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REVIEW TIGER WOODS PGA TOUR '08 |
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PUBLISHER
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EA
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DEVELOPER
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IN-HOUSE
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GENRE
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SPORTS
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PLAYERS
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1-4
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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Far too difficult for its own good. Rendered
fair, only by a decade-old mechanism. It’ll
take much more than a perfect virtual
Tiger to convince us that this is the best
golf series around.
You’re much better
off sticking with last
year’s effort.
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SCORE
10/SEP/07 |
73% |
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There’s quite a significant PR
exercise going on at the heart of
Tiger Woods 08. It’s hardly an
uncommon occurrence in most
sports titles, as writers feverishly attempt
to transform a handful of fresh animations
into the most organic videogame sporting
experience ever. The trouble for EA, of
course, is that it pretty much has perfection
covered with analogue swing input.
Returning to any other control method but
this perfect test of both power and control
would seem like cavemen putting out their
fire before preparing that freshly beaten vole
for dinner again. Sadly, Tiger Woods 08 has
brought about such a retrograde step.
Like its football stablemate, Tiger Woods
08 requires more thought, bravery and
(crucially) skill to conquer this time around.
The more embarrassing aspects of its
putting assistance have gone, replaced by
a line that shows you the ball’s movements
if hit at 100 per cent with your current club,
and pretty much nothing else. There’s no
caddy whispering the exact point
you must aim for in your ear, no
commentator playing back-seat
golf, other than being able to tell
the difference between left and
right. Just you, your club and the
ball; it’s lonely at the top. Proceedings follow
a similar path out on the fairways, too. While
your aiming reticule remains present and
correct, it’s now flanked by a tolerance
zone depicting the range of areas your
ball could come to rest. Like every other
shot that players will take within the game,
this error range will be linked to a current
confidence level. Your confidence level is
tied to how many pars you may have taken
from awkward spots in the sand or how
many well-positioned balls you’ve shanked
into the water features, and so on. On top
of all this, long grass has also been tweaked
to affect your shots. Although no doubt
realistic, it will continue to surprise and
dismay for hours after your first tee shot.
We’re not very impressed.
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Unfortunately, we haven’t even got to
the most distressing way things have been
beefed up yet. Rather than have players
take on such a considerable challenge from
the comfort of a familiar environment, the
once-great analogue swing system has
become as sensitive as a Wii owner’s tennis
elbow. What were once minuscule errors
of judgement, changes of mere millimetres
on backswing or follow-through, are now
punished so severely that you’ll spend far
more time looking at your own crotch than
is considered healthy. To watch your thumb
as the shot progresses, of course. Suffice to
say, this becomes boring enough to put your
average casual golf fan off very quickly.
Don’t worry, though, EA has developed a
fresh control method to assist your feeble
skills in tackling such a considerable task.
Called the three-click swing, it involves
pressing the X button once to start a
moving energy bar, again to select your shot
power, then once more to avoid a slice or a
hook. We have a feeling most gamers will
be quite familiar with this control scheme
already. To confirm, EA Sports has actually
made its game so frustratingly difficult that
the only palatable way to interact with it
has been ripped straight from the digitised
surroundings of PGA Tour 96 on the original
PlayStation. Now that golfers don’t stand
deathly still until the exact moment before
they swing, this just ain’t right.
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That’s another point, too. While the virtual
image of Tiger himself is as facially perfect
as his worldwide fame demands, other
details considered less important have
been shown significantly less attention.
Aside from the usual videogame clichés,
such as limited crowd animation and
individual crowd members deciding to
stand on their own, hundreds of yards
away from the green, turf details are also
dropped mere feet from the camera’s focus
point. Consequently, courses still appear
distinctly washed out, a fact we were willing
to overlook five years ago as developers
puzzled over how to handle realistic outdoor
environments, but such a situation is hardly
befitting of the world’s most powerful
games console today.
At least EA has taken a step into the
whole ‘game 2.0’ thing, allowing usergenerated
content for the first time, via its
GamerNet service. In theory, this will allow
for any number of amusing drives into
unwitting spectators appearing for all to
see. More seriously, players will also be able
to save replays and create challenges for
fellow gamers at any point during play. An
entertaining prospect if only for the extra
amount of life this will breathe into what is
becoming a big ol’ wall of tired, standard
gameplay modes. Ten minutes of quick-fire
gameplay here and there, especially in such
a ruthless and punishing environment, is
something we could grow to love, for the
same reason we’ll keep trying to play Jordan
on Guitar Hero II on Expert, no matter how
impossible the task. It’s just a shame that
even the most benign of situations exhibit
similarly insane difficulty levels, though.
Dave Shaw
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