Console-tations by Ian Johnston

Hot Shots Golf 3
PlayStation 2

    Gameplay: 3
    Graphics: 4
    Sound: 4
    Funfactor: 5

Byline:
Still the king of golf games.

Review:

Ever since the day I played a 9-hole demo of the first Hot Shots Golf on a PlayStation Underground CD, I was an unabashed Hot Shots Golf fanatic. For about a month I played that brief 9- hole demo nonstop, even though I had other games to play. It was just that good. I was then and am now only a casual golf fan - I watch some of the major tournaments like The Masters, The Players’ Championship, and The Ryder Cup, but that’s pretty much it. I’ve also never cared for golf games much. They all seemed so focused on simulating the sport of golf that playing them felt like work. You had to mess around with an overly complicated interface and worry too much about stuff like club selection. The fact that Hot Shots Golf took the sport and made light of it by utilizing over-the-top characters and an arcade-style of gameplay is what drew me to it.

The first two Hot Shots games for the PS1 were both great; they incorporated just enough of the technical aspects of golf to make the game fairly true to the sport, but at the same time they were easy to play right off the bat, had plenty of modes and options, and were just plain fun - especially if you had a friend or two to play against. Thankfully, Hot Shots Golf 3 retains the elements of the first two that made them so great and adds a few things into the mix to make 3 the best in the series thus far.

Visually, Hot Shots Golf 3 definitely looks like a 2nd generation PS2 game and is a big improvement over its predecessors. With that said, it still retains the visual style of the first two Hot Shots titles while looking a whole lot better than they do. The character models are big, colorful, and sleek, and the courses look amazing. Everything from the water to the grass to the sand in the sand traps looks almost photo-realistic. There are also supplementary aesthetics like spectators, birds, and bugs that buzz around the greens. The cartoony characters aside, the overall graphical presentation in Hot Shots Golf 3 seems pretty close to real life, though there are a few caveats to mention. In the first two Hot Shots games the gallery - golf-speak for the crowd of spectators - was pretty sparse looking with maybe a dozen on each hole. At most professional golf tournaments you’re going to have hundreds of onlookers at the very least, and when you’re talking about major professional championship tournaments then the number of fans will reach the thousands. It would’ve been nice if Clap Hanz, the developer of Hot Shots Golf 3, had noticed how miniscule the crowds were in the first two Hot Shots titles and beefed up em’ up for Hot Shots 3. Unfortunately, that didn’t happen. It’s a minor, purely cosmetic, deficiency though. A slightly more bothersome problem is the fact that the in-game camera sometimes gets stuck behind objects like fence posts and rocks. This is especially annoying if you’re trying to sink a crucial putt and are hampered by a stuck camera. Fortunately, the camera rarely gets stuck so it’s ultimately a minor problem, but it shouldn’t really happen at all.

Aurally, there’s a lot to like about Hot Shots Golf 3. Most of the music consists of really soft, beat-heavy lounge music tracks that wouldn’t be all that great under normal circumstances, but fit perfectly in a golf game. The Hot Shots series is all about lighthearted golf that’s more fun than fiercely competitive, so the soothing, laid back music doesn’t seem out of place at all. In fact, developers Clap Hanz were apparently confident enough in the quality of the game’s music that they included a music player option as an unlockable prize in the game. Not to be overshadowed by the music, there are a good deal of sound effects too - spectators clapping when you make a nice shot, birds cawing, and various different sounds when your ball hits different objects such as rocks, cart paths, wet grass, and sand to name just a few. There’s even a really nice sound effect when your club makes contact with your ball. All of it, aggregately, does a really good job of replicating the sounds you might hear while playing or watching a real game of golf.

The gameplay is always the most critical aspect of any game, and Hot Shots Golf 3 comes through in that regard with flying colors. Obviously embracing the idea of "if it ain’t broke, don’t fix it" developer Clap Hanz has taken the gameplay system from the first two Hot Shots games and put it in Hot Shots 3, with a slew of additions, of course. The game’s main menu is laid out similarly to those in Hot Shots Golf 1 and 2, which is good because it’s an easy, straightforward menu system that’s easy to navigate. At the main menu you’re given six options: Single-Player Golf, Multi-Player Golf, Short Course, Data, Continue, and Options. Single-Player Golf gives you options like Versus Mode, Match Play, and Tournament Player whereas the Multi-Player Golf options gives you a choice of Stroke Play or Match Play, as well as the option of 4-player action.

There’s even a cool National Tournament option that lets you compete against other Hot Shots Golf 3 players from all over the United States. It’s not online play, but it’s the next best thing. By going to Sony’s Hot Shots Golf 3 website at http://www.hotshotsgolf3.scea.com you can register and receive a special password that can be inputted at the National Tournament screen in the game. You then play the courses and, once you’ve finished (you’ll get a special password at the end), go back online and get your scores posted. There are, of course, prizes to be won, and there will be multiple tournaments held throughout the remainder of this year.

