The Golf Club 2 Features Trailer & Interview with Producer Shaun West
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
The problem is the courses are only part of the experience of licensing. Would like to see realistic tours on the real courses and real equipment DLC, etc.
At least that's the expectation to get the normal EA type of user.
Also, just talking about the courses - They need to give more and more tools and looks and custom objects, etc. Too many of the "real recreations" still just look to the eye like "the golf club". That's somewhat part of the deal with their type of course creator, but I hope they can expand what it can do and what's attainable.
The Perfect Golf course creator, while vastly more challenging to use, truly allows anything and any look to be created. The surrounding parts often matter just as much as the actual holes/fairways/greens of a given course and layout.Last edited by scagwi; 02-19-2017, 07:39 PM.Comment
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
Folks who appreciated EA's games for golf and played on realistic settings have embraced TGC for the same reasons.Comment
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
I don't think the normal EA type of user is their target audience. EA's target audience (in large, not a reflection from this site) was fan's who liked to be able to shape the ball mid shot or add spin if they realized they've hit it to far.
Folks who appreciated EA's games for golf and played on realistic settings have embraced TGC for the same reasons.
I don't know if you and I will agree fully here..
I find TGC 1 to be way too simplistic and really lacking long term challenge. The comments about shaping the ball mid flight in EA games, I agree - ridiculous...but I'd also argue the precision and odd abstraction that is the "lofting grid" in TGC 1 is pretty darned "arcade" and cheesy too honestly. It allows some odd stuff that shouldn't be in a golf game that's aiming for simulating the sport.
I hope they remedy that in TGC 2.Comment
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
I don't know if you and I will agree fully here..
I find TGC 1 to be way too simplistic and really lacking long term challenge. The comments about shaping the ball mid flight in EA games, I agree - ridiculous...but I'd also argue the precision and odd abstraction that is the "lofting grid" in TGC 1 is pretty darned "arcade" and cheesy too honestly. It allows some odd stuff that shouldn't be in a golf game that's aiming for simulating the sport.
I hope they remedy that in TGC 2.
I was more coming from the standpoint that I don't think they are targeting people that have to play a licensed version of Augusta or Pebble Beach. I believe their end goal is to target a simulation golf crowd. The first version missed on some aspects of actual game play and enormously on offline play which was a huge miss that I think they eventually realized.
I'm looking forward to seeing what they bring with the second iteration, I just don't think their target market is the same as EA's target.Comment
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
Fair enough - No argument.
I do think they probably have their feature roadmap at least somewhat gazing at what they *could* do on the side of existing plans to sway some folks from the EA base now that EA has basically pulled out of the sport completely.
I'd imagine some of that society/club/golfer-creator stuff will help there.
For me I'm not buying it unless I hear great things about the swing. It became boring and routine to just "hit it where you want" all the time in TGC 1. That really needs to be addressed. Hopeful - but hesitant until I see it.Comment
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
Fair enough - No argument.
I do think they probably have their feature roadmap at least somewhat gazing at what they *could* do on the side of existing plans to sway some folks from the EA base now that EA has basically pulled out of the sport completely.
I'd imagine some of that society/club/golfer-creator stuff will help there.
For me I'm not buying it unless I hear great things about the swing. It became boring and routine to just "hit it where you want" all the time in TGC 1. That really needs to be addressed. Hopeful - but hesitant until I see it.Comment
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
Like what I've seen re: the new creation tools; I really hope they make it easier to build fences and longer bridges, as well as parking lots/roads for clubhouses. Plopping everything one at a time is tedious and inefficient.Comment
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
We actually do agree. There are many aspects about TGC that I didn't like from a simulation standpoint.
I was more coming from the standpoint that I don't think they are targeting people that have to play a licensed version of Augusta or Pebble Beach. I believe their end goal is to target a simulation golf crowd. The first version missed on some aspects of actual game play and enormously on offline play which was a huge miss that I think they eventually realized.
I'm looking forward to seeing what they bring with the second iteration, I just don't think their target market is the same as EA's target.
The courses in RMPGAT were so good, that I loved to play a course the weekend it was a televised tournament. So many times I found myself in the similar predicaments that Just saw on TV, and I could recognize the course as I was playing. Chamber Bay has many holes where you just feel claustrophobic in ways you never feel in TGC.
TGC just seemed like a great start at a golf, and I'm really interested in the this second version. I think the Societies feature could be the tipping point to make it more compelling too play week to week. Not having Country Clubs just killed a lot of what made EA golf so great week in and week out. Plus the old Play the Pros mode was fantastic.
It's a shame the EA dropped the ball so hard. I could go over several of their releases over the last 5 years or so and compile a list of features that would make it a must buy title. But you couldn't count on them keeping features, and RMPGAT was missing almost all of them.
But playing iconic courses on RMPGAT still beats the generic feeling I get in TGC. Of course, EA failed to deliver enough of those courses, but it still enough to make many weekends fun to play along wit the PGA Tour.
I think TGC needs to get there. But I also think spending these early releases nailing the gameplay and improving the presentation (which was horrid on TGC) is money better spent than licensing golfers or courses. But it still makes the game feel like a long, long, beta.Comment
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
I agree with the above post…
If the Rory game had even close to the features of the most recent tiger one on PS3 I think it would've been a very different situation.
The problem is they bailed out before they even finished Rory or brought even close to enough features to make a compelling long-term game.
I don't understand how they make decisions based upon bad sales when it's obvious why the sales are so bad - lack of expected features. It's a real chicken and the egg situation.Comment
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
Will we ever get a release date?Comment
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Re: The Golf Club 2 Features Trailer & Interview with Producer Shaun West
Or I don't know, maybe because they're not done with the game yet? :y14 There has been a dev diary and a pre alpha features video out for some time now.Last edited by jbd345; 02-26-2017, 12:00 AM.Comment
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