-scoring lists (or time-trial lists in racing games) a lot more appealing than the uncivilized brutality of actual multi-player games on Xbox live.
  • Fatnick #10 5 years ago

    to be fair its not really supposed to be stalker or bioshock. Comparing the two is a bit like moaning that the cars in PGR don't handle in the same way to the cars in GTR.

    The main problem i've had with every TPS i've played is that they generally combine moments of inspired, engineered genius with long passages of relatively brainless blasting. To me, it sounds like Bizarre Creation have removed the brainless blasting and created a game which is a long chain of inspired set pieces, amplified by the need to complete them in as skillful a manner as possible.

    Personally I can't wait to see more of this. I loved the philosophy behind the MSR/PGR series and I think its a philosophy that could work well in a shooter context. I can't see how anyone who didn't hate PGR can not be at least a little exicted by this.
  • GamesConnoisseur #11 5 years ago

    I would encourage people to reserve judgement, as I will until the actual final playtest from reviewer, or in form of demo ourselves.

    It does seem to give a new angle to the tired FPS genre, not sure how it will work in repetitive gaming session over a period of time but look like it work best online and expect great use of Gotham TV style and replays of the greatest 'hits'.

    I am quite intrigued though.
  • SpacemanX #12 5 years ago

    Such a waste of development money...

    PGR3 should demonstrate to everybody that these guys cannot create an AAA class game. It was already their fourth try.
  • Scientist #13 5 years ago

    "PGR3 should demonstrate to everybody that these guys cannot create an AAA class game. It was already their fourth try."

    Would you care to explain why PGR3 cannot be considered a triple A title, or are you just flaming?
  • The-Bodybuilder #14 5 years ago

    Everyone moans that shooters are samey. Bizarre try to do it differently, and yet some people moan because its not a typical shooter?

    >"PGR3 should demonstrate to everybody that these guys cannot create an AAA class game. It was already their fourth try. "

    I'm soooo tempted to throw insults your way.
    Maybe you should read the gamerankings of all thier games, starting from MSR (and even fur fighters).
  • AcidSnake #15 5 years ago

    Shhh!

    Remember the first rule of The Club!...
  • TripSkyway #16 5 years ago

    Sounds ace. Looking forward to hearing some more.
  • Headache #17 5 years ago

    Sounds good to me. Like GamesConnoisseur I'll withhold judgement till I get to play it myself but I do like the idea of short levels you can have fun blasting through trying to beat yours, or anothers, top score. If the weapons are fun, the context-sensative moves fast and accurate, the enemies just stupid enough and the explosions pretty I think I could see myself really enjoying this.

    I think there's a place for both arcade-y shooters and engrossing, story-based shooters in this world.
  • skillian #18 5 years ago

    Isn't there something similar to this in the 360 version of FEAR? A kind of arena mode? I liked the idea of that (though I've never played it), and this seems like it's taking that idea further, so I hope it turns out well.

    FEAR did the gunplay so well and so stylishly that I can imagine it working. This game will have to get the combat spot-on too, which is tough, and if it can pull it off it could be a lot of fun.
  • jlaakso #19 5 years ago

    I'm actually psyched about this. Sounds superb, although the screenshots look very bland. When did score-based gaming die anyway?
  • w00t #20 5 years ago

    Rule of Gaming number 2: It's all about the combos.

    :)

    Sounds interesting...
  • skillian #21 5 years ago

    When did score-based gaming die anyway?

    When games started lasting longer than an hour or two I guess.
  • toy_brain #22 5 years ago

    The gameplay ideas sound halfway-interesting, though I generally prefer my FPS' to have longer, not shorter, levels. Increases the sense of immersion for me. But you never know, they could get it right.

    The presentation, however, has me utterly disinterested. The only way it could look any more generic would be to set it in WWII.
  • The-Bodybuilder #23 5 years ago

    Sounds very much like outtrigger.
    I only liked that out of desperation, simply because (as great as the dreamcast was) the DC never had a great split-screen offline shooter in the vain of the goldeneye/perfect dark, and the future of halo.
  • The-Bodybuilder #24 5 years ago

    @ ManicMiner

    Ironically, we are the ones quick to moan when shooter 1948 is released again.
  • Freelancepolice #25 5 years ago

    "2nd its Project Gotham with guns. So its not meant to be hugely atmospheric or have amazing AI. Its meant to be possible to learn exactly where the enemies are and what they are doing so the tenth time you do it you can roll round the corner kill one of them, spin, pop two in the head of the one behind, chuck a grenade and kill the four hiding behind the car and get a big fat score that makes you feel like you nailed it. "

    Spot on
  • neuroniky #26 5 years ago

    I'm so in love with "high score" games and this sounds like it could be a real winner... I love a good story like anybody else, but in the end what manages to keep me hours in front of a TV screen is when I'm trying to break an high score or getting a platinum medal or something like... I love my gaming when I am there trying those 30 seconds again and again trying to polish them to perfection... F.E.A.R. allowed you to do something similar without the high scores, but this seems even better... if only it had the same A.I. as F.E.A.R.................
  • glaeken #27 5 years ago

    Sounds Ok to me. They appear to be trying something a little different and that always scores points with me.
  • xandoodle #28 5 years ago

    This looks like exactly what I need.

