In other words, the price is about right. As an added incentive, there’s a basic unlock system for attaining new outfits, clubs, and course options. It’s something you’re meant to keep coming back to rather than zip through just the once. The slower pace of the game and its up-close-and-personal nature make that work, plus there’s a driving range and putting green. Another mid-tier course would’ve been appreciated, don’t get me wrong, but three feels like enough. I wasn’t expecting that to be my main complaint given that Everybody’s Golf VR only has three full courses, a number that would feel sparse in any other golf game. (Graciously, you can skip these segments.) I get what Clap Hanz was going for – chilling with your caddie in virtual reality sounds entertaining on paper – but the characters are uncannily one-dimensional. It’s a shame. At worst, they’ll spout off the same reassuring lines even when your ball is clearly destined to go out of bounds and take you on little mid-course excursions that are more like cutscenes than anything else. At best, they’re vaguely helpful background noise to keep you company while you do your thing. They mean well – I’m sure they do – but they tend to talk your ear off. You can take as many test swings as you’d like to get your form down pat, and the game will show you not only when and where your swing deviated, but how the point of impact will affect the ball’s flight plan. Everybody’s Golf VR wants to help it cleverly leans into practice runs. If I took my time, I’d do a hell of a lot better. Much like in real life, I’m consistent enough with drivers and putters, but I’m still trying to wrap my head around wedges. There’s more of a learning curve, but the system works as you’d expect, and given the controller-tracking hardware involved, I mean that as a big compliment. Posture matters, as does the speed and angle of your swing. Imagine a club extending out of your controller of choice and you’ve pretty much got the idea. Whether you play with a DualShock 4 (better suited for seated play) or a single PlayStation Move (ideal for standing), you’ll rely on motion controls. Instead of the traditional multi-click swinging where you time button presses to get the ball across the course, here, you’re dealing with physicality.
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