Summary

It’s time to hit the clubs and dance the night away! Okay, perhaps that’s not the goal in every game that has a nightclub level. Regardless,what is it about such a settingthat is so appealing when implemented in a video game? The glamorous lighting? The dance-inducing music? Or maybe it’s that nightclubs are a lot less glamorous than discos, and are, sometimes a hotbed of illegal, shady activities.

Whether they’re from a goofy multiplayer shooter, or a brooding stealth-action title, nightclub levels in video games deserve a tribute. Instead of focusing on optional, visitable locations, nightclubs that are turned into proper levels full of shootouts, brawls, and the like are going to make the cut.

Doomguy holding a Plasma Gun on a nightfloor filled with Revenants

What’s so great about ‘Club Doom’ as a super-secret level for thePlayStation port ofDOOMis that it’s a short but sweet romp that doesn’t exhaust its gimmick. The set-up makes it seem like a foreboding trek into another location in Hell… until the aggressive techno music starts blaring out, and what lies atop the stairs is a nightclub with a nearby bar and Revenants strutting across the dance floor and flailing around in cages.

It’s a short, action-packed duel that rounds off with a romp through a maze of translucent flesh walls to traverse around, which is a gruesome touch. Otherwise, the console port’s use of colored lighting really shines (figuratively and literally) here, with the dance floor flickering its lights in a dizzying display.

Duke Nukem holding an RPG on a dancefloor

Duke Nukem: Total Meltdownwas the name of thePlayStation port ofDuke Nukem 3D. It came with a new chapter, ‘Plug-N’-Pray’, and while it was inconsistent in quality, it ended on a high note with the underground nightclub-themed mission ‘Ministry of Fear’. Not only does it look cool with all its flashing lights and detailed layouts, but an infectious electronica track with catchy guitar riffs is heard chugging all the way through.

The foyer is spacious while the dance floors are compact, offering close-quarters combat and exciting ambushes against all sorts of alien scum, including the level-exclusive Magnum P.I.G.s (shotgun-toting Pig Cops in Hawaiian shirts and silly wigs). The final boss may not be anything special, but the choice to battle the Cyberkeef while it’s on the stage, or play cat-and-mouse with it in the city ruins, is a nice touch. As Duke himself would say: “Groovy!"

Psychonauts protagonist looking around in Milla’s Dance Party while dancers swing about

Deep within Milla Vodello’s psycheis a non-stop party within a surreally-designed nightclub. A catchy dance tune chimes along while players bounce atop club lights, tambourines, and the like. To mix things up, there’s a fun racetrack to participate in, not to mention bubble vents to help players reach great heights and gradually glide down.

The glamorously designed areas can be quite distracting, yet perhaps that’s Milla’s deliberate attempt to hide her anguish that is tragically touched upon in the level. Whether its somewhat disjointed level design is a deliberate example of clever symbolism or is just like that for gameplay reasons is debatable. However, it remains an engaging place to explore for anyPsychonautsfan.

Max Payne gameplay

Ragna Rock, home to gothic decor,drug addicts galore, and, as Max Payne himself puts it, “[Jack] Lupino’s goon squad, the worst stone-cold killers this side of Hell.” This stellar conclusion to the first chapter of the fantastic third-person shooterMax Paynehas its titular protagonist storming in and blowing away nasty goons John Woo-style. They’re wielding shotguns, uzis, and Molotov cocktails, and offer enough of a challenge to keep any player alert and entertained throughout.

The Satanic scenery - including bloody pentagrams and books on the occult - all intensify the atmosphere and build up the boss fight with the drug-addled lunatic Jack Lupino in ‘An Empire of Evil.’ Lupino’s bodyguards hit hard from above and surface level, making it an intense battle of reflexes until Lupino himself appears, howling like a madman. Soaking up bullets, he’s a meaty boss and a befittingly unnerving boogeyman-type that really helps round off the first chapter on a high note.

A Chicago speakeasy foyer; an enemy is shooting from the top-left while the player aims a Tommy gun

Big Tony’s speakeasy fromthe ‘Chicago’ level inTimeSplitters 2can be fully explored in multiplayer mode. The many thin, tight corridors interconnected by cramped staircases and corner-turns make it a great pick for fast-paced matches where an enemy is ready to pop out from out of nowhere. Virus mode, in particular, is an excellent choice, since there’s little chance of spotting a burning player from afar, which makes being the last non-burning player standing exhilarating (the apartment staircase outside is great for getting away from them, too!).

The jazzy, upbeat track that plays in the level is a great listen, with bouncing drums, catchy brass melodies, and a manic keyboard solo that extends for about a minute. It’s a toe-tapping track that fits perfectly with a Tommy gun-fueled rampage.

Protagonist of SIFU looking into a nightclub with bad guys in

There’s afight club in this nightclub.Charging into its neon-lit halls and rooms,SIFUplayers find themselves engaging in the game’s signature fast-paced kung-fu to an evolving background beat. Simply put, it’s just so satisfying to deliver crushing blows to baddies galore in such a seedy location that partially embraces the aesthetics of ancient China in its decorations and designs, e.g. keshans above seating areas combined with neon lighting and graffiti-tagged walls.

The boss of the level, Sean, awaits in his dojo hidden within the club. While the level ditches the nightclub setting and music as the player progresses further, the battle against him still delivers a gratifying challenge as he unleashes his fiery attacks in a heated battle. It’s all hot stuff.

Katana-wielding protagonist Zero standing in a glamorous nightclub

It’s interesting how a nightclub of all places would be turned into a stealth-centric mission, yet it certainly works well here inKatana Zero. Club Neon is home to a drug-dealing DJ that needs to be taken out. At first, players must hide among the dancers to bypass armed security, and conceal themselves within the shadows to prevent the cameras from closing doors on them. An unexpected start, but a welcome one nonetheless.

Sentries galore lie ahead, and planning out a perfect run isn’t easy, but when it clicks together it delivers so much serotonin. Flinging bottles and cleavers, bursting open a steam pipe to disorientate guards, and otherwise slashing up nasty goons on the lower and upper levels of the bright, ditzy club makes for one heck of a memorable level. Plus, it’s just so eye-catching and luscious to look at.

hitman 3 whiteout challenge

Hitman: World of Assassinationusually offers to guide players with potential opportunities that allow them to get a hit on targets. In ‘Apex Predator’, however,47 is being hunted by assassins from his former employer, and he’s got no handler to bail him out this time. Already, it’s notably more tense and high-stakes compared to the other levels in the series.

Club Hölle is located within an abandoned power plant, with multi-layered dance floors, a nearby drug operation in a biker hideout, and juice bars operating outside. Each and every area offers so many clever ways to sneak past security and sabotage progress for these would-be professionals. Tampering with cranes, poisoning drinks, playing the DJ set, and causing a faulty lighting rig to drop - it’s an incredibly rewarding and replayable mission. Its remixed levels involve chasing targets dressed as white rabbits, pigs, and snooping around for clues for the deadly sin Lust, and they’re all great in their own ways.