|

Tearing dem new ones on da 'Box
By William
Barker
 |
|
Exile
shows off his new magical
CD of holographical importance
|
From the creative genius
of John Tobias, the dude who helped shape the blood-spattered Mortal
Kombat franchise, comes Tao Feng: Fist of the Lotus, the latest
one-on-one fighting game exclusively for the Xbox.
One of Microsoft's first-party titles, Tao Feng (TFFotL) roused
quite a bit of interest: The box shots looked great, the game had
plenty of tasty-sounding innovations and on a more personal level,
I hadn't played a trad fighting game seriously since Soul Calibur
on the Dreamcast.
And the fact that the Xbox hasn't had a leading fighter since DOA3
makes this game all the more intriguing - has it got what it takes
to entice the masses?
Before we go any further, allow me to set the scene: The place
is New China and the world we once knew is now home to a bunch of
supernaturally powerful dudes who, it seems, have one goal in life
- to beat each other to a bloody pulp.
Sure, it may as well just be another day in the life of Jerry Springer,
but no, these inbred sociopathic freaks are a little different.
They each adhere to a specific fighting sect, faction, party, company,
wing, or splinter group, if you will.
These two factions are trying to piece together the fragments of
a magical talisman that will potentially bestow immortality on its
bearer. To be honest, I'd settle for a subway with jalapenos, but
there you go. This is a fighting game after all and, at the end
of the day, your opponent's head on a spike will usually meet ones
requirements in this genre.
Studio Gigante is behind the game, and behind the development house
is Tobias, a veritable celeb in the world of videogames. But alas
and alack, one man alone cannot guarantee gaming goodness, and far
from being rhino shit, TFFotL isn't as brilliant as I was hoping.
After playing Kung Fu Chaos (and having a blindingly good time
to boot), TFFotL helps build the Xbox's fighting game library, and
with a number of fresh new features even the most jaded of combatants
will find it hard not to be intrigued.
 |
|
Fiery
Phoenix powers up his "chilli-dog" fart move
|
First and foremost is the level of realism. Every time you smack
your rival in the face with your powerful fists of righteousness,
they'll slowly show the damage done in real time.
We're talking lots of blood, bruises, swelling and generally misshapen
and contorted bodies.
At the end of the first round of combat, you'll be able to see
torn clothing, bloodied welts and scratches on backs, the size and
intensity of which haven't been seen since Basic Instinct.
Furthermore, there is also a specific damage model, whereby concentrated
attacks on either the upper or lower body will result in a warning,
and eventually the breakage of bones.
Sure, it looks gruesome and sounds wickedly evil, but the effects
of having one's bones broken actually reduces your ability to dish
out the pain - by a whopping 50 per cent!
If your legs get snapped, you'll move slower and deal out half
as much damage, and if you get your arms mangled, it's 50 per cent
damage penalty.
Ergo, it makes tactical sense to try and snap an ulna or femur
as soon as you can, and if your foe continuously blocks, their bones
will slowly weaken, which means perennial blockers (or bampers [blocking/campers])
will find that their duplicitous ways are nigh.
But there are more tricks than just realistic damage modelling
and snapping bones. One such tasty trick is the ability to use walls
and poles as environmental launching platforms for attacks, which
is a nice addition and helps remove the bonus that larger, slower
and more powerful characters have when they manage to back a cringing
rival into a corner.
The environments are also fairly destructible, and while it may
seem like a trivial feature, it add a lot to general battles. Using
a double-fist chest punch to throw your foe into a wall is one thing,
but to have them crash through a park bench and some trash cans
first is all the more gratifying.
The fighting engine in general is pretty solid, though it's fair
to say that Tobias has gone for a more generic engine than one that's
overly complex or inventive.
 |
|
Fiery
Phoenix tried to Waltz with Exile.
Sadly, Exile responded with a pile-driver...
|
You have your general punch and kick moves, in leading and trailing
varieties, plus a bevvy of grabs and throws and each player has
