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The Club Multiplayer Hands-On

We're admitted to The Club's multiplayer area for the first time during a meeting with Sega.

Earlier today, during a visit to Sega of America's San Francisco office, we had an opportunity to check out some of The Club's multiplayer content for the first time. If you've been following our previous coverage of The Club, you'll know that the game's single-player mode employs some quite innovative scoring and combo systems, not entirely unlike those in the developer's Project Gotham Racing series. Having spent more than an hour playing The Club alongside other media this morning, we're pleased to report that these features have also found their way into some of the multiplayer game types, though we're concerned that some of the basics are still missing.

The Club supports up to eight players online in both individual and team-based modes, and you'll find that the game's eight playable characters retain the same attributes online that they do in the single-player game. Your choice of character should be influenced not only by your playing style but also by the game mode chosen. For example, at least one of the modes requires that teams have a mixture of offensive and defensive players. The mode in question is called "team skull shot," and it's one of several modes that we had an opportunity to spend some time with.

In team skull shot, two teams of up to four players are tasked with destroying each other's skullshot signs (just like those in the single-player game, but color coded for each team) while defending their own. The red and blue teams had six skulls each in the game that we played, and--presumably because their locations will be randomized to some extent at the start of each game--their locations aren't revealed to anyone on the minimap until a member of their team has spotted them.

The "warzone" level on which we played team skullshot was unusual in that there was really only one route to take from one team's base to the other: through the middle of a bombed-out railway station. Given that respawn times in this particular mode are upward of six or seven seconds and you're returned to your own base every time you die, this resulted in something of a tug-of-war situation as our teams took turns charging forward, getting mowed down, and then returning fire from defensive positions when they respawned. Unsurprisingly, the members of the winning team were the first to start communicating with each other to establish something resembling a strategy.

A similar level of communication is needed in the other team-based mode that we played, "team fox hunt." In this mode, one player on each team is designated as the fox (think VIP in other shooters you've played) and the other team scores a point for assassinating the fox (two points if the assassin is the enemy fox). If you're playing as one of the foxes, your only unique ability (other than displaying the word "FOX" above your head in large, enemy-friendly letters) is that you can use any health packs you find to take your health well over the 100 percent mark.

The other multiplayer games that we played on this occasion were "kill match," which is just another name for deathmatch, and "hunted killer," which many of you will recognize as a variant on the "tag" theme. The first person to score a kill becomes the target for everyone and scores points for every second he or she can stay alive; whoever kills that player becomes the next target, and so on until someone reaches the preset score limit. Incidentally, the hunted player is always highlighted on the minimaps of the other players, so you can run but you can't hide.

Multiplayer modes confirmed for The Club that weren't shown on this occasion include team kill match, which is team deathmatch; team capture, in which each team will attempt to capture the other's base by holding it for 30 seconds; team siege, in which a team of defenders with only one life each must survive as long as possible against a team of attackers with infinite respawns; and score match, which is a deathmatch in which you'll score points for stylish and difficult kills in the same way that you do in the single-player game. We also didn't get to see The Club's support for split-screen play in action, though we've been furnished with plenty of screenshots confirming that up to four players are supported on a single console.

There are plenty of different multiplayer modes to choose from, and though eight players don't sound like a lot, most of the levels we played on were small enough that the action was rarely anything but fast-paced. However, we're still not entirely sold on some of The Club's controls (aiming can be especially tricky), and many objects that look like they can be vaulted or climbed over (handrails, for example) can't be interacted with in any way, even though you can use identical-looking objects elsewhere. Perhaps our biggest worry right now, though, is that while The Club's arsenal is certainly sizeable, very few of the weapons we've sampled to date really feel like they pack a punch.

87 Comments

  • silent_riku

    Posted Feb 17, 2008 7:08 am PT

    I think if the developers do this right, they may have a very unique multiplayer game in their hands, that is if they manage to tweak their weapons to a point where it'll feel just right that it packs a punch but not a punch that can't be defeated by another weapon cuz the demo I played gave me the same feeling gamespot felt, no real 'OOH YEAH!!' factor in the guns yet... but for single player mode... not too sure about that area... looks like all the levels will be the same rinse and repeat process of gaining as many points as you can...

