Nintendo takes swing at a realistic golf sim, and ups the ante with some real ‘True Swing’ mechanics.
January 29, 2006 | 9:15 PM PSTby: Jeff Kennedy
True Swing Golf is Nintendo’s most recent first party release for their dual screen handheld, and also their first release of a sports title on the Nintendo DS. When looking into people to work on the development of this title, Nintendo decided to go with a well established pattern of golf game greatness with T&E Soft, which has been into the golf swing of things since the 16-bit era. T&E Soft has been responsible for Waialae Country Club on SNES and its sequel on N64, Golf on the Virtual Boy, and more recently, the quirky yet fun Swing Away Golf on the PlayStation 2. While the sports library for the Nintendo DS to date has been fairly thin -- just covering a few sports from the likes of EA -- golf has been touched, but wasn’t received all that warmly due to its design. From the look of it, Nintendo set out to take a realistic game of golf and bring it to the highest level of realism possible through the use of the touch panel within this game. While this title isn’t filling a necessary hole in the sports line-up for the device, it is a supremely solid effort that corrects glaring problems with what current had existed to date.
Facts and Features:
Audio and Visuals
When looking into the audio and visual package of a game like this, one must take some very important things into consideration. This is a sports title, and as such, certain typical things are expected and end up looking and sounding much the same. Rarely, unless it’s a goofball rag version of a serious sport, it comes down to more of the subtle detail given to the title in respect to what is needed to set the true mood of the sport. Having said though, when it comes down to what really is offered within the package given to the gamer with True Swing Golf, I think it is safe to say that the gamer can come away with a feeling of general satisfaction of knowing the game stuck to the realistic side of the needs of the sport.
Sitting back and listening to the audio provided all that could be done with both music and sound effects, which set the game tone very well. Within each course of the game every one of them has a unique musical score that, when looking at the surrounding territory, fits the bill quite well across the board. For example, on a course bound by a snowy terrain it has a soft chiming tune that sets a winter wonderland feel. Each part of the game has some form of full musical score or even a small jingle for transitions between things so there is never a quiet moment, but never an annoying one either. Each audio detail, whether it be the swing of a metallic driver hitting the ball off the tee, whiffing a total miss of the club, blowing a ball into a tree, the clanking of the ball within the cup, and even the golf claps once that putt is suck, are all present. Every effect in the game is sharp and recorded well in every case suiting the overall tone of the game. While the overall package is pristine in both effects ultimately it is a bit spartan too because there is only so much you can do in a golf game without being annoying or out of place, so much of it are things you’ve heard plenty of times before if you’re not new to golf simulations.
Whereas the audio end of the game is quite rock solid, albeit a bit predictable, the visual accompaniment of the game while mostly solid does have a few issues here and there. Starting on a good note though, the overall package of the 3D engine given in this game is quite superb, especially for what was wanted to be conveyed by the designers. Given to the player are various general designs of a man or woman golfer which are fairly generic but vary well enough too. Accompanied by their physical appearance are various forms of golfing equipment and clothing which you can acquire more of later in the game. All the various models for the people are pretty well detailed and vary enough so you can customize your own startup and later look too from acquired items. That aside, the only other main influence of 3D to the title are the wide open courses of the game. Visually, the courses are very well done. Draw distance on the courses are exceptionally long and well detailed towards the ground or panned away with the camera without any polygonal dropout or tearing in sight.
The actual terrain of the courses when it comes to the grass, green, and bunkers are very well detailed, trees to an extent are as well but in the end they’re flat 2D objects painted onto a polygon so they do stick out a bit. Where the visuals end up failing the game though are some of the smaller things but they can add up. Farther away backgrounds which are painted onto distant polygons tend to look very out of place with a blurry or highly blocky appearance. Also some up close objects lose clarity too when fairly zoomed in. This mostly though is just notable on the green where terrain arrows but mostly the putting assist red line tends to get fairly jagged or has small bits of overlap or drop out. 3D aside, it should be noted that all the 2D offerings of the game are well done, albeit simple whether in game or in the menus and it gets the job done. While playing the touch panel is lined with icons around it each with a basic well drawn image that shows what it can do for the user and within the large open center is a representation of your golf ball, selected club, and distance lines to gauge your shot by. These basic yet very useful images are not in high detail but get the job done, and that could be said for everything 2D in the game whether back in the menus or in game as it’s all functional but not glamorous.
Gameplay
While the audio and visual can help set the tone between a serious or spoofed golf experience for the player, what it will always come down to in the end is how solid the gameplay experience is handled. As the name of the game states they’re out to capture True Swing Golf with their approach to the game. Gone in this title is the typical long or circular meter found in most games where a few well timed taps of the button will get the ball right where you want it. Nintendo has opted to use the touch screen as your lie and ball and your stylus as the golf club. Whereas EA’s Tiger title went with a weird reverse checkmark like slash to represent the swing combined with a small area where you can slash the stylus to mess with the balls trajectory and spin in flight, Nintendo went with a much more realistic approach.
In True Swing Golf, the bottom panel gives us top down view of the swing area, club, ball, and to the side the more traditional image of the ball to decide what kind of spin you want on it. When you swing the club you pull back the stylus down the screen which represents your back swing, and to gauge how far you want to do this you’re given lines showing max club distance and a yellow bar giving the basic distance how far you need the ball to go. Then, as with a real game of golf comes the follow through swing to impact the ball, and this is where the ‘True Swing’ feel of the game really kicks in. Depending how slow or fast you swing forward and if you hit the ball flush or off to either side will determine where the ball will finish its travels like in a real game of golf. While you may have pulled back far enough for a 190yd smash you may have only hit the ball with a swing of 80mph which will cause it to fall short, or you could have hit it with a 115mph smash and make it go long. Furthermore, if you flubbed the swing and hit the ball to either side the ball will either hook or slice slightly or greatly, and yes it’s even possible to swing and completely miss too. All these rules apply just as equally across the tee shot, from the fairway, bunker, or even on the green with a putter. Swing mechanics aside one must also factor in the weather as well, and even that is handled without flaw. Rain can make your ball carry shorter, and also roll a far bit less on the green due to soaking conditions, and the usual rules with wind apply in having to correct your aim in regards to the breeze and its direction.