On top of all that you can even go so far as to change the outfits of the various players and make each player left or right handed at will (a very nice option to have for the lefties out there). Also, by playing in any mode, other than the Practice Mode, you earn points that can be used to buy new stuff like better clubs, better balls, and main menu background wallpaper. You also win stuff by winning tournaments, including new caddies and items like Head-speed Radar (measures the speed of the club face at the point of contact with the ball) and Pinch-Hit Coupons (allows you to let the computer take a tough shot for you), although all three can also be bought in the Shop. There’s a lot more in the way of options and features - like the Video Mode for watching spectacular shots that you’ve made - but to talk about them all at length would take a really long time. Suffice to say Hot Shots Golf 3 is a pretty deep golf game as well as being a lot of fun.

You start out with a total of three characters to choose from, and by challenging new ones in the Versus Mode, you can unlock well over fifteen (one is even named John and looks exactly like real-life PGA Tour player John Daly). Once you beat the first fifteen characters you’ve got to contend with another wave of challengers, which means you can end up with a big roster of selectable characters if you’re skilled enough to beat the second wave of challengers. As is the case with the characters, you start out with only two courses to play on but can unlock more by playing in the Tournament Mode and improving your skill status (you start out at Beginner Level 1 and work your way up). Within the Tournament Mode you’ll find a grid that has Spring, Summer, Fall, and Winter written along the top and different skill ratings like Amateur, Pro, and Semi-Pro written along the side. By winning the Spring, Summer, Fall, and Winter tournaments at each skill level you can then play those same tournaments at a higher skill level. By working your way down and winning tournaments and each successively harder skill level you unlock new courses, win prizes, and improve your skill rating. Each course also looks different depending on what season it is. So, for example, the trees on a given course will be lush and green in the spring but will have colored, falling leaves in the fall. The way each course plays is also affected by weather such as rain and snow flurries. Additionally, you can win extra bonus prizes at the end of each tournament by playing a sort of Casino-style slot machine type game complete with three spinning panels that alternately display "Win" and "Lose". If you get two or more "Win" panels you get a prize.

Bottom line - if you like sports games and or the sport of golf (and providing you don’t take it too seriously) you’ll have a blast with Hot Shots Golf 3. Fans of the series already know how good it is and have probably already gotten themselves a copy of Hot Shots 3. If you’ve never played a Hot Shots game before then, by all means, do yourself a favor and give Hot Shots Golf 3 a try. It’s an incredibly entertaining, surprisingly deep golf game that has loads of replay value, a slick interface, great graphics, solid music and sound effects, and fun, albeit quirky, characters. Hit the links!

Home Run King

Byline:
A routine single at best.

    Publisher: Sega
    Developer: Wow Entertainment

The Bottom Line:
Although replete with slick graphics, the typical baseball game modes, and an MLB license (resulting in the use of real players, real teams, and real stadiums) Home Run King falls a little short where it counts the most - in the gameplay department. It tries to be a bit of both a baseball sim and an arcade-style baseball game, with the end result being that it has no real definitive identity. The blending of styles doesn’t work too well, resulting in a baseball game that’s decidedly mediocre.

A Closer Look:
Back when Sega announced that they’d be leaving the hardware side of the gaming business and were becoming a multiplatform developer, the possibilities seemed endless. Unfortunately, a combination of factors - including monetary compensation from Microsoft and Sega’s perception of platform demographics - have made the reality of their multiplatform development strategy a little disheartening for avid gamers, especially those who only own a GameCube and not a PS2 and or Xbox. Sega recently announced that yet another of their franchises would be exclusive to the Xbox - that being World Series Baseball. Perhaps made to try and satiate GameCube owning baseball fans that may feel slighted at being denied an installment of World Series Baseball for their system, Sega has given Nintendo’s little cube Home Run King, an average at best baseball game that lacks the quality of competing products and won’t satisfy any gamer who’s a fan of baseball and who’s looking for a deep baseball game replete with replay value.

One of Home Run King’s best assets is that it’s a real nice game to look at. The player models are very slick (although the faces could’ve used some additional work), the stadiums look detailed and accurate, and some of the minor nuances of the game of baseball are replicated quite well. For example, the real life batting stances of the players - which vary from player to player - are done perfectly. Ken Griffey Jr.’s tight, closed stance is just how his character’s stance is in the game, and the same holds true for a guy like Mo Vaughn who has a fairly open batting stance. Also, the movement of the players is spot on, from how they run to when they’re standing at a base. You’ll see some players blowing bubbles with a wad of gum and bending down to tie their shoes after running out an infield hit. The weather effects are also done very well and further enhance the overall presentation. However, being that the players and stadiums look so good you’d think that the crowds would look good also, but unfortunately that’s not the case. When the camera occasionally cuts to the crowd what you see are poorly animated cardboard cutout people that don’t resemble a real bunch of spectators in the least. Considering the power that the GameCube has it wouldn’t seem to be asking too much for decent looking fans in the stands.

