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Platform

Playstation 2

 

Genre

Fighting

 

Publisher

Vivendi

 

Developer

Genuine Game

 

ESRB

M (Mature)

 

Released

Q4 2004

 

 

- Only one round fights

- Cool damage system

 

 

- Really thin game, takes maybe 6 hours to unlock everything

- Took only 15 minutes to finish Story Mode

- Injury scaling is very weird

- Not a whole lot of moves to use

 

 

Review: Mortal Kombat - Deception (PS2)

Review: Street Fighter Anniversary Collection (PS2)

Review: War of the Monsters (PS2)

 

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Fight Club

Score: 4.0 / 10

 

Ok, we’ve all seen the movie Fight Club right? Well here’s the game… it’s a little on the late side, but then we’re always happy to see a new fighting game on the market. For those unfamiliar with Fight Club – it’s essentially a club around bare knuckle fighting with greater delusions of anarchy and upheaval. Much like its’ namesake, the battles are bloody and can turn brutal if a character makes a mistake late in the fight which can lead to broken bones. Any bones that are broken may or may not be healed depending upon the game mode that you’re playing.

 

fight club review          fight club review

 

Fight Club has six modes of play: Arcade, Versus, Story, Survival, Training, and On-line features. Arcade mode is pretty much what you’d expect from a fighting game, choose a character and work your way through a series of opponents until you beat them all. Your fighter’s health is completely replenished between fights, but any broken bones are not healed. Once you win the mode with a character, you are treated to a little movie for that specific character. Versus mode and Training mode are pretty self-explanatory and obvious, so I won’t go into them.

 

The Story mode lets you take control of a new member of Fight Club. Starting with you choosing a fighting style, either Brawling, Grappling or Martial Arts, you then begin to fight through members of the club in your attempt to climb the ladder and learn more about Project Mayhem (the climax of the movie). Survival mode is a chance to fight numerous opponents in succession, and you will only recover a small bit of health between fights and any injuries are not healed between fights. The on-line features are where the game has the most to offer – you create a fighter and expend points to upgrade them as you like. Winning fights nets you the opportunity to continue to better your fighter, losing will not, and it is possible to have your fighter crippled from taking too many severe injuries.

 

Unlike traditional fighting games, Fight Club doesn’t rely on the typical multi round fight. Each match lasts until someone taps, is unconscious, or cannot continue due to injury. With the brutality of the fights, each match starts with the basic attacks of punching, kicking, or grappling with each move being able to be blocked or countered. As the fights wear on and a fighter becomes fatigued, it is possible to access a greater number of attacks including some that break bones. When a bone is going to be broken, the action slows down and the bone is broken once in slow-motion then a second time in what I dub the “CSI:Cam”, a skeletal replay showing exactly which bone broke. If a player is still able to fight with the broken bone (if it’s just a shoulder, arm, or rib bone) they person’s offensive capability is obviously reduced and they not only receive more damage but their own attacks are dulled.

 

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To the weirdness of the fighting system – for some reason, getting punched hurts more than being kicked in the head (BULL&*IT!) and being counter thrown does 2-3 times the damage of a regular throw. Because of this, being a “block-whore” (technical term – annoying gamer friend who doesn’t do anything but block… also see, jerk-off or guy you want to punch in real life) gives an unfair advantage and makes versus games really dull. Each character has about 15

 useable moves – and they are all the same for each type of fighter (and some of those moves are the same for more than one type of fighter)

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Visually, Fight Club looks okay. All of the characters move realistically and take physical damage much like you’d expect, especially when facial injuries have started to heal (puffy faces, black eyes, or discolorations due to fractures or severe bruising). The sound as well is good – a non-obtrusive rock score does a good job of accenting the action without getting in the way or being distracting (it does get a little repetitive at times, but not too badly). The load screen of blood drips across a cardboard box may be the most escapist eye-catch of all time. Sound effects are a bit of a mixed bag however, striking and impact sounds are accurate but the grappling sound effects couldn’t be more out of place. For some reason, whenever someone is released from an arm-bar or headlock there is a sick bone breaking sound but the target character does not suffer a broken bone in those attacks.  

 

fight club review          fight club review

 

For playability, this game is ridiculously short. I was able to beat the Story Mode on first try after only skimming the manual (maybe 15 minutes to do so) and only losing a few times when stuck on the “break the guy’s arm stage”. To unlock all of the hidden characters, it took about another 6 hours or so to get them. This definitely falls into the rent before you buy category.

 

- Tazman

(February 5, 2005)

 

“I thought that Ultimate Robot fighting was real like professional wrestling, and not fake like Boxing.”

         - Fry (Futurama)

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