Facts and Features:
- Makes use of the touch-screen for the most precise control!
- Wireless support for up to four players!
- Innovative design that takes advantage of the DS's unique features!
Audio and Visuals
When looking into the audio and visual package of a game like this, one must take some very important things into consideration. This is a sports title, and as such, certain typical things are expected and end up looking and sounding much the same. Rarely, unless it’s a goofball rag version of a serious sport, it comes down to more of the subtle detail given to the title in respect to what is needed to set the true mood of the sport. Having said though, when it comes down to what really is offered within the package given to the gamer with True Swing Golf, I think it is safe to say that the gamer can come away with a feeling of general satisfaction of knowing the game stuck to the realistic side of the needs of the sport.
Sitting back and listening to the audio provided all that could be done with both music and sound effects, which set the game tone very well. Within each course of the game every one of them has a unique musical score that, when looking at the surrounding territory, fits the bill quite well across the board. For example, on a course bound by a snowy terrain it has a soft chiming tune that sets a winter wonderland feel. Each part of the game has some form of full musical score or even a small jingle for transitions between things so there is never a quiet moment, but never an annoying one either. Each audio detail, whether it be the swing of a metallic driver hitting the ball off the tee, whiffing a total miss of the club, blowing a ball into a tree, the clanking of the ball within the cup, and even the golf claps once that putt is suck, are all present. Every effect in the game is sharp and recorded well in every case suiting the overall tone of the game. While the overall package is pristine in both effects ultimately it is a bit spartan too because there is only so much you can do in a golf game without being annoying or out of place, so much of it are things you’ve heard plenty of times before if you’re not new to golf simulations.
Whereas the audio end of the game is quite rock solid, albeit a bit predictable, the visual accompaniment of the game while mostly solid does have a few issues here and there. Starting on a good note though, the overall package of the 3D engine given in this game is quite superb, especially for what was wanted to be conveyed by the designers. Given to the player are various general designs of a man or woman golfer which are fairly generic but vary well enough too. Accompanied by their physical appearance are various forms of golfing equipment and clothing which you can acquire more of later in the game. All the various models for the people are pretty well detailed and vary enough so you can customize your own startup and later look too from acquired items. That aside, the only other main influence of 3D to the title are the wide open courses of the game. Visually, the courses are very well done. Draw distance on the courses are exceptionally long and well detailed towards the ground or panned away with the camera without any polygonal dropout or tearing in sight.
The actual terrain of the courses when it comes to the grass, green, and bunkers are very well detailed, trees to an extent are as well but in the end they’re flat 2D objects painted onto a polygon so they do stick out a bit. Where the visuals end up failing the game though are some of the smaller things but they can add up. Farther away backgrounds which are painted onto distant polygons tend to look very out of place with a blurry or highly blocky appearance. Also some up close objects lose clarity too when fairly zoomed in. This mostly though is just notable on the green where terrain arrows but mostly the putting assist red line tends to get fairly jagged or has small bits of overlap or drop out. 3D aside, it should be noted that all the 2D offerings of the game are well done, albeit simple whether in game or in the menus and it gets the job done. While playing the touch panel is lined with icons around it each with a basic well drawn image that shows what it can do for the user and within the large open center is a representation of your golf ball, selected club, and distance lines to gauge your shot by. These basic yet very useful images are not in high detail but get the job done, and that could be said for everything 2D in the game whether back in the menus or in game as it’s all functional but not glamorous.
Gameplay
While the audio and visual can help set the tone between a serious or spoofed golf experience for the player, what it will always come down to in the end is how solid the gameplay experience is handled. As the name of the game states they’re out to capture True Swing Golf with their approach to the game. Gone in this title is the typical long or circular meter found in most games where a few well timed taps of the button will get the ball right where you want it. Nintendo has opted to use the touch screen as your lie and ball and your stylus as the golf club. Whereas EA’s Tiger title went with a weird reverse checkmark like slash to represent the swing combined with a small area where you can slash the stylus to mess with the balls trajectory and spin in flight, Nintendo went with a much more realistic approach.
In True Swing Golf, the bottom panel gives us top down view of the swing area, club, ball, and to the side the more traditional image of the ball to decide what kind of spin you want on it. When you swing the club you pull back the stylus down the screen which represents your back swing, and to gauge how far you want to do this you’re given lines showing max club distance and a yellow bar giving the basic distance how far you need the ball to go. Then, as with a real game of golf comes the follow through swing to impact the ball, and this is where the ‘True Swing’ feel of the game really kicks in. Depending how slow or fast you swing forward and if you hit the ball flush or off to either side will determine where the ball will finish its travels like in a real game of golf. While you may have pulled back far enough for a 190yd smash you may have only hit the ball with a swing of 80mph which will cause it to fall short, or you could have hit it with a 115mph smash and make it go long. Furthermore, if you flubbed the swing and hit the ball to either side the ball will either hook or slice slightly or greatly, and yes it’s even possible to swing and completely miss too. All these rules apply just as equally across the tee shot, from the fairway, bunker, or even on the green with a putter. Swing mechanics aside one must also factor in the weather as well, and even that is handled without flaw. Rain can make your ball carry shorter, and also roll a far bit less on the green due to soaking conditions, and the usual rules with wind apply in having to correct your aim in regards to the breeze and its direction.
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