Intro
It wasn't all that long ago that Sega's Virtua Tennis and its sequel,
Tennis 2K2, shared the spotlight as the two best tennis games ever made.
It was something that few would have disputed - until now. Top Spin, which
bears the Microsoft logo, wasn't considered to be much of a challenge to this
throne by anyone until it surprised the heck out of everyone with its quality
gameplay. Still, it isn't quite the runaway winner it's been made out to be.
Gameplay: 8.5/10 After over two decades of having played
tennis on both the video game and professional fronts, there is a possibility
that I might be a bit more analytical and critical about this subject than most
reviewers. Top Spin plays very well and covers many aspects of what truly
might be real in competition at an elite level of tennis. Ball physics and motions
are realistic, as are the players' kinetics and movements. Under spin (slice),
top spin, the curiously named "safe" shot (flat), and the defensive
lob are shot selections from which to choose. The longer you press the particular
button that corresponds to the type of shot that you desire, the more power that
will accompany the stroke. Directing the shot is done through the left thumb stick
or analog pad, which also maneuvers your player. The controls are simple and intuitive
enough for players of all skill levels to quickly pick up and understand.The
problem with Top Spin's simplicity is that the "safe" shot in
the real sport is hardly that: belting a flat winner with overwhelming power is
far more difficult to hit flat than it is to hit with a measure of top spin, and
apart from the lob shot, the title's moniker seems to be the most difficult shot
to control. Furthermore, one of the most potent defensive shots in the sport,
the top spin lob, is completely absent from this title. The defensive lob vanishes
from view in either camera mode, making it nearly impossible to determine the
depth or location of the play. As with Sega's Virtua Tennis titles, the
net play of Top Spin is a considerably weaker element of the game, especially
with regards to the ground strokes and serves. What's more, punching a volley
winner is more difficult than it needs to be. That
being said, Top Spin as a game (rather than an imitation of the real sport),
is very successful on a many fronts. Part of the secret of its success is that
simplicity: you can easily pick up the game and compete quite nicely with anyone
that hasn't spent oodles of time with it. It shares many strategies with its real
life counterpart in that you must slowly and methodically try to get your opponent
out of position before you can really put him or her away with a winner. There's
a lot to be said for ground stroke battles that go back and forth for twenty or
thirty strokes with nice gets and a final fist-pumping winner to cap it all off. Top
Spin offers a career mode where one can create a player and try to move him
up in the world rankings to the eventual goal of becoming the world's number one
player. Tournaments, such as Minor Pro, Major Pro, and even the four Grand Slams
(cleverly, minorly renamed to avoid litigation) are obstacles for you to eventually
overcome. Though noble in its effort, Top Spin is a minor disappointment
in this area for a number of reasons. You shoot up in the rankings entirely too
quickly, which is as far from real life as possible. In "real life,"
you have to navigate countless "satellite" circuit tournaments to get
precious points that count towards your world ranking. This is a grueling tour
in which even some of the better players will take years to achieve any kind of
significant ranking, and Top Spin does away with it entirely. Furthermore, you
can eventually choose a sponsor which will allow for different shorts, sneakers
and hats. However, the most important artifact for most sponsors, the tennis racquet
that you're going to use, is completely overlooked. You can somehow have a sponsor,
such as Prince, and play with a racquet from a completely different company, such
as Head. In "real" tennis, such an event would never occur unless you
changed sponsors. Significant sponsorship demands that you use the sponsoring
company's racquet without fail. Also of note is that, once you enter a tournament
(always starting in the quarter finals), you cannot exit without counting as though
you had lost. You cannot save in the middle of a tournament, so you are bound
to play three consecutive matches or you must leave your Xbox on and return at
a later time in order to avoid being penalized. It seems that it would be far
more logical to have a "save once" feature for the tournaments than
to penalize those that don't have 90 minutes to spend on the game. Finally, the
skills challenges that "level up" your particular areas of expertise
(serve, volley, ground strokes, etc.) aren't nearly as innovative as either Virtua
Tennis or Tennis 2K2, nor are they as remotely as fun. Top
Spin really excels in its Xbox Live implementation, which allows you to compete
in singles (or doubles, if someone is sitting beside you) with anyone across the
globe. The competition is fierce and you can achieve rankings within Live. You
cannot, however, play doubles as a single player, which is a bit weak. In keeping
with its stellar simplicity, Live just might be Top Spin's best feature,
and is certainly a blast to play online.
Graphics: 8.5/10 Graphically, the stadiums and court surfaces are
very strong as are most of the character models, whether they are fictitious or
based on the few "real" players that are included in the game, such
as Hewitt, Blake, Hingis and others, whose characteristics are detailed and discernible.
One has to wonder why many other players, such as Agassi, Roddick, the Williams
sisters, and more didn't enter the mix. The crowds are a bit generic and the world
map that one travels within the career mode leave a bit to be desired but don't
detract much from the game. The strongest criticism that can be made are that
the character models are a bit too big for the tennis courts. Sound:
9/10 Excellent all around. The crowds are fantastic, whether they feature
massive cheering or simply individual yells that can make a match feel that much
more real. The serves and ground strokes sounds are appropriate to what type of
shot is being attempted and one can hear the difference. Control:
8.5/10 Responsive, simple, and effective. However, that doesn't change the
fact that one wishes that a larger repertoire of shots were available. There are
also "risk shots" and an accompanying meter that works very well for
risky serves but is horrible to use with ground strokes. Not only is it painfully
difficult to execute during a rally, but it will often miss even if executed perfectly,
depending on your position in the court and where you are aiming the ball. This
is an area that should be greatly improved upon in a sequel, if one is eventually
made. Overall: 8/10 Top
Spin is an online-enabled spiritual successor to Sega's Virtua Tennis
series, and it does a few things better than its forefathers. However, it also
does a few things worse. It's a solid title that boasts simplicity, intuitive
online play, and a great fun factor for fledgling tennis players. As a realistic
sports simulation, though, it leaves a lot room for improvement, and leaves us
with the hope that any eventual sequel will prove to be a more evolved and complete
experience. [
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