Feb 5
Review: Super Swing Golf Season 2 (Wii)

Sure, Wii Sports is a neat party trick to pull out and amuse your friends with for five minutes, but how long does it take for the shallow gameplay to overstay its welcome? Too long. For those of us who have become bored with the pack-in title, Tecmo has pulled up in their shiny golf carts to offer us Super Swing Golf Season 2, a whimsical, fantasy golf title.
Does SSGS2 hit a hole in one? Hit the jump to find out. I might even throw in a few more golf puns.
The first thing I did when I popped in the disc was load up the new Tour Mode, which is a series of bite-sized golf games against computer opponents. The interesting thing about Tour Mode is that you choose your events on a overworld menu very reminiscent of Mario. Throughout the tour, your character (an initial two, with six unlockable) can earn new clubs and outfits with coins earned during play. You can also unlock golf balls with special abilities,called Phoenixes, but none stand out as truly imaginative power-ups. The overworld system adds a small amount of variation, but for the most part, you are funneled down one path. One of my biggest nitpicks with the game is the erratic AI. Though Tecmo says that it has improved since the last iteration, it is still very spotty. I could play one round and continually get my butt kicked over and over, but on other attempts, my opponent would send balls out of bounds as if they had picked up the clubs right before the game.

Being a “fantasy” golf game, SSGS2 has some pretty interesting environments, including volcano-, ice- and tropical-themed locales. The aesthetic is bright and shiny without overdoing the kiddie aspect. Yet, though the art design is good, the technical prowess of the game feels underutilized, especially after seeing the Wii’s abilities put to great use in games such as Super Mario Galaxy. For a game that keeps the camera focused on the grass for much of the time, the grass in the game looks more like a piece of used felt.
Of course, you can’t talk about a Wii game without mentioning its control scheme, and this is one of the game’s greatest strengths. Having never played it or its predecessor before, I was almost immediately able to pick up on the control scheme. Swinging the Wii remote like a golf club is easy to do, and don’t worry about tiring yourself out; the backswing determines the strength of the shot, so all you need to do is perform a smooth swing. I also had a family member test out the control scheme, and he too grasped it quickly. Long drives aren’t simple to place though, you will have to adjust for wind and slope based on your own judgments, and a poor swing will result in a sliced drive.
The multiplayer options are where most players will find longevity in the game. Though the single player can be frustrating, you certainly can’t blame erratic AI for multiplayer loses. Stroke and match play are both standard golf types. Keeping with the caricature of the sport, however, the game also includes three “Party” modes: darts, balloon pop (a fun combo-based game), and a driving contest. Darts and Driving Contest can both be played with one Wii remote which is nice for those of us who live frugally. In Balloon Pop, players who aren’t swinging can find ways to screw with the person swinging adding a light (and light-hearted) strategy to the competition.

Though it might not be the most technically-proficient game, and it’s single player may be bland, Super swing Golf Season 2 thrives on its multiplayer. It shows a lot of depth and it certainly has a unique look to it. Retro gaming fans will enjoy unlockable outfits from “Solomon’s Key”, “Tecmo Bowl” and “Ninja Gaiden”. If you’re looking for a more fulfilling multiplayer sports experience on your Wii, look into super Swing Golf Season 2, If you’re looking for an engaging single player experience, you’re better off searching somewhere else. Super Swing Golf Season 2 finishes on par.
Categories: Reviews, Sports, Wii1 Comment so far
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B, nice golf puns. Well done.