The player, in all of this, will start his career in a low-level company, and will be able to arrange events that focus on routes and races initially of little appeal. By winning these first freely selectable competitions, their club will grow and rely on an ever-increasing number of clubs that will allow athletes to improve their club and golfers aesthetically. It is not a system that involves a certain evolution in the skills of the golfer, but only a management of its own funds that correspond to the winnings of the tournaments to which it participates.
This same system applies to the online compartment as well, with the exception that players will be able to gather in companies and create tournaments to which other clubs may participate. The prize money generated by the entry fee of each company will go to the winning club, which will thus expand and become more and more powerful. Each player can take up to 5 online companies, one of which will be the main one with which they will compete each time they organize events related to the competition between players’ clubs.
We have to say that all this system resembles a bit the general feeling we did of the title, that is, that of a certain complexity of background, accompanied by an experience that we could compare to that of some driving simulators.
Let’s face it better: Sometimes you can read some particularly good gameplay guide titles but not rich in game modes. In these cases, it is said that the product is more a simulator than a simulation, as it lacks the features needed to create the fun of projects that are perhaps less endowed, but richer in options.
In a sense, The Golf Club 2 it has the same mechanics: as we will see better in the analysis of gameplay, in fact, the game offers some positive elements, but the whole experience seems to lack organicity, and even the multiplayer does not seem to propose the desired challenge. It is soon to hit a ball Our Test of The Golf Club 2
it was on PlayStation 4: the pad was therefore a mandatory control option, but remembering our PC experiences related to the first chapter we are saying that this is the most commonly controlled control system on the desktop counterpart .
The most obvious differences between the second and the first chapter, in any case, are noticeable as soon as the game starts: first, the title now asks the player what leverage should be taken into account to swing. An addiction particularly pleasing to the left-handed players, as the writer writes. Secondly, the game now offers a very rich and well-executed tutorial, which deals not only with the basic aspects, but also with the more complex and advanced ones.
Once on the green, however, the most obvious change is the textual judgment – the quality of backswing and downswing, the two main moments that precede the impact with the ball. It is not said that having a perfect impact is always the ideal solution: a slow swing, for example, can make the shot less impressive, and perhaps cover precisely the yards that serve to get to the
All this represents a discourse different from that related to the quality of the lever action on the vertical axis, which should be as straight as in the first chapter.
Failing this exercise will ensure disastrous results with particularly crooked, weak, and almost certainly ending in rough, water or sand. It is not said that having a perfect impact is always the ideal solution: a slow swing, for example, can make the shot less impressive, and perhaps cover precisely the yards that serve to get to the green. All this represents a discourse different from that related to the quality of the lever action on the vertical axis, which should be as straight as in the first chapter.