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Fight Club
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developer
Genuine Games
publisher
Vivendi Universal
releasedate
11/16/04
msrp
$49.99
genre
Fighting
DVD Media Title
ESRB Rating Mature
gameplay
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As I started playing Fight Club I experienced the tingling sensation that I was playing something unique and special. Sadly, the longer I stuck to it, the less I was impressed with it until I realized I was trying to compare it to the elite brawlers in the market. This is one of those second-tier fighting games that knows it isn’t going to inspire the degree of loyalty and rabid following that a new SNK, Sega, Namco or Capcom fighting game could easily summon. So it goes after casual gamers that may not necessarily be fighting game fanatics that have at least seen the 1999 flick. Judged solely as a competent vehicle to capitalize on a dormant license Fight Club is a success. Just don’t expect to be pulling this one off the shelf in five year’s time the same way you or I will be doing with Street Fighter Anniversary Collection or Dead or Alive 3.

Inspired by David Fincher’s five year-old modern classic movie about an underground cult of men trying to prove their worth by experiencing the guilty pleasure of fighting for the sheer pleasure of it, Genuine Games’ programmers seemed to have aligned enough ducks in a row to make the project soar higher than it actually did. Graphics and sound are fittingly gritty, adult and somewhat disturbing. The man boobs in Meatloaf’s Bob character, for example, are surprisingly close to their movie counterparts. Ditto for the dilapidated house and a dozen other barren locales lifted straight from the flick. Blood, foul language and all sorts of messy moves (head-butts, kicks to the face, broken bones, etc.) are in full display and on parade, unapologetic and very much in tune with the anarchic spirit of the flick. The same way Tecmo’s Dead or Alive series shamelessly panders to men with its well-endowed female combatants and the Mortal Kombat games caters to gore hounds with its blood & guts Fight Club ruffles the macho feathers of anyone that tries to it. That also includes women and even homosexual men, since the amount of exposed skin and bulging biceps in Fight Club is akin to that of Dead or Alive’s panty shots and gravity-defying cleavage.

Gameplaywise Fight Club’s modes don’t break any new ground. Arcade, Vs., Survival (all self-explanatory) and Create-a-Fighter modes (not as deep as in Smackdown Vs. Raw or your average Tony Hawk videogame) relish playing by the rules of old rather than carve new ground in the genre. There’s also online connectivity for players to engage in coast-to-coast fights with complete strangers. If you’ve seen the movie and the messages it aspires to tell about humanity then you know Tyler Durden (the Brad Pitt character that’s at the center of Fight Club’s increasingly-convoluted plot) would smile at the thought that men were gathered around PlayStation 2 videogame consoles to safely experience the release his pseudo-philosophical deeds always alluded to.

Unfortunately Fight Club’s Story mode is the complete opposite of its online mode (which happens to be basic and not too deep). Rather than wrap the game into more of the psychosis of the lead character and the anti-capitalism messages that he represented we’re reduced to a simplistic quest to become tough enough to challenge Tyler to a one-on-one. Had Fight Club featured a story as well-told and coherent as the one in the movie that inspired its creation we’d be halfway to semi-classic status. Still, as a guilty pleasure (especially if you loved the movie half as much as I did) this makes for a great double-billing rental along with a screening of the movie. It’s a lot quicker (and painless) than sitting through another read of the painful-to-sit-still-through Chuck Palakhniuk novel behind this whole mess in the first place. For the $50 asking price Vivendi Universal is about $20-25 over the reasonable limits one would expect to pay for a licensed game that not unreasonably could be called the Pit Fighter of a new generation. Ouch!

score 5
(out of ten)
average
image gallery

Image 1

control
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If you’re expecting Street Fighter III or Virtua Fighter 4-type depth from Fight Club’s controls then I got a profitable videogame website in Waco, TX to sell you (sorry Brian! :-P). No strings of combos or even a technique is offered here, only average polygon men that know how to push and be pushed around by a Dual Shock 2 controller. There are a few martial artists and wrestler-type dudes that grapple instead of brawl, but their moves and control are almost all identical. A unique fighting game with a never-before-seen amalgamation of styles with a well-coded set of physics Fight Club definitely is not. It’s sad when Atari’s Yu Yu Hakusho: Dark Tournament has deeper controls and more rewarding techniques to sample (and master) than a game based on the best movie ever about people beating the s*** out of each other.

