![]() ![]() ![]() Castle Club is a campaign of sorts for your Mii, but it's nothing like the RPG modes in Camelot's previous two portable golf games. World Tour's biggest problems lie in the second of the two options available from the main menu. Well, as famous golf fanatic Meat Loaf once crooned, two out of three ain't bad. All it needs for a really big score is a varied selection of well-designed courses, a generous number of options for solo play and versus modes, and a solid single-player structure underpinning it all. Simply by virtue of its extremely solid implementation of the three-click swing, World Tour is already comfortably in 7/10 territory. Decisions! Strategy! Flagrant risk-taking! It's all in those three clicks. You'll need to quickly adjust to swing forward and connect cleanly, otherwise you'll whiff it and likely end up in even worse bother. And yet you'll notice that a three-wood is enough to get there in one, assuming you can deal with the tiniest of sweet spots and a power bar that's been halved thanks to your awkward lie. There will be a moment where you're stuck in a sand trap and the smart thing to do would be to play the percentages to chip out and onto the fairway so you can aim for the green on your next shot. Sure, after a while you'll be attuned to the rhythm of a perfect shot at full power, which zips down the fairway with the obligatory rainbow trail, but what about when you need to give it a bit less? What about when you're in the rough or the bunker and that sweet spot shrinks to just a pixel or two in width? Or when you're deliberately trying to catch a bit of draw or fade to curl it around an obstacle?Įach sticky situation increases the margin for error. ![]() And middling the ball is an even finer art. Here, the bar moves at quite a fast pace - a full-blooded drive is easy enough to do fairly regularly but you'll need good timing to hit peak power every time. Items are double-edged swords, though, giving you an advantage in one area and a disadvantage in another. You'll earn coins everywhere, while completing rounds and mini-games unlocks clubs, balls and items of clothing. So while the camera might zoom down the course to track the path of your shot, without that sense of connection between club face and ball, it's like you're forever taking practice swings. Analogue and particularly motion control lacks that all-important layer of abstraction: the closer you get to the real thing, the more you notice the differences. It's the physical satisfaction of that final click that makes it. You tap A to begin your backswing, once more as your club reaches its peak to start bringing it forward again, and again to connect with the ball at the right time. Mario Golf: World Tour is a particularly fine exponent of the three-click system. But neither quite captures the elegance and rhythm of a perfect swing the way this does. It's endured because no one's really managed to better it: some would argue the case for Tiger Woods' analogue control, and Nintendo might point to the remote-based mimicry of Wii Sports Club. Let's hear it for the three-click swing system, eh? Pioneered by Nintendo itself in 1984 NES game Golf, this simple but effective mechanic has been a staple of golfing video games ever since. World Tour is more than a match for Everybody's Golf in the quality of its courses and the breadth of its options. ![]()
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