What a
strange little game this is.
The elevator pitch for Punch Club
is ‘The Sims meets Fight Club’. Sounds pretty interesting, right? When I first
heard about it (on the excellent Gamers
with Jobs podcast), I was intrigued by the reviewer’s description: an indie
RPG, in which you play an up-and-coming fighter, complete with retro graphics
and music. Looking back, there was one tidbit in the review which was crucial,
even if I didn’t realize it then: the reviewer was only a couple of hours in.
Lots of apparently simplistic
indie games can have a fun first couple of hours, then hook you for another ten
or twenty in the initial burst: FTL, Hotline Miami, and so on. Punch Club isn’t
so shoulders-grabbing-ly addictive as those two gems, but it’s diverting and
enjoyable enough in its early stages. The opening cut scenes are gorgeously
directed, and ably set the tone for a knowingly bizarre, OTT story: something about
becoming the world’s greatest fighter so you can avenge your murdered father,
taking down a gang of thieves, hunting down a magical medallion… It’s not
important.
The basic mechanics are that you
have three main attributes: strength, agility and stamina. Working out in the
gym will boost specific attributes depending on the type of exercise you do:
the bench press increases your strength, the punching bag your agility, the
treadmill your stamina. You’re quickly asked to choose from one of three
fighting styles, each of which focuses on utilizing one of those attributes:
basically a strength build, agility build or stamina build.
Here are the two kickers. One:
the higher a particular attribute is, the harder it is to increase. Fine. That’s
a common enough mechanic in RPGs. Two: at the end of each in-game day, you drop
points in each attribute, losing more if your rank is higher. Not fine. This doesn’t
seem like a big deal to begin with, but by the late game you’re literally
spending entire days working out while barely inching upwards in a single
attribute, as the others either stay at the same level or drop. Any side-quests
that you haven’t completed by that stage quickly fall by the wayside; you simply
can’t afford to waste time on them, or it’ll cost you five, ten, fifteen
real-world minutes.
The fights themselves – which come
thick and fast in the early game, before slowing to a trickle later on – are, I
suppose, the most entertaining parts of the game. You don’t actually… do
much, though. You simply pick the moves your fighter will use, click Fight, and
watch the ‘action’ unfold (two low-res men bobbing up and down, and either
punching, kicking, or missing each other).
After each fight you gain points
(more if you win) to spend in the game’s tech-tree. The strength, agility and
stamina paths each have their own specific abilities. Again, early on in the
game deciding which abilities in which to invest your hard-earned points is
quite entertaining. Then you start to lose. And lose, and lose, and lose.
And
then you go on the internet, because you figure out pretty quickly you must be
doing something wrong. You look on a thread called ‘Punch Club: Why Do I Keep
Losing?’, and find that there is a very specific set of abilities that actually
succeed for each build. Subsequently, that previous allure of choice is
snatched away, to be replaced by an arduous grind towards getting the ‘right’ abilities.
This game doesn’t so much have a
difficulty curve as a difficulty mountain. You amble along in your first few
fights, winning some, losing some. Then you lose every fight you enter. Over
time you build enough points up to get the best abilities, and then you win
every fight you enter. Seeing as it’s also not always clear what individual abilities
actually do, especially when you’re using four or five of them at once,
you rarely get the satisfying feeling of having outsmarted your opponent. That’s
something that RPGs thrive on; its absence is a problem, to say the least.
Finally, a note on grinding (the gaming
kind; there are more useful people to ask about your dance moves in the club). Because
eventually, after you’ve got all the abilities you need, and when you’ve
graduated through the rookie league, the street fighting and the Fight Club
bit, you enter a section of the game in which that’s basically all you do. You
have the right abilities, but your attributes aren’t high enough to win yet. So
you go into the gym, and you stay there all day, cycling between the same four
machines, day after day after day.
Some games are ‘music games’, and
others are ‘podcast games’.
In some games, what you’re doing might be
repetitive, but it’s still kind of engaging: you listen to music because most
of your concentration is still devoted to the game, and the tunes are just
background noise.
In other games you need a podcast to divert you. You
still want to finish the game, but you need a podcast to keep on playing, or
you’d end up walloping yourself over the head with your keyboard just for
something to do. Punch Club went from a ‘just-playing-the-game’ game to a ‘podcast
game’ faster than you can say ‘Day 204 is Over: Minus 362pts to Agility’. The
final section of the game was the most interminably dull grind to which I’ve
ever submitted myself.
Does anyone actually enjoy
grinding? Probably not, but lots of people still do it because there are
actual, satisfying rewards on offer. You killed 1000 goblins? Guess what; now
you can turn into a dragon. In Punch Club the grind seems endless, and at no
point is there anything that approaches a proportional payout. Finally you get
your attributes to the requisite level, and… you destroy all of the biggest
fights in the game. The End.
I spent a significant amount of
time with Punch Club asking myself the simple question, ‘Am I enjoying this?’ One
school of thought would be that if you have to ask yourself the question, the
answer is no. I wouldn’t agree with that, however. I don’t ‘enjoy’ losing on
FIFA (it happens occasionally), but I still love the game. A more apt example
is Diablo 3. It’s similarly grind-heavy – you must kill thousands, perhaps tens of
thousands of minions in the endless quest for better loot, and cooler abilities
– and yet even if I didn’t ‘love’ that game, I look back on my time with it
fondly.
Sometimes you have to finish a
game before you know the answer to the aforementioned question. In this case, I
didn’t. I figured it out six hours in, then forced myself to keep playing for
another six hours.
You can probably guess what it
was.


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