    Especially since HL/Halo do nothing for me at all. Timesplitters 2/3 are my favourite FPS's, to put it into perspective. If this as a great multiplayer then i'm sold.
  • Pirotic #29 5 years ago

    It took them 4 attempts to make a half decent racing game, FPS game first try? I doubt it.
  • oldschoolsoviet #30 5 years ago

    So, Chilli Con Carnage minus the tounge in cheek. Hardly a new idea.
  • freedumb #31 5 years ago

    I hate high scores and timed events in games.
    Edited by 2 at 13/04/07 @ 13:31
  • banjo21 #32 5 years ago

    As us humans tend to do I skimmed to your last paragraph, found that word 'kudos' lurking there and turned off. Worst fecking idea in a racing game and I can only assume it will do likewise to shooters. I'd rather play with Lara thanks.
  • Xerx3s #33 5 years ago

    Sounds superb, the idea of chaining combos in a fps is win for me.

    Tjesus, this kind of thing is ancient and basically standard in any fps (quake, ut, etc.)
  • ReNo #34 5 years ago

    I can't quite see how anybody would think PGR3 is "half-decent" without thinking at least the same of its predecessors? I loved PGR3, but it wasn't a huge step forward for the series in anything other than graphics. If you like PGR3, there is simply no reason why you wouldn't like the earlier games.

    I think this is sounding like a lot of fun. I enjoy crazy, short burst, third person action games, even those that put a lot of emphasis on repeating levels to perfect them. Otogi and Phantom Crash are two prime examples. They're not for everyone, granted, but they are for me :)
  • Machetazo #35 5 years ago

    I really like the intent that the game has been designed, with due thought paid to moving around fluidly to keep the action moving, less down-time. It might make for some interesting pursuits! I'm also thinking there'll be good potential from the characters to impress, given Bizarre's selection process. Plus, i'm a fan of high scores, and trying to chain the largest combo could help contribute to short, sharp shocks of entertainment. The way the game's levels can be played in 2-5 mins also means you don't HAVE to plow a huge amount of time into it to get something back (though I fully suspect it will be plenty replayable.)

    So, yeah, this is almost certainly a buyer, as soon as SEGA issue a date, for it to be out. :D
  • Machetazo #36 5 years ago

    I think that from the impression previews give, Paintball would be a better reference point to start to "get" The Club from, than the likes of FEAR, STALKER and these sort of shooters...So currently I'm thinking: Arena combat, (gladiators) except that these arenas are larger and more complex, and you can do a lot more in them, than just be stuck lopping limbs!
    Edited by 1 at 13/04/07 @ 14:46
  • skillian #37 5 years ago

    Got it wrong about the FPSness, but how do EG do an entire preview of a shooter without telling you if it's first or third person?

    I mean, it's not like you can tell anything from EG's screenshots, seeing as they are almost always press release shots that look nothing like what you'll see in the game.
  • Dave_Taurus #38 5 years ago

    "Got it wrong about the FPSness, but how do EG do an entire preview of a shooter without telling you if it's first or third person?"

    The third line of the preview runs thus: 'a third-person shooter with a mature theme and a pick-up-and-play sensibility'
  • skillian #39 5 years ago

    Well shut my mouth.

    I usually skip all the prime number lines though, so I have an excuse.
  • GitSomE_UK #40 5 years ago

    Doesn't ignite any spark of interest this one, trying to big up levels that sound like they will be quite repetitive doesn't do it for me. Trying to attain the perfect combo sounds pretty dull.

    Don't most people aim to clear a level during a normal FPS? At least there is a story something to keep the players interest and moving forward through the game. Playing for points is just ummm empty?
  • tiddles #41 5 years ago

    Will it have cones that you CAN'T SEE until they're too close like PGR3? >:|
  • markypants #42 5 years ago

    I trust Bizzare Creations, looking at the amount of effort and detail they put into their games I am gonna get right behind this project. They also managed to implement (imho) the best Xbox live experience to date besides Halo 2.

    I think it's good to aim at doing something different. Why try and muscle in on an already well served genre like FPS when they can breathe fresh life into a 3rd person beat-em-up with guns?! They managed it with racing back with MSR/PGR so I believe they will do it again.
  • morriss #43 5 years ago

    More FPS games for the PS3. It's like a more expensive XBox.
  • Atari_Boy #44 5 years ago

    "Such a waste of development money...

    PGR3 should demonstrate to everybody that these guys cannot create an AAA class game. It was already their fourth try."

    I guess they need you to pop to their office and give them your wisdom. I'm sure they could do with advice from an obese sixteen year old who only social skill is posting trash on these boards.
  • 3william56 #45 5 years ago

    I seem to remember Black being aimed to be Burnout with guns, which sort of turned out well. ish.

    I can't help but think that this would be much better as an online game, if you could get the 40 odd players that Resistance manages. General points based gun carnage on a decent sized arena, with much bigger points for nominated targets, and style shots added, points deducted for getting wasted. Styled kills of mongo AI? Points scores and EA style combos won't make this rise above the crowd.

    Personally, I think Afterburner and the like killed high scores. It gave you a zillion points per second just for staying alive. Once unskilled scores headed past 6 zeros, it became a joke. A million on Defender or Tempest: major achievement. A million on Outrun: average score.
  • SliderNL #46 5 years ago

    Funny: I have seen the same presentation and I came up with quite a different conclusion. It's old fashioned Speed Running; with guns and a scoring system.

    Doesn't impress me

  • miiiguel #47 5 years ago

    We can paint the picture as we like but Shooters=Lotta money. So expect big productions to be mostly shooters.

    I have no prejudice towards shooters, a good game is a good game regardless the genre.