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Tiger Woods 2000 PGA Tour (PSX) ReviewBackground Info
Tiger Woods PGA Tour 2000 features five courses and eight events. With one
to four players, there is enough variety to keep even the discriminating
golfer happy. You can put yourself in the shoes of professional golfers
Tiger (of course), Justin Leonard, Brad Faxon, Lee Janzen, and Mark O'Meara.
Golfing takes place at five PGA courses - Poppy Hills, Sawgrass, Summerlin,
Badlands, and The Canyons. Throw in a well-implemented analog swing control,
and you've got virtual golfing bliss.
Presentation/Graphics : 95
Golfer animations after the ball is hit vary, although there are a limited
number of variations. Tiger occasionally pumps his fists after a great putt.
All the golfers throw their putters down after barely missing a long putt.
I particularly like the animations when trapped in a bunker off the green. If
the cup is much higher than the ball, once the ball is hit Tiger will
jump up and down trying to see where the ball has landed.
The course graphics vary depending on the type of course played. Courses
range from desert to the more traditional ones typical of Augusta. Trees look
natural, and there is plenty of variety in the flora. The fairways are
bordered with tall and short trees and even the occasional shrub. The trees
have a mixture of shapes and colors that lead to a natural look for the
courses. In addition to the horticultural aspect of the courses, expect all
the golf trimmings - cart paths, bunkers, roughs, and on and on. In fact,
on some holes you may even find a perch for the television crews. On the
desert courses, the landscape has a mixture of desert plant life and rocks.
The backgrounds are not as well-defined as the course graphics, but ultimately
they provide a sense of the location being played.
Fairways have the freshly mowed look to them, as they appear as alternating
stripes of two hues of green. Sand traps have a natural beach sand color to
them, and roughs are a lush green. The greens have a quilted look. By having
many squares with various shades of green, the effect is to both break up the
natural flat texture of the greens and to serve as an indicator of how the
putting green breaks.
The ball animations add to the total graphics package. On the fairways,
picking a higher number club may result in a divot. A few chunks of dirt and
grass fly through the air and land a few yards up the course. If playing
in a multiplayer mode, you'll notice the divots have not been replaced. I have
yet to see a professional golfer replace a divot in real golf, and EA simulates
the subtleties of the game exactly. Shanking a ball into water hazards results
in a short splash, and of course a penalty. Finally, balls travel in realistic
trajectories. Depending on the club and type of stroke selected, balls have
low to high angles, and they are modeled with perfection in Tiger Woods 2000.
Since the game is pretty much static, the traditional issues which plague other
titles is not an issue. The game moves at a fast pace, even as the camera
follows the ball down the course. About the only issue that can be raised is
the occasional clipping of graphics in some spots, although it never affects
the gameplay.
Presentation/Audio : 96
But the real beauty in the audio department are the other sound effects.
While unseen, the off-course gallery cheers on good shots and laments with
you on poor shots. For those of us who don't quite have the talent level to
hear those cries of joy and despair, we will find the other golf course sounds
recognizable. Planes fly overhead with incredible realism. Birds quietly
chirp, insects sound out, and cars pass in the distance.
Likewise the ball sounds enhance the total experience. Balls get whacked off
the tee, and woods, irons, and putters each have different sounds to them.
Splashes are heard when a ball lands in a water hazard. When a balls impacts
a solid obstruction, the sound depends on the hazard. Rocks sound different
compared to trees. Furthermore, you can hit through some of the smaller trees
and shrubs. When the ball gets hung up by the leaves or goes through, you'll
hear a rustling of leaves.
The whole audio package really makes Tiger Woods 2000. In this particular
case, EA stood by their mantra - If It's in the Game, It's in the Game.
Interface/Options : 95
Once on the course, pressing the start button brings up yet another options
menu. Some of the available options include checking your golfing stats, such
as putting average, average distance, and your average number of strokes on
holes. This menu can be displayed at any time during a match, and it also
provides the ability to instantly save your progress. Thus, you don't have to
wait until the end of a match. The in-game options menu also gives you the
opportunity to tune your analog controller.