roughly 100 unique moves.
The grab moves are really impressive and really knocked my socks
off. The best ever grapple/throw moves? Perhaps not, but they're
still tip-top nonetheless, with plenty of wrestling moves on offer
with characters of generous girth, which made me smile.
Combos play a large part in TFFotL, and mastering the basic three
and four button permutations shouldn't trouble many gamers after
a couple of bouts.
Veterans will love the 10+ button combos, and you can even link
multiple combos for some seriously lofty hit multipliers.
Timing your combos is easier said than done however, and even after
72 hours solid play it can become frustrating trying to pinpoint
the finicky timing need for perfect execution.
And there then was Chi
This mystic force is accumulated every
time you land a blow on your competitor, and getting back to the
'bampers' again, if your dodgy friend is constantly blocking all
your attacks, fret not. His energy won't diminish, but your Chi
meter will build up, and his bones will weaken as you unleash a
rising fury that is capable of tearing apart the very fabric of
space and time itself.
When your Chi meter is full, you'll be able to do one of two things:
You can either use it to refill some health and repair your twisted
bone structure, or unleash a special attack (three special moves
for each character) - aptly named a Chi attack.
Generally speaking, these attacks do plenty of damage and will
induce some retinal scarring on gamers lacking eyelids, but there
is also a couple of nano-seconds of delay before Chi moves are performed,
meaning the savvy player can pre-empt and react accordingly.
Also, the moves are ridiculously easy to pull off (usually involving
one direction on the d-pad and the white button), to the point where
one wonders if the game suffers as a result
These special moves look awesome and will help provide a seamless
segue way for me into the graphics aspect of the game, which are
very pretty, it must be said.
 |
|
Fierce
Tiger wretches as Fiery Phoenix
professes his love for all Feline humanoids
|
The graphics are of a seriously high quality, but despite this
the game doesn't come across as a stunner. This could have something
to with suspect animation at times, but it's hard to say.
Maybe it's a personal thing and the graphics just didn't get me
excited.
The visuals are highly detailed however, with excellent use of
high-res textures and the particle system is used nicely when blows
connect.
Despite my uneasiness with the visuals, the game has a very polished
look, and is at least on par with DOA3.
The environments are intricate, quite lively and have lots of smashable
bits and so forth.
All the characters also have very unique appearances, and there's
never any feeling that you're playing the same character with a
different dinner jacket on. In general, the graphics are of a very
high quality, and the bloodied and bruised bodies of combatants
at the end of a hard-fought three-match round look hideously cool.
Playing against human opponents is the most enjoyable way to play
(I like the trash talk), though the CPU-controlled AI isn't a complete
sham.
In fact, on the later levels your AI foes actually tend to be very
ruthless, and you'll need to learn how to block consistently yet
still dish out the pain, lest your bones goes 'snap' or your rivals
Chi goes 'shazam'.
The fighting game genre used to be what the first-person shooting
genre is today - the most popular type of game and the one that
everyone wants to be proficient at.
Today, the fighting game arena is a pale waif of its former self
in my humble opinion, and if you're not a huge fan of the genre,
you probably won't like Tao Feng.
Those who don't really care for fighting games probably won't be
provoked into joining the fisticuffs fraternity, but on the whole,
this is quite a tidy package.
If you do enjoy fighting games, add another 10 per cent the overall
score, as Tao Feng: Fist of the Lotus will entertain at worst, and
delight at best.
It will tide you over until Soul Calibur 2 arrives, and with some
snappy ideas, nice graphics, fairly good execution and above average
longevity, there are far worse fighters out there than this.
Game: Tao Feng: Fist of
the Lotus
System: Xbox
Players: 1-2
Memory Card: Yes
Developer: Studio
Gigante
Distributor: Microsoft
Rating: 75%

(Ratings
Key/Explantion)
Tao Feng: Fist of the Lotus is on the shelves now.



|