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Much like his playing style, his game, Greg Norman's Golf Power, asks you to drive the ball outrageous distances, take extremely gutsy shots, and be just a bit luckier than your average golfer. Aptly named, this game is all about long drives, long second shots and many, many risk/reward holes. Greg Norman's Golf Power indeed. Here is the breakdown:
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Get used to seeing this |
Green Design: If you think the course design is boring, wait until you make it to the green. With about 6 distinct and set break patterns and every green being a large square, it is clearly evident that the putting game was an afterthought in GNGP. The hole is always dead center of the green and the size is always the same. If you can make it to the green, you are pretty much assured a one-putt to the hole. As with the lack of variety in hole creation, there is a major deficit in creativity on the greens.
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Can you create a topographical map of this green? |
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Swing Interface: Again, pretty standard with a single, interesting difference. Instead of hitting A to start the swing and then A again to determine the power, in GNGP you hold the A button to start the swing and release it to set the power, then press A again to determine the accuracy. This takes some getting used to, but once you get the hang of it, it is actually much easier than the standard interface we all know and love. The downswing speed increases as you approach the accuracy target, but hitting an accurate shot is not terribly difficult. Likewise, negotiating a hook or slice is pretty simple as well. Hooks and slices are fairly mild and manageable.
Putting Interface: Also standard, to the point of being too easy. With the uninspired green design, it is no surprise that the putting interface is simplistic to the point of being automatic. Since the greens are all square and relatively small, you will never need more than half of the putting meter's power to reach the hole. Don't worry about distances, just trust your instincts and putt. You are not allowed the option of using the putter unless you are on the green, so no putting from the fairway.
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If you can make it to the green, the rest is cake. Nice pants, dude. |
Auto-Caddy: Unreliable. I'm not really sure why you need an auto-caddy in this game anyway as 75% of your shots will be taken with the one Wood, but when a shot does call for a different club, the caddy will usually give you a club that about two clubs stronger than the one you need. Unless, you land in the rough. No matter where you are on the course, or what your good golf instincts tell you, the game all but forces you to use an eight Iron. Oh sure, you can try to use a higher club, but you stand a good chance of shanking or flubbing your shot, which will lead to a fit of rage. I promise. Just take the damn short shot with the 8 Iron and get back into the fairway so you can use your woods again. Apart from that, use your best instincts and remember that at max power you are going to get +20 on each club's maximum distance. Ignore the caddy and you'll be fine.
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If a real caddy told you this, you would beat him, if for no other reason than the atrocious grammar. |
Spin Control: During your shot set-up the game allows you to add forward and backward spin to the ball. The actual influence of this is minimal and the backspin will only slow your ball a little on the green. It will stop it dead anywhere else. You do not get a lot of run from the forward spin.
Wind Influence: None. At least none on the Sunny weather setting. When you change the weather to inclement conditions you will see some influence, but the overall effect is minimal.
Break Influence: Again, minimal. This is a game about power, not finesse. Unless your ball touches a break arrow during its path to the cup you might not see any break influence at all. That said, always hedge your putts against the break in the event that it plays a factor. Important note: when putting from the green edge, there seems to be an invisible barrier that will repel your ball back toward the fairway unless you add extra power. Not sure if this is truly a "break," but it sucks so watch out.
Chip-In Possible? Not that I have ever seen. I have hit the ball perfectly from the fairway, watched it hit the graphic representing the hole and then roll right on by. I am going to say that chip-ins are not available in this game.
Hole-In-One Possible? When would you get the chance? With every hole a par 5, if you can score an ace, you call me.
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Which hole did you ace? Was it the 580yd par 5 or maybe the 550yd par 5, wait which 550yd par 5? |
Learning Curve: 4. I wanted to say it was much higher, but when you get right down to it, the interfaces are simple and straightforward, the putting is easy and once you realize that almost every hole follows the formula, "hit as far as you can twice, find green and putt," there really isn't that much to learn about playing this game. The biggest part of the learning curve is just reconciling that you are not playing real golf.
Whistles and Bells: Now we get to where the game shines. This game is all whistles and bells and very little else. I'm not necessarily talking about the 10 different (although not so different) courses the game offers, or the ability to set weather conditions, save your round, or even the four player game play. The most significant feature this game has to offer is also the one that makes the game playable and enjoyable: the course designer. That's right, it is almost as if the people at Virgin Games knew that their base game was weak, so they decided to pack in a pretty sweet little game editor as an apology.
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Overall Score: 3 And it gets that score on the back of the designer alone. You really can build your own golf game and have a great time doing it. If you pick up Greg Norman's Golf Power and play the base game, you are going to be pretty dissatisfied. I will plug this game in from time to time and create a new course and play it for a while against the computer golfers, but after a few rounds, Greg Norman's Golf Power goes back on the shelf.
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You said it, game. |
Tips from the Club Pro:
- Trees are set up in even rows. Thus you can hit a lot of shots between the trees and the collision detection is very generous so you can risk it when it looks clear.
- If you are new to the game and want a fair chance to get acquainted play the French course a few times. It has the most reasonable hole layouts and the water hazards are minimal comparatively.
- There is no major penalty for hitting out of the rough, but as mentioned above, the game will restrict you to an eight iron, so if you need a long shot, take a whack. I have had mixed results with trying other clubs. Irons seem the most effective, particularly those around the 8 Iron.
- Remember, at maximum power your club will get +20 yards over their stated distance.
- Unless you are putting from the green edge, you will never need to use more than half the power on the putting gauge.
Course: Spain
Date: 3.25.12 Score: Even
Course: Germany
Date: 3.25.12 Score: +6
Course: France
Date: 3.25.12 Score: -3
Course: Japan
Date: 3.24.12 Score: +14
Course: Australia
Date: 3.23.12 Score: +10
Course: Hawaii
Date: 3.22.12 Score: +6
I have listed my best scores above, I have done dismally on the others. On my personal course, I shot a +4.
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His game may not be a winner, but when you show up to the course in THIS vehicle, you are automatically, the coolest golfer in the clubhouse! |
Come back next time when we'll take a look at Nintendo's first golf offering, the aptly named Golf.
Thanks a lot.your blog is very knowledgeable.
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Thanks for the hints. We are trying to play this game and it is very, very hard on a retropie system with 250ms of delay
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