If you have an analog controller, by all means use it, as the game plays so much
better with it. If you don't have an analog controller, Tiger 2000 utilizes
the traditional button-click approach to swings. The first click of the X
button starts the swing on a swing meter. By pressing the X button again to
set the power of the shot, the swing starts back and you must center it
perfectly for a straight shot. Any mistake and it's a hook or slice.
Using the analog stick, the gameplay is enhanced and gives a better experience.
The analog controller can be set up to your swing tendencies. If you've got
perfect up and down motion on the stick, you'll be fine. But if you tend to
move the stick slightly to the left or right when moving the stick, your
final position can be used as the neutral position. Thus, the slight left or
right motion may have previously resulted in a hook or slice. Now the ball
flies straight.
When pulling back on the stick, a meter at the bottom of the screen starts to
count from 0 percent upwards. The maximum I have gotten the backswing to is
109 percent. At any time between the maximum and minimum values, you can
start your downswing by pressing the stick forward. Alternatively, you can
quickly let go of the stick when it gets to the point you like and then press
forward. This is a good technique for finessing shots.
Aside from using the controller to hit the ball, the controller has several
other features. The L1 and L2 switch clubs in your bag, and the square button
determines the type of shot to use (full, pitch, chip, or punch). Aiming the
shot is done with the digital pad. Getting a view of the hole from above is
achieved with the circle button, and the R1 and R2 buttons can be used to
alter the view. Finally, the elevation changes on the hole can be read by
pressing the triangle button. This is of particular importance on the putting
greens, where the game exaggerates the elevation gradients to give you a sense
of how the ball will break.
Moving through the menus is easy, and the number of options is decent. The
manual does a thorough job of explaining all the available options. The manual
provides pointers for executing better swings in both the digital and analog
modes. Finally, memory card usage is light. Game saves require only two
blocks of memory.
One final note on the analog controllers is that for some reason I have
difficulty with one particular third-party controller. The first-party Sony
analog controllers work like a charm, but there may be some problems with
other pads. The problem is that it is difficult to initiate a backswing in
analog mode, even after setting up the analog characteristics. There's no way
to know which controllers have this problem beforehand, but by all means make
every attempt to play the game in analog mode.
Gameplay : 95
Stroke Play is traditional golf with up to four human or CPU controlled
golfers. In this mode, you play a round of golf where the lowest score wins.
In Tournament mode, you play for the cash in an 18-, 36-, or 72-hole
tournament at one course. Practice mode lets you and any others play on
particular holes from any course. For some team golf play, the Foursomes
competition involves alternating players for each stroke in a game of match
play. Teams score a point for winning the hole, regardless of the stroke
differential. Matches end prematurely if it's impossible for one team to
catch up. Four Ball is another team competition. However, in this mode, each
golfer on the team plays his own ball, and the low-stroker on the hole nets a
point for his team. Like the Foursomes mode, Four Ball is match play
competition.
The Shoot-Out game is a quick, three-hole event. Four golfers play the first
hole, and the high scorer gets kicked out. The next three play the next hole, and the high scorer gets dropped. On the next hole, the field is reduced
to two players, with the high scorer again getting dropped. Of course, byy the end of
the third hole, only one golfer remains. Ties are broken by a skills-type
competition. For example, golfers involved in a deciding tie may have to come
closest to the pin from some point on the course.
Finally, The Skins Game is a replica of the popular golf shoot-out. Each hole
is worth some dollar amount and a skin. The winner of the hole picks up the
cash and skin. If two or more players have identical low scores, the money
and skins are rolled over to the next hole. And just like the real Skins Game,
the virtual one packs an equal amount of suspense and entertainment.