The sounds of the game of baseball are definitely an integral part of the experience of playing or watching the game, and that holds true just as much when talking about a baseball videogame as it does about the real thing. In this regard Home Run King does a pretty good job, but not a stellar one. Before each game begins there’s a brief hard rock tune that’s actually pretty catchy, but it doesn’t last very long. Once a game is underway the decent, though under whelming, announce team will start doing their thing. They sometimes blurt out stupid things though. A good example would be their astute observation that "the pitcher should’ve been paying more attention to that runner!" after said runner successfully steals a base. Brilliant analysis indeed. Also present is the typical organ music and PA announcer, as well as some very subdued crowd noise. Some additional sound effects, like food vendors yelling out things like "Get your hot dogs here!" or obnoxious fans yelling at players, would’ve added a little extra something as far as accurately recreating the atmosphere of an MLB game. Regardless, what sound effects and music are present do a respectable, though less than stellar, job.

As always, gameplay is the meat of any and every game, and Home Run King is pretty average in that respect. While it does have all of the modes you’d expect to find in any current, respectable baseball game, the gameplay itself seems like a somewhat awkward amalgamation of sim and arcade style play. On the sim side of the equation you’ve got the standard modes like Playoffs, Home Run Derby, Quick Start, Season, Player Create, and even a Customize mode where you can essentially be a GM and manage a team. The rules of baseball are observed in the game, and you can do all of the technical stuff like shift your infielders and or outfielders, pick off base runners, and adjust lineups. On the arcade side of things you’ve got players like Atlanta Braves pitcher Greg Maddux hitting 438 foot bombs to center field. Sorry, but that never has and never will happen in real life, and it shouldn’t happen in any halfway decent baseball game either. Additionally, at certain times - most often when fielding a ground ball - the movement of your players seems to inexplicably slow down, which interrupts the flow of play and makes fielding a chore. The sluggishness spills over into the outfield, where it often seems like your players are running in a stadium filled with water.

Pitching and batting in Home Run King are fairly straightforward, though there are a few intricacies that bear mention. When pitching you’ll notice a baseball icon right smack dab in the strike zone with three or more bars extending out from it. These bars represent different pitches like a Fastball, Curveball, Slider, and so forth. When you throw a particular pitch you deplete the bar corresponding to that pitch, so it’s important to use your entire repertoire so as not to deplete one particular pitch too fast. By pressing a direction indicated by one of the aforementioned arrows and then hitting the A button you’ll be your windup. After your pitcher has started to throw a small, vertical bar will begin to fill up. This is the power bar and effects how hard you throw. By pressing A again you determine where the bar stops, and conversely how hard your pitcher will throw. As far as batting goes, you’ve got a little blue circle that you can move around, and that’s about it. You’ve got to anticipate where the pitcher is likely to throw and move your cursor there quickly so you can hit the ball. That’s pretty much it. All of the players have stamina bars that run down at different rates, so some players will grow tired and subsequently not perform as well faster than others. Both interfaces just feel a little unnatural and detract from the overall playing experience.

All in all, Home Run King could’ve been a much better game than it is. It’s as though Wow Entertainment couldn’t decide whether it wanted the game to be a sim or an arcade-style title. It ends up borrowing elements from both sub-genres, and as a result is decidedly average. For those who only own a GameCube and not a PS2 and or Xbox, there’s still a better alternative to give you some hardball satisfaction - Acclaim’s All- Star Baseball 2003. Should there be a Home Run King sequel, and assuming Wow Entertainment addresses some of the first game’s major flaws, it could become a series with a lot more redeeming features than the initial offering has. One thing’s for sure though - a decision needs to be made regarding whether the series will be more akin stylistically to games like NFL Blitz and NHL Hitz or Madden and Triple Play Baseball.

Pros/Cons

Graphics: B+

    +Excellent player models that look, move, and act like their real-life counterparts
    +Accurately reproduced stadiums
    -Crowds look like cardboard cutouts and have wooden movement

Sound: B-

    +Good organ music
    +PA announcer sounds realistic and accurate
    +Sound effects, such as cracking bats and players hitting the ground, sound authentic
    +/-The play-by-play team fluctuates between being tolerable and annoying
    -No sound of food vendors or specific fan comments
    -Crowd noise seems unnaturally subdued

Gameplay: C-

    +Lots of modes like Season, Player Create, and Customize
    -Sluggish player movement at times makes fielding a hassle
    -The blending of sim and arcade style play just doesn’t work well at all
    -The pitching and batting interfaces don’t feel right

Replay Value: C-

    +The various modes equate a good deal of variety
    -The offense-oriented gameplay makes for a very shallow playing experience
    -The less than intuitive pitching and batting interfaces are annoying and make playing less enjoyable than it otherwise might be

Overall: C-

Disclosure: XenGamers purchases this title for review directly from retail.

-Ian Johnston

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Copyright © 2002 Ian Johnston