Image 2
graphics
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Having played the Xbox version of Fight Club at a trade show recently (not just the Official Xbox magazine demo DVD from a few weeks ago) I can safely say that PS2 owners aren’t getting shafted with an inferior version. It’s sad that none of the movie’s stars (especially Pitt) appear in the game, but their likeness does a passable job capturing the look and style of Durden’s terrorist gang. Locales from the movie (parking lots, empty garages, crowded basements, etc.) double as fighting arenas here. The whole game is very dark and rendered with few primary colors, but that (a) keeps the similar stylish look of the film and (b) frees the Emotion Engine to run the detail-heavy environments and characters at 60 frames-per-second most of the time. An odd instance of slowdown here and there is an acceptable price to pay for many subtle little details (the rain outside the restaurant parking lot stage, the knee-high transparency water effects in the basement of the house stage, etc.) that make this game quite the looker.

Polygon models come in four basic shapes: overweight, lean & muscular, skinny and average. As in Ultimate Championship events and their ilk, some characters in Fight Club move and look like average Joe’s while others look the part of professional fighters. Only the Bob (played by older rocker Meatloaf) and Marla characters (H.B. Carter) are a break to this norm, and thankfully bouncing physics weren’t applied to Bob’s gigantic man boobs. There are basic animations that are shared by a few lookalike characters, but at least everyone in the game moves smoothly. Except for the empty stares in their facial expressions during close-ups all characters have been texture-mapped with such attention to detail (older non-muscular fighters, for example, have more fat than younger folks with leaner bodies) it borders on homoerotic. With few exceptions all fighters have their shirts off, which means the beefcake factor of Fight Club makes it the ideal sexist vehicle for girl gamers and homosexual male players to pretend this is their Dead or Alive-type interactive experience.

Blood is ridiculously plentiful and free-flowing, but so are special shots when a player is about to lose all his health and a powerful hit connects. As in the movie the screen switches to an X-Ray view of the skeletons of both fighters as the devastating hit from one does its damage on the other. Too bad the intermissions and selection screens in between rounds (particularly during Story mode) stink to high heaven. Using lame digitized still pictures with voice-overs instead of FMV or CG images is such a low-budget technique that we all thought it went away with the Nintendo 64 cartridge limitations. Fight Club’s otherwise stellar visuals are cheapened by this placeholder technique.

Image 3
sound
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Seldom have ‘MATURE’ videogames been as foul-mouthed and vulgar as this year. Fight Club joins Crave’s Bad Boys, Rockstar’s GTA: San Andreas and many other recent ‘M’ rated titles in which swear words flow freely and so often they lose their shock value long before the game is finished. If the Fight Club videogame were an HBO TV series it would definitely be Deadwood (thank you very much!). In the game’s defense the theme and premise of the Fight Club book and movie lend themselves perfectly for vulgarity. When guys are allowed to be guys this is what we all sound like. Too bad the most of the game’s story are just pointless conversations with other characters, most of them about Tyler Durden instead of the motives and reasons behind Durden’s existence. The flat voice-acting and frequent drops of the ‘F’ word ultimately render what could have been an involving aspect of the game an unimpressive attempt at machismo for the sake of machismo.

The rest of the soundtrack is a concoction of well-sampled audio effects of guys beating the crap out of each other (the sound of a bone cracking is particularly loud and painful!) and songs that are either from or reasonably close to those in the movie. None of the songs were memorable, and quite a few of them sounded more like hydraulic devices pounding away odd noises in the distance than actual techno beats. Other than its fighting sound effects the audio package in Fight Club doesn’t quite measure up to its polished visuals.

Image 4
overall
score 5
(out of ten)
If the PS2 was a 3DO system then Fight Club would be its Way of the Warrior. It’s a flawed and shallow button masher (very few moves and no technique) but also visually alluring and reasonably entertaining for a second-tier fighting game. It’s a shame these interactive re-enactments of the brutal brawls from the movie aren’t backed by the wicked storyline or memorable character dialogue that characterized both the Fight Club book and flick. If you’re a fan of either then you can safely rent this game for the weekend and assume you’ll get your money’s worth. Paying $50 for the game bearing its name, ironically, would go against everything the rebellious spirit of Fight Club stands for.

(11242004)- by - J.M. Vargas

 
 
 

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