  • djwitsack

    Posted Feb 13, 2008 4:44 pm PT

    all u people talkin about the game who havent got it,,,,, SHUT UP!!! i traded it for kane and lynch and its the best thing i ever did. the gameplay is quality and the graphics are well detailed. its run and gun what else do u want wiv a shoot em up.

  • Steel_Hazard

    Posted Feb 11, 2008 10:40 pm PT

    this game is ok there is only 18 types of guns int the whole game thats wat i found in the demo

  • stuarthanley

    Posted Feb 3, 2008 12:26 pm PT

    Get ORANGE BOX and play Team Fortress 2 if this is the style of game you want. At least with that, you get 4 other games as well. Honestly, and this is only judging by the demo, this looks like it'll have about an hours worth of lifespan for me.

  • listerfiend21

    Posted Feb 2, 2008 1:38 pm PT

    Honestly if your just looking for a few hours of fun and dont care about graphics and story, then this game is good for a few hours of entertainment

  • blackhawk2112

    Posted Jan 31, 2008 4:37 pm PT

    ughhhh, waste of time to download, waste of time playing

  • BringTheBlood

    Posted Jan 31, 2008 6:46 am PT

    woooooooow talk about a waste of time, honeslty since when does making games that play out worse then a ps1 one come into fashion?? between this and kane and lynch, i think im ready to quit gaming. lol.

  • jadenmoody

    Posted Jan 29, 2008 4:08 pm PT

    I really didnt find this game interesting at all. I downloaded the demo and it was a mistake, its a sort of arcade style fight, sega, not to many people want only that in a game anymore.

  • Akm4everz

    Posted Jan 29, 2008 1:20 am PT

    The demo took long enough to download ... played it before i stepped out for the night... and wished I would have had my 5 mins back.... The game really didnt get me hyped as it was explaing and showing how to play but didnt think the actual gameplay would be that bad.... No Thanks Sega

  • shroom76

    Posted Jan 28, 2008 2:26 pm PT

    this game is sickly fun.

  • jouwmakkerNL

    Posted Jan 26, 2008 1:29 am PT

    Had a little bit of problem with aiming in the demo, perhaps there was somewhere in the options you can change sensitivity.

    I did enjoy it a bit though, just a plain shooter, but i didn't really care for that. I'll await the reviews and for what i played in the demo i think it'll score around a 6 or a 7. Not that bad, especially with all the heavy demands from gamers nowadays.

  • maaly81

    Posted Jan 24, 2008 1:13 pm PT

    this game looks like something that was generically thrown together for the sake of nothing. I dont see anything interesting about the game to make me wanna burn $64.67 on it. I will play the demo I guess to confirm my thoughts, but odds are, I dont think this is going to be a very good game.

  • hinkwokching

    Posted Jan 23, 2008 8:41 am PT

    I only read the gamspot posts. First thought, don't like the game, the "Underground competition" thing sounds like the plot from a third-rated action movie of the 90's. If I want to shoot like crazy, I would pull out Quake3 from under my bed, since I already paid for it. But, I will have to try the demo to be absolutely sure, because then, I will find out if the bots in Quake3 might be more of a challenge.

  • be_41asif

    Posted Jan 22, 2008 11:10 pm PT

    Very Very Nice Game,

  • cezeon

    Posted Jan 22, 2008 9:16 pm PT

    I might give this game a chance. The demo was pretty tight.

  • elitedead

    Posted Jan 22, 2008 2:35 pm PT

    I can see why some people dont like the demo, but i enjoyed it..you can see the elements of gears but arcady, im looking forward to this game

  • Snk211

    Posted Jan 22, 2008 12:21 pm PT

    I played the demo of The Club today on Xbox Live and well.. It was okay at first.. Then it just got boring and dumb. So I will probably be skipping out on this one. Great idea. Just not really stellar execution.

  • abillionandone

    Posted Jan 22, 2008 8:05 am PT

    I hate 3rd person shooters: Kayne and Lynch, ghost recon, etc all did nothing for me. I think this game will suck and get a 6, 7 at best

  • -White_Knight-

    Posted Jan 22, 2008 5:50 am PT

    I was looking for something that set this game apart from your every-day FPS.....but I can't find it...

  • is0lati0n

    Posted Jan 22, 2008 3:28 am PT

    I have a feeling this game is going to fail =(

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