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Mescaline on the Mexican Border
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A Prison Cover-up During Hurricane Rita
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Little Bitty Burger Barn
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Barack Obama and Me (246)
It was the year 2000 and I was a young hungry reporter in Chicago covering a young hungry state legislator
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Save Lobo: A Siberian Husky Mix is Sentenced to Die (28)
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Are You Hot Enough for Citizen Lounge? (6)
All This Useless Beauty
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Rotten to the Corps: A Question of Justice at Texas A&M (140)
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No Reservations, I Could Never Be Your Woman, In the Shadow of the Moon, The Independent
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Margot at the Wedding, American Gangster: Unrated Extended Edition, Lust, Caution, Excellent Cadavers
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Hell Yes: Devil May Cry 4
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It's Always Dead at The Club
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Justice League: The New Frontier, The Darjeeling Limited, Death at a Funeral, Beowulf: Director's Cut
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It's Always Dead at The Club
Yet another clumsy first person shooter
By Chris Ward
Published: March 6, 2008
To all the gun-toting video game bad guys out there: Please stop standing next to exploding barrels. Seriously now. Of the hundreds of places you could squat and shoot, you and your henchman pals always camp beside the neon orange canister with "FLAMMABLE!" painted on the side. Really, we don't need your charity.
Of course, we get it anyway in the new first-person shooter The Club, which might as well be called "Join the Club." It's yet another clumsy death-match game with splatter-heavy kills, generic characters and — did we mention? — plenty of clueless idiots hiding next to dubious barrels.
The Club is novel enough to combine elements of first-person shooters and racing games, but the game play is as creatively empty as the clip in your AK-47. The premise, too, is delightfully stupid: An evil rich guy injects explosive microchips into a group of banal badasses and forces them into a Mortal Kombat-style shoot-'em-up contest.
In single-player mode, you'll gun your way through claustrophobic, linear maps highlighted with a fresh coat of drab paint. Unlike the wonderful Team Fortress 2, there's no strategy behind the massacre — simply hold down the trigger and plow forward, dick swinging as you go.
Now about that "racing" angle. Early on, The Club preaches the importance of sprinting from kill to kill, and so you'll work feverishly to rack up kill combos. One level even has you running in laps, murdering as many faceless thugs as you can before crossing an actual checkered finish line. There's a cool germ of an idea there: a game where if you quit killing for too long, you'll die. A game where, if this were Speed, you'd be the bus. But while senseless killing without pause does help you rack up points, all the tension is forfeited when you realize it's not required.
And other than feeling silly, you can't help but realize how slow all this racing around seems to be, especially when compared to the hyperkinetic action of Unreal Tournament or Quake.
Laughably, one "survival" challenge sticks you in one spot, from which you hammer away at a horde of oncoming gun-fodder. Cross an arbitrary line on the floor, and your bomb implant is triggered. (Yes, chalk lines can trigger electronic devices. Just let it go.)
Most embarrassing are the game's purported "stylish kills," wherein you get more points for being fancy with your runnin' and gunnin'. Popular moves include kicking down a door and blasting everyone, firing in mid-somersault, and...here it comes...shooting any number of exploding barrels lying around the countryside. Take that, John Woo!
The Club's lone redeeming element may be its frantic multiplayer mode. Perfect for fans of old-school shooters, it allows you to kill constantly, die and revive instantly, and cheat by hanging out near weapon re-spawn points. Even so, the only kills I managed were by shooting guys who got stuck in the wall, thanks to game glitches.
During a recent match in which my team was beaten like Master Chief's stepchild, I listened to my enemy's online chatter. "This game's actually fun when you're winning!" bragged PapaSmurf929. With apologies to all of Smurf Village, I gotta disagree.
The Club









