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There's a certain class of sports game that when converted to a
videogame makes some people wonder why - why go through all the
trouble of converting and coding it to a virtual electronic format
when it is often easier and more enjoyable to play in real life?
Why bother when half the fun comes from the social setting, the
taking part and hanging out with friends, as well as the actual
playing of the game itself more often than the act of winning? Darts
can be considered one of these, as it is relatively simple to play
in real life and hurling the dart towards the board and hearing
the thud as it embeds itself provides a level of satisfaction that
is difficult to reproduce in videogame form. Pool is another - the
thwacking of the cue against the cue ball, watching it ricochet
off other balls, sending them hurtling around the table - even if
you're no good it's still fun!
So
with this in mind, what can developers Frontline Studios bring to
the digital recreation of pool that makes it more worthwhile to
play than its real life counterpart? Well, for a start there is
no need for a cue, balls, a table or even friends to play against
(although if you are lacking friends you still might want to address
this, especially with the wireless multiplayer option). The biggest
advantage though is that unlike real pool, your DS can obviously
be taken anywhere with you and played on the go, providing much
needed relief for those insatiable pool urges. The DS's touch-screen
interface also offers possibilities that other systems cannot provide
- but is Actua Pool up to scratch? Have Frontline delivered a top-notch
simulation or have they simply snookered themselves?
As
with most things, first impressions count and so it is unfortunate
that the player is initially greeted with a short and uninspiring
3D intro that sets the tone for the rest of game and its level of
presentation - or rather the lack of it. Still, this is pool and
a capable and enjoyable digital conversion is all that is required
to keep most gamers happy. As you will probably expect, the game
revolves around several tournaments played in different bar and
pub type locations. Each location has an entry fee, a monetary prize
amount for winning and also an opening time, although, the latter
detail seems to make no difference in the slightest and is a small
example of the presentation problems evident in Actua Pool.
Each
tournament is a rather limited one frame knockout affair, meaning
that you have to beat your opponent in one frame of pool before
moving on to the next round and repeating the process until you
reach the final. Win that and you win the tournament. Different
tournaments have a different number of contestants and thus a different
number of rounds, although with a maximum of sixteen opponents in
the final tournament this still only requires four rounds to reach
the final and consequently four frames of pool are all that is required
to win the final challenge.
Initially
you can choose to play as any one of the sixteen characters on offer,
although there is seemingly no advantage or disadvantage depending
upon who you pick. You can also replace the default name provided
and so having to select a pre-existing character seems superfluous
to requirements. Perhaps greater things were planned, such as unlockable
characters and different skill levels, but if so these were cut
from the end product. Even when playing against your CPU opponents
there is no discernible difference in their playing styles or AI
- other than being told prior to each round who you are playing
against, to all intents and purposes you could be playing the same
opponent time and time again. This is all the more evident when
you witness the CPU players attempting crazy shots - that's crazy
as in "what was he thinking?" and not as in an outrageous attempt
at showboating. The AI seems to be quite partial to potting the
black, missing balls completely and on occasion even potting the
cue ball directly into the pocket! AI opponents even go for a wild,
off the cushion shot when a straightforward pot seems the more logical
choice.
Actua
Pool is graphically basic and you can't help but think that more
could have been achieved, even with the DS's modest hardware. Of
the two screens, the lower display is used for a top down view of
the table and also to set up your shot, whilst the top screen provides
a true 3D display and allows for adjustable camera angles. These
angles are fixed however, so instead of being able to position the
camera wherever you might like in order to get the best view, you
are limited to over the pocket cameras or a view from the cue ball
and these are often not the best angles for which to line up your
shot. Another presentation faux pas is that in some locations the
actual colour and patterns for the table felt do not match up between
upper and lower screens - not to mention that when using a low camera
angle (such as the view from the cue ball) the pockets become see-through!
The physics model is acceptable but not without its glitches - at
times, the balls seem to stop too abruptly, whilst at others they
glide around the table for an age. The collision detection also
seems to have problems, with balls coming to rest slightly overlapping
one another.
Set
up options available from the touch screen include adjusting the
height of the cue, the spin applied to the cue ball, the power of
the shot and also the option to chalk your cue. It has to be said
though that the height of the cue and the effect of chalking it
appear to be negligible at best. Nowhere is it mentioned what chalking
actually does and nowhere are you told if your cue even needs chalking.
The fact that you can also only chalk your cue a certain number
of times in the round is also questionable - this was presumably
done to add a strategic element to proceedings, but it is rendered
pointless by the fact that there is no indicator of its cause and
effect. And as an accurate simulation of real-life pool, has anyone
ever run out of chalk?! If this is supposed to be an accurate representation
then why add nonsensical strategic elements?
Even
though the touch screen has been utilised, everything is also controllable
using the buttons and d-pad. The only exception to this is for positioning
where you want to hit the cue ball, which requires more precise
positioning with the stylus, thus determining the spin applied to
your shot. However, other than this (which for most shots is not
needed) the game is easier and quicker to control without using
the touch screen at all and so one of the DS's unique selling points
is rendered virtually moot.
Perhaps
the most useful feature in the game is