If you are in the game for the long haul, the Tour mode provides hours of
enjoyment. To become the Tour champion, you must win the most money over the
course of five tournaments. With four round tournaments, the Tour mode keeps
you busy with a total of 20 18-hole rounds of golf. And with single-player golf
rounds taking approximately 30 minutes, you're guaranteed to be at this mode
for over ten hours.
The game certainly has plenty of modes, and the play equals the options.
Golfing in Tiger Woods 2000 is an exercise in relaxation and fun, much like
real golf. As far as hitting the ball around the course, the AI automatically
selects a club for you. Of course you can override the default at any time,
but more times than not, it's the correct club for the situation. The physics
of the struck balls seem right on. Depending on the type of club and shot,
the trajectories change. For high-numbered irons and the wedges, the balls
have little travel after they hit the ground. Conversely, woods and low irons
have low trajectories and roll on the ground for nearly 20 percent of their
total distance.
The key to winning in Tiger Woods 2000 is understanding how each club works in
various conditions. The mechanics change if the ball has a good lie as opposed to when
the ball is in the rough or a sand trap. Furthermore, each club has a yardage
potential associated with it. For example, your lie may be such that the pin
is 65 yards away. The club selected may be a pitching wedge with a distance
potential of 100 yards. To effectively reach the green, you simply can't whack
the ball with the maximum power. With this example, one would estimate a shot
needs 60-70 percent power. In analog mode, this is easily done. Starting the
backswing, the power increases. As it hits the right number, let go of the
stick and then hit the stick forward. If, when you let go on the backswing,
the power is not what you want leave the stick alone. A second or two later
the golfer will bring his swing back down and you can try again. No penalty.
Even with this tremendous control over the amount of power in a shot, the
courses present plenty of challenges. The terrain of some holes causes balls
to roll great distances, and sometimes into the rough or behind hazards. To
counteract poor shots, Tiger Woods 2000 utilizes a feature called Tiger
Control. The default option is to have Tiger Control activated, and its
purpose is to add spin to the ball once the ball is in the air. You can view
this feature in two ways. First, it's a way to cheat and try to recover from
bad shots. The other is to add strategy to the game. It's difficult to nail
a cup from off the green with a direct hit, but by adding some backspin to a
shot the ball may roll into the cup. Golf purists can turn the option off.
Once on the putting greens, the analog control keeps getting better. Using
the digital or analog methods, you have to estimate how much power a putt needs
to travel a certain distance. A movable target is shown on the green with a
distance indicator. Hitting with full power on a flat green will make the ball
travel to the indicator. Going uphill maximum power leaves the ball short of
the target, and going downhill leaves the ball long. Thus, you use both the
target and the shot power to sink the putt. With the digital control, you use
the standard three-click method. But in analog mode, the putt visualization
is slightly better. As you pull back on the analog stick, a bar travels from
your putter to the target, giving you an indication of the shot's potential
power. While essentially the same as the three-click method, it seems more
natural.
The AI opponents play like their human counterparts. No golfer is going to
be the best on the course at all times. And in Tiger Woods 2000, golfers make
mistakes. Hooks and slices occur as the game progresses, and you'll quickly
discover who has the best short game. I found playing a round of golf with
three AI controlled golfers to be very balanced and never thought for a moment
that the computer was cheating. In fact, on one hole, the AI seemed flawed.
Brad Faxson had a terrible lie, and the pin was about 100 yards away across a
lake. On about four or five consecutive shots he sunk his ball. It seemed a
better strategy at the time would have been to hit backwards onto the course
and try again.
Replay Value : 88
I view a game like Tiger Woods PGA Tour 2000 in a way similar to fishing games.
Not that that's a knock against this game. On the contrary. I personally find
games like Sega Bass Fishing on the Dreamcast to be very relaxing. In much
the same way, I found Tiger Woods 2000 to be relaxing to the point of being
therapeutic. Some games in your library will keep your fingers busy or brain
moving at light speed, but this game has a slow enough pace to be relaxing, but
not too slow to take away from the fun of the game.
Overall : 94
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