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Author Topic: [PS4/XBO/PC] The Golf Club  (Read 162 times)
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Bullwinkle
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« on: August 28, 2014, 04:39:32 PM »

I didn't see a thread for this.  I searched twice, but while the name fits the game, it's a little too generic when you try to search for it anywhere online.

I picked this up for PS4, and I am really loving it.  It's not the most gorgeous golf game, graphically, but it's fine and smooth.  And it loads instantaneously when moving to a new hole.  Kind of awesome.

There is no hand holding.  There are no tutorials.  You can't adjust your aim in any view but the one behind your golfer.  They give you a suggested club with an indication of what distance it might deliver, and you get info on distance and elevation to the hole.  There are no target markers.  There is no after shot fudging of the ball.  No swing meters.  No triple click shot mechanism.  It feels pretty pure.  You will not do well on your first round.  But I'm about four rounds in now, and I just had my first under par round.  And I'm a terrible golfer, so there's hope.

I haven't even fiddled with the course designer yet, but it looks simple to use and pretty handy.

But, for me, the best thing about this game, hands down, is the narrator.  John is apparently one of the designers of the game (possibly the lead designer).  He's also clearly Canadian.  The voiceovers while you're playing are done in such a natural style that it really feels like he's on the mic watching you play your round.  There has been some repetition already, but none of the stuff is so bizarre that it stands out or gets annoying.  Sometimes he'll comment mid-shot that your shot is looking good for the fairway, then you wind up in the bunker, and he apologizes for being human.  I've had this happen a couple of times, and it's been just a little different each time.  He just comes off as a guy who's just a little sarcastic (but not snarky at all) letting you know how you're doing in the game.   He sounds like a friend might while watching you play.  I have done voiceover work, and I can tell you this is not easy to pull off.  I'm very impressed. 

And the game ain't half bad either.
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EngineNo9
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« Reply #1 on: August 28, 2014, 09:31:08 PM »

So if there are no swing meters and no triple click mechanic, how do you control your basic swing power, angle, etc?
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Bullwinkle
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« Reply #2 on: August 28, 2014, 11:37:18 PM »

Quote from: EngineNo9 on August 28, 2014, 09:31:08 PM

So if there are no swing meters and no triple click mechanic, how do you control your basic swing power, angle, etc?

Pull back the right stick, pause and thrust it forward, trying to stay as straight as possible.  You get an indicator after the ball heads into the air about your power and how straight the shot is.

Using the analog stick for a shot is not new, of course, but without the indicators, there's a definite learning curve.  You have to judge your shot based on feel and experience (it helps to see the avatar swinging, too, of course).  Just like in real life (well, except for the avatar bit).   I haven't found it anywhere near as punishing as in real life, though.

Honestly, that seems to be the design focus of the game.  A lot of the design choices seem to be geared towards giving you a real life feel.  Take the aiming I mentioned before.  The fact that you can only adjust your aim in the standard shot view (as opposed to the target view) feels natural.  I imagine some folks coming from previous golf games may find things like that limiting, but it's a bold choice and works for what they're trying to achieve.
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