PSU Exclusive Interview: The Club
- Posted September 4th, 2007 at 19:16 EDT by
- 7 Comments
New Details on Storyline, Maps, Combo System, and more!
When you have all the money in the world and the passion for fast cars and fast women no longer quench the thirst for excitement, what do you turn to? We've all seen Hostel correct?
Developed by Bizarre Creations Limited, makers of the Project Gotham racing series, comes a new franchise bathed in blood called The Club. And now for your reading pleasure, PSU.com interviews Nick Davies, Design Manager behind this awesomely gruesome title and spills all new details for our hungry readers.
PSU: What is the general story behind The Club and the shady rich folk who run it?
Nick Davies: As I’m sure you can imagine, it gets boring being rich, so you need something to entertain yourself. Some people spend their money on nice holidays, flashy sports cars, or charitable causes. Some people organize underground gladiatorial tournaments in abandoned buildings across the world, like in The Club.
You take part in a tournament, spread across eight worldwide locations, where you are fighting for your life for the viewing pleasure of these bored and rich voyeurs. It sounds like a pretty dark concept, but when you play the game you’ll see it’s a really ‘Hollywood action’ style game with lots of fast-paced, explosive, arcade style gameplay.
PSU: Can you describe to us some of the characteristics behind the eight playable personas? For example what are the strengths/weaknesses or backgrounds behind the characters?
Davies: Each of the characters has their own background as to why they are participating in The Club - everyone has a motivation for doing it, whether they were forced, coerced or in one case volunteered.
We have eight characters in total with a really diverse range of looks, from our thrill seeker Seager to our Russian giant Dragov as well as a few slightly more ‘extreme’ characters. The characters are very much larger than life, and very diverse, which we think makes for a really great mix.
All eight characters also have different attributes for speed, strength and stamina. The basic equation being the bigger you are, the more damage you can take, but the slower you can move. Staying alive, and moving quickly through the level are key factors to success so choosing the right character for your playing style is extremely important.
PSU: How exactly will the combo/point system work in The Club? Will it be based on headshots, dismemberments or something else?
Davies: There are two main factors to the scoring system… the first is combos. It’s a simple mechanic: you have a certain amount of time to move from one kill to the next in order to increase your combo. However, the higher your combo the shorter that time becomes, which turns the gameplay into a frantic race to get to the next kill before time runs out.
The second aspect is the way you kill. We have awards for headshots and multiple kills as well as awards linked to the various moves you can make in the game. Perform a roll then make a quick kill and you’ll earn a ‘death roll’ award. Make a quick turn and a kill for a ‘snap shot’ award and so on. So, the key is to tie together the quick kills with stylish moves in order to get the big scores.
PSU: What is one of your favorite levels? Also for our own personal interest can you tell us a little about The Manor House or the Ocean Liner?
My favorite level is probably the Prison. It’s got a nice mix of open areas and tight corridors and plenty of explosions and destruction going on. It also gave me an excuse to go to Alcatraz, which is always nice.
The Manor House and Ocean Liner are probably the grandest of the locations in the game. The Manor is a huge, abandoned house set deep in the English countryside, with its own gardens, and libraries and conservatory.
The Ocean Liner is an old 1920s vessel that’s been split in two and shipwrecked on rocks, a real rusting old treasure that’s been brought back to life for The Club.
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- 2:19pm EDT - September 4th, 2007
good read sounds like a good game
- 3:21pm EDT - September 4th, 2007
cool more head shots
- 4:11pm EDT - September 4th, 2007
looks tight don't it.
- 4:27pm EDT - September 4th, 2007
Its like Matrix meets Hostel!
- 6:29pm EDT - September 4th, 2007
Frankly wasn't really interested in this game before this interview... but it looks tight! Too bad there's so many shooters out there atm... I still might have to pick this one up.
- 10:22pm EDT - September 4th, 2007
looks great. but lets wait and see
dragon1989 | abdesalam
- 12:44am EDT - September 5th, 2007
this game look good
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