Intro
Similar to tennis, golf has recently gained an increase in popularity, but its
recognition still falls behind the dominance of baseball, basketball, football,
and so on. With Links dominating the PC side of the sport, it has only
been EA who has taken charge and delivered Tiger Woods Golf for the droves
of golf-happy consolers. While both titles are fine franchises, neither explored
the arcade aspect; in fact, Tee Time has been the only one to try and give
a little bit of flair to this sport that exudes sternness. Though it appears to
be an answer to Virtua Tennis' take on tennis, Outlaw Golf falls
a bit short in being the layman's entrance to golf that it would appear to be.
Gameplay: 6.5/10 I know where Hypnotix was trying to go
with Outlaw Golf, but it seems as though they failed to commit themselves
to presenting the game in one way or another. With an extremely user-friendly
interface and a stripped-down sim take on the sport, Outlaw Golf gives
players the right amount of options they need, with little more to bog them down.
However, when you have a golf game with girls spanking each other, a dominatrix,
and a host of wacky stereotype characters, you really can't go halfway with it.
Split up among a tour mode, outlaw range, and exhibition
mode, players will go through 30 tour events, enhance their skills with 12 events
on the range, or compete with up to four of their friends for cash, against who
has the longest shot, and more. Throughout all these modes, Outlaw Golf
has a consistent personality disorder; it seems as though Hypnotix couldn't decide
which direction to take the gameplay, so they just plopped it in the middle of
the road. Instead of having courses
that feature outlandish obstacles with crazy traps, the player is presented with
three rather dull courses. Although there is a healthy amount of mini-games and
a tournament to utilize these courses, they just don't fit in with the game's
theme. In fact, the core gameplay has a somewhat laid-back approach, much like
Virtua Tennis' take on its own sport. On one hand, there are some fairly rigid
courses with decent ball physics, a handful of angles and shot trajectories to
use before taking a shot, and a host of other options. There are unlockable clubs
that can be chosen before a round, and those already selected can be selected
while playing, and there are also unlockable characters to further enhance replayability.
Shots can be zoomed in on with two different angles to choose from, and a power
meter is used to gauge how hard the shot should be hit. Mulligans, the ability
to replay a poor shot, are plentiful and gimmes - this choice is given when a
ball is near a hole, where the player can opt to put it in for a shot instead
of taking longer or the risk of attempting it themselves - help to speed things
along, as well as the ability to lie about where a poor shot went and being able
to drop it in a better location. Players can also take wind into account and alter
where the ball should be hit for better accuracy; to better assist in putting,
three chances are given to hit the best shot as a line is drawn as to where the
ball will go. All the features do well for the game's ease of use and playability. There's
even a computer meter; supposedly, this is a gauge that increases with a good
shot and decreases with a bad shot, and each benefits the player by making their
shots come off good or bad, depending on how their meter is filled. This itself
shows the core of Outlaw Golf's problem: to drastically increase the meter,
coins will be allotted to the player that will allow them to beat up their caddy.
Although spotty, a small square goes through a bar and whenever it gets inside
a designated area, the player is to press the attack button and the golfer lets
loose on their caddy; by successfully hitting the button while the square is in
the right area, the player will perform combos on their caddy and further increase
their composure meter. So, while this meter has good intentions, it ends up adding
to the confusion as to which approach Outlaw Golf is trying to take. There
are also several flaws within Outlaw's various systems. The composure meter
is flawed as it will severely punish for a bad shot, and only randomly do the
same for rewards when the player makes a good shot. There were also several instances
when an impressive shot was punished for no real reason. Since this meter is so
important in the entire experience, its flaws significantly affect the game as
a whole. Beating up a caddy to improve composure is also troublesome as the game
doesn't always detect when the button is pressed, which ends the section and thereby
ruins that chance at gaining any sort of headway. The power meter is also flawed;
I expect there to be some difference in what it shows and how hard the ball should
actually be hit, but there is normally a significant enough of a difference that
good chances at coming off a shot or two below par is completely ruined. The
flaws are minor, but numerous enough to significantly impair the gameplay. The
confusion as to whether or not the game wants to be wacky or an arcade take on
the sport is also an important one, since neither is focused on, and the game
feels to be lost in-between. There are numerous enhancements to make the title
user friendly, and the courses are bland but more serious, while the characters
are wild and outlandish. There's no doubt that there is some fun to be had here,
especially with friends, as the tour mode and exhibition mode allow for plenty
of friendly rivalries, but the design and technical flaws really bring the entire
experience down to a level that's beneath the game itself.
Graphics: 6.5/10 Graphically, Outlaw Golf constantly teeters
on above average to poor. There's a huge difference between what the GameCube
is capable of and the final product here, and comparing it to its Xbox predecessors
won't help it any either. The courses are bland for the game's concept, but about
on par with what one might expect out of a golf title. The 3D crowd is fairly
small and comes off as a group of clones, while the golfers themselves are above
average with decent animations - especially during the caddy-bashing sequences.
There is some slowdown whenever a course overview is being displayed, as well
as whenever a CPU opponent is teeing off. Both cases clear up during that sequence,
but each will appear again whenever the same actions occur. While Outlaw Golf
is far from ugly, it's adequate as a golf title, but a bit disappointing overall.
Sound: 2/10 For the love
of everything that is pure and holy within the universe, if there is a higher
being, it will see that this announcer isn't present in any more games ever again.
It's rare that I will mute a specific part of a game, but I couldn't stand the
announcer. For every shot, his wisecracks are below par - get it? That pun was
five times funnier than anything you will hear him say, and it would do the world
a favor if his mouth was stapled shut. The same phrases are repeated over and
over and over, where good shots are rewarded with a few semi-boastful praises,
while poor shots will be continuously slammed. He became the bane of my existence
while I played and, in all seriousness, detracted severely from the game. The
rest of the vocals will come from the crowd and the characters themselves. While
the crowd made a lot of noise for being so small, they were also off the mark
with solid shots getting booed, but the golfer's voices were done well and on
par with their characters. The music is pretty forgettable and is more similar
to the sounds that would be heard in the Caddyshack clubhouse, rather than in
a 'wacky' title. Control:
8/10 With a wide array of camera options to choose from, shots can be carefully
considered with arrows showing the ball's path, the option to zoom to the end
of the projected shot, a shorter arc, different camera angles for putts, and a
host of other user-friendly goodies. While the projected meter is off a majority
of the time, the player will get a feel for what's appropriate after a while.
The ability to put a spin on the ball was a plus and all the options give the
game a richer feel than it would seem at a glance. The composure meter can put
a damper on the controls as even the best of shots will come off bad whenever
it's low, giving the player a feeling of helplessness. Pressing back to charge
a shot and forward to hit it works well, despite being a bit difficult at first.
If it hadn't been for the parts when I felt as if whatever I did didn't matter
due to the poor composure implementation, Outlaw Golf would have performed
up to and exceeded other golf titles. Overall:
6.5/10 Goofy characters, caddy-bashing, and animations that sport a girl
spanking another and a biker woman pulling out a wedgie has a hard time fitting
in with mundane courses, a vast array of legit controlling options, and a general
slower pace than what its arcade appearance would make it seem. This could've
easily gone the way of Virtua Tennis or NFL Blitz, but unfortunately,
it got lost in the middle with a mesh of gameplay and visual stylings that don't
quite match up. Along with some annoying technical issues, Outlaw Golf
comes off as a confused mish-mash of game design. The game does have its perks,
and it would make a great rental, but it isn't stable or consistent enough to
recommend as a purchase. [
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