The Club

Nov 12, 2007

The Club is as tricky a game to explain in this preview as it presumably was for devs Bizarre Creations to pitch to some cynical Sega suits. We can picture it now: “Um, so we’ve come up with a really novel take on the third-person shooter. It’s Gears of War meets Project Gotham meets Tekken meets Tony Hawk meets Time Crisis meets... The Most Dangerous Game. Ever. And it’s like The Running Man. Er, can we have some cash?” Cue door slamming in face... or, rather, not. You see, after a day of fun playing The Club it seems Bizarre might have the kernel of a pretty amazing idea after all... though that’s not to say The Club doesn’t have its problems.

Right, let’s keep things simple to begin with by eschewing the shadowy cartel plot and getting into the meat of the gameplay - which is, in the most elemental of fashions, kill or be killed while racking up as high a score as possible. As you rampage through levels, you’re given a score for each kill you make based on factors like range, angle and location. Central to putting together mondo pointage is your Kill Bar, a ticking time bomb of a combo meter that escalates as you chain kills together. The more you murder, the higher the multiplier - but start to dither and it’ll tick down to nothing, drastically lowering your potential score in the process. You might want to keep an eye out for skull shots, plates hidden in cunning spots across the level that you can blast to top up your multiplier. Still with us? Good, because it’s about to get a lot more complicated than even that.

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