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Super Swing Golf

            Super Swing Golf launches in the UK this Friday, 29th August, 2008, but has actually been around for quite some time. Based on the Korean online Multi-PlayerElectronic Theatre Image title, PangYa, Super Swing Golf is actually the sequel to Pangya! Golf With Style, a Japanese launch title for Wii, developed by TECMO, which took til June of 2007 to arrive in Europe. By which point, this sequel was already heading to Japanese stores, eventually arriving the following November. And so Super Swing Golf has too arrived somewhat late, but considering the present state of the Wii’s UK release list, it could be argued that Rising Star Games’ couldn’t have got the timing any better.

            In contrast to the publisher’s other recent Wii release, Baroque, Super Swing Golf is a title that’s easily adopted by most. The Control System is easy to begin with – basic function sees the player pointing the Wii Remote down, pulling back to the apex of their swing and pressing the A Button to confirm the amount of power, and while still holding the A Button making contact with the ball. Tapping the A Button locks the Power Meter, whilst swinging the Wii Remote adjusts speed and angle. The on-screen swing effects coupled with the liberal use of the Wii Remote’s speaker create a truly cathartic sensation when thwacking the ball with all your might – as is one of the draws for real-world golfing.

            More depth can be evoked from the Control System by pressing the 1 Button and altering the point-of-impact on the ball, or selecting one of your charactersElectronic Theatre Image Special Shots – should you have the required Pang Points in the Pang Combo Gauge. Pang Point are accumulated by making good shots, and can be earned through fulfilling certain conditions. Any Pang Points earned (including those spent in-game) are then added to a tally and used to unlock new items and upgrade Club Sets.

            The Single-Player Campaign is called Tour Mode, and sees the player travelling through NEW Super Mario Bros.-style World Maps playing on various stages with different victory conditions. The game attempts to add flavour to the proceedings with colourful characters and a rather twisted “players from another dimension” story that is wholly unnecessary. The Single-Player Tour Mode features a somewhat steep learning curve for beginners, and Vs. CPU Mode is the only other offering, but will unlikely get much playtime.

The game plays best in Multi-Player, as should be expected, and features a much longer lifespan than the golfing segment of Wii Sports, perhaps even more than Mario Kart Wii’s somewhat undercooked offline offering. Though the Mini-Games may sound like the usual trivial additions, they are in-fact, for the most part, exquisitely devised additions to the formula and mostly offer more depth than the straight-forward Match option. With the inclusion of the items in Balloon Pop, this Mini-Game will no doubt become an after pub favourite for groups of friends.

There are five Multi-Player Modes, the basic Stroke Play and Match types, as well as Balloon Pop, Darts and Driving Contest. Balloon Pop involves Electronic Theatre Imagecompetitors playing one, three, five or nine Rounds, each with a different Par, across one of numerous different themed sets of Courses. Players are given the option of utilising one special item, which can have a variety of effects, such as artificially increasing accuracy or making opponents balloons smaller. Darts requires players to land their ball on a target, achieving a designated score – with special rules also coming into play on most Courses. Driving Contest allots points for the distance travelled, but also applies bonuses for driving through Rings on-course. Multi-Player Stroke Play allows for CPU players to fill any shortages in gathering four human players, as does the basic Match option. In Stroke Play, players play to see who can reach the hole first, whilst a bad performance will eliminate a player abruptly. In the Match option, players simply play a basic round of golf with traditional golfing rules, with the added bonus of Special Shots and the likes.

An interesting feature allows Save Data to be stored on the Wii Remote’s internal memory and be taken to a Friends house, and loaded for play in Versus Mode; allowing both players to use their own unlocked characters and items. The game also includes a traditional Control System, using only the Wii Remote. This set-up uses little more than the A Button and, while being wholly comfortable, lacks the sensation of the Motion Sensitive system; as would be expected.

The Courses themselves are pleasantly detailed. Featuring the basic environments of ice and wind et al, plus some more imaginative locales, a decent variety has Electronic Theatre Imagebeen included. The characters are full of typical Japanese wonderment, making little sense but never really needing too. The Caddies are amongst the most bizarre of creatures yet seen on Wii; and that takes some doing.

The game is graphically capable, but never truly pushes the console. Higher resolution textures than the Previous-Generation are a given, and the Draw Distance is relatively impressive, but the simple, colourful visual style simply won’t amaze too many.

On the whole, Super Swing Golf is an impressive package with a surprising amount of depth. The lack of an online Multi-Player will disappoint a few, but most Wii owners would probably be expecting this. Although the improvements over its predecessor may be minor, with a relatively quiet release few will have played the original Wii outing, and so Super Swing Golf will be fresh to most. Currently competing only against Wii Sports and the Tiger Woods franchise on Wii, there simply isn’t another Golf game with a Multi-Player Mode as enjoyable as Super Swing Golf’s currently available.Electronic Theatre Image

Kev J.                                                                                                                                    Reviews Score Table Interpretation.

24/08/08

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