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REVIEW EVERYBODY'S GOLF 5 |
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PUBLISHER
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SONY
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DEVELOPER
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CLAP HANZ
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GENRE
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SPORTS
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PLAYERS
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1-50
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PRICE
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IMPORT
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RELEASE DATE
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TBA
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Everybody’s Golf 5 carries the series into
the HD generation. It could have been the
best game on the PS3, if only it was a bit
more original and
contributed more
to the evolution
of the franchise.
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SCORE
10/SEP/07 |
88% |
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The Everybody’s Golf series has
always wonderfully wedged charm
and vibrancy into an activity
traditionally orientated around the
dour tastes of loafer-wearing retirees. If only
real-life golf featured disturbingly attractive
players with massive hands, shorts skirts
and inhumanly fast caddies. It would be
fantastic, and Play would happily throw
its support behind any shadowy genetic
experiment with such a goal in mind.
Despite Everybody’s Golf 5 (or Minna No
Golf 5 as it’s called in Japan) being developer
Clap Hanz’s first PS3 outing, the game
looks, visually, like it was made by console
veterans. Its graphics may not be retinablazing,
we’re not talking bloom lighting or
photorealism, but they’re designed with
such charm and colour that each animation
converges to form a game world dripping
with eccentric and cheery optimism, without
a hint of slowdown or sluggishness. Courses
pulsate with vitality, animals scurry into
bushes, leaves streak across the green
and spectators and camera crews amble
around with comic gestures. It’s quite an
achievement in terms of artistic direction,
considering the creative restrictions dictated
by a sport as button-downed as golf.
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Who wants to play as an emotionless
Tiger Woods when you can tread through the
rough as a cocksure-teenaged cowboy, or a
coquettish, mini-skirted vixen? Each of the 15
anime-style characters in Everybody’s Golf 5
has a satisfyingly chunky on-screen presence
and their own distinct personality, delightfully
conveyed through an assortment of glib
remarks and endearing gestures. We found
ourselves selecting our golfer based on their
mannerisms rather
than their actual
stats. Compare them
to the uninspired
and crass stooges
from the Outlaw Golf
series, and you can immediately appreciate
how much talent Clap Hanz has for imbuing its
simple characters with such likeable personas.
The import version of Everybody’s Golf 5 cuts
down on the play modes that its predecessor,
Everybody’s Golf 4, offered. Instead of versus
and tournament modes, we’re given Challenge
mode, in which the player works their way
through numerous tournaments on the same
course. Winning each tournament unlocks a
prize for your character, be it a new outfit, a
new set of clubs or an extra caddy. After you
complete three quarters of the tournaments
on a given course, you’ll be able to go headto-
head with a new character. Win the headto-
head and the character is yours to control,
and eventually the course will be available to
play on the Training and Match Play modes.
There are six different courses in total, all
of which are pleasingly varied, though we did
expect slightly more choice. However, you will
have to complete quite a few tournaments on
each of them before you get an opportunity
to square up to a boss character, making
the single-player game quite a slog to get
through. And if you’re an obsessive collector
you’ll certainly have your work cut out trying
to unlock all of the different costumes, balls,
clubs and caddies.
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Apart from the updated graphics, the
biggest change Clap Hanz has made to
the series is the addition of a new control
system. One button tap instigates your
golfer’s swing. You then tap the button a
second time to determine the power of the
shot, but, instead of using a power bar to
gauge this, you have to judge it from the
height of the club; the higher it is the more
powerful the shot will be. Then, as the club
swings downwards, a white circle contracts
around the ball. How close the circle is to the
ball when you tap the button for a third time
determines your shot’s accuracy. The old
yellow power meter that faithfully served us
throughout previous versions is still available,
but we think the new method is far more
intuitive, and it takes barely a few swings
before you get used to the timing.
However, apart from updated graphics and
a tweaked control system, Everybody’s Golf
5 contributes little to the series as a whole,
and many of the features from Everybody’s
Golf 4 are conspicuously absent. For
instance, there is little opportunity to mix
and match outfits and far fewer modes
and courses are available. The multiplayer is
also in a bit of a state (see The Club House
boxout), with no voice chat and no way of
setting up your own game. Much of this, we
believe, was down to pressure exerted on Clap
Hanz to release Everybody’s Golf 5 as soon as
possible in Japan, in order to boost PS3 sales
in that territory. We’re not saying the game
is unfinished, but we recommend waiting for
the European or American release (which we
were vaguely told is sometime next year), as
it is expected that us Westerners will be gifted
with extra content and hopefully a more
refined online experience.
Christopher Reynolds
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