Tao Feng:
Fist of the Lotus has made its appearance on the Xbox, bringing
with it the promise of revolutionising one-on-one beat-‘em-ups with
a host of newly developed ideas, violent, well-developed characters
and a wealth of environments to pound and interact with, all running
on the Xbox’s meaty graphics processor.
For those of you
who’ve been in the know since the early days, Tao Feng will
feel extremely comfortable and familiar. The title was lead by one
John Tobias – a name that, for some, will install either instant
glee or dismissal – Tobias was the co-creator of the original
Mortal Kombat title, and has worked on several editions since,
but it now seems his most fitting work, and what is often footnoted
as the true next-generation Mortal Kombat instalment,
remains to an elusive Xbox title which only seems to be able to
attract the die-hard away from the gloriously glossy tag-battles of
Dead or Alive 3.
The first thing
you’ll notice about the title is that, even without any sign of XboxLIVE!
features, the multiplayer mode heads-up the Main Menu. This will be
an obvious clue to any regular gamer that the multiplayer mode is
where the game’s true depth lies, but first we’ll examine the
options available in solo-play. There are two main features – Quest
and Survival. “Quest” is basically a story mode, which sees the
character roster divided into two sects, the Pale Lotus and the
Black Mantis. Each of the characters has to battle their way past
the six opponents from the opposing sect in order to collect all six
pieces of a talisman. Although, as a “Quest” mode – the newly
flavoured alternative to the “Arcade Mode” found in most
beat-‘em-ups – the game may seem limited with only six characters to
work through for each of the twelve starting characters, but the
difficulty curve throughout each character’s mission is incredibly
steep, and you may be trying to beat the sixth opponent for two or
three characters for some time.
The “Survival”
mode on offer is just that – the same and usual survival mode you
see in any self-respecting beat-‘em-up these days. The health of
your character is limited, and will not restore between fights as
you try to vanquish as many opponents as possible from a randomly
generated, progressively difficult roster.
On to the
multiplayer. As stated above, this mode initiates the Main Menu, and
so leads me to believe that many great things lie in wait for the
in evitable bouts of mate-butt-kicking. When beginning the first
match, you will notice something about the mode – the lack of
options. Of course, the usual handicap and stage selection are in
there, but other than that there is very little variation. But why
need there be? Why does everything have to be over-complicated?
Tao Feng appears to strip back the barriers of today’s “five
minutes of options just to fight” games and returns one-on-one
beat-‘em-ups to its roots. Simple and addictive – the intricacy of
detail within the fighting system more than makes up for any
option-based shortcomings. I’ve been reluctant to tell you how the
game actually plays until now because, to be honest, a
fighting game as pure as this cannot be truly appreciated within the
context of such a mediocre one-player. With two of the main buttons
designated for kick and two for, you guessed it, punches, the
combinations of attacks is seemingly standard at first, but even the
most novice of beat-‘em-up players will be able to develop a decent
three or four hit counter-combo with the first couple of fights. The
R Trigger adds a nice bit of variation - the player has the ability
to launch themselves from walls or swing from poles or trees
grounding their opponent from mid-air, or being left vulnerable to a
counter when an attack fails.
Another nice
variation on the fantasy-style of beat-‘em-up genre is the
limitation on special moves. All those flashy looking fireballs and
flying kicks you’ve gained a reputation for being able to pull off
at the drop of a hat are no longer instantly within your grasp. Your
character now has a “Chi Meter”, which gains power with every attack
you manage to land. Once full, a press of the white button alone, or
along with left or right on the D-pad will launch one of your
Characters Chi attacks. Each character has three Chi moves, which
allow for the Xbox to show off some of its lighting effects –
especially on the rare occasions of two Chi moves colliding.
The last of the
intriguing new features the game features is the ability to weaken
your opponents’ attacks. Both the legs and arms can be damaged –
reducing the damage attacks with the specific limb cause by 50%. Any
damaged limbs can be repaired as a secondary feature of the Chi
Meter. This is a nice touch which, although offers some added depth,
I feel could have been explored further.
The graphics the
title sports remain impressive after more than a year and a half of
release. The battle-damage your character builds throughout your
challenges appears much more detailed than that featured in
Mortal Kombat: Deadly Alliance, and the arenas in which you
fight are large and varied, if at times a little bland, but all the
environmental features and character animation is spot-on.
The main
complaint about the basic gameplay would have to be the camera. With
all the aerial-acrobatics going on with the large and detailed
character models, the camera often seems to find itself a little
confused, leaning in one direction before spinning to the other
leaving you vulnerable to enemy attacks as you are caught unaware,
prepared for the camera’s original plan.
As a beat-‘em-up
appearing exclusively on a system with an overabundance of average
fighting-titles, Tao Feng had a lot to prove to rival Dead
or Alive 3 and compete against the slightly more recent Soul
Calibur II. With a complete package more akin to the likes of
Street Fighter and Mortal Kombat rather than Tekken
or Virtua Fighter 4: Evolution, the title may not be
enough for those who like to tweak a game to their exact
specification. Those who are happy to play the game as it comes will
find a very enjoyable multiplayer fighting experience, but I doubt
it’ll be one that challenges the longevity of Soul Calibur II
or the imposing force of online-play that’s on the horizon, Dead
or Alive Ultimate.
  Kev J.
Reviews Score Table Interpretation. 11/07/04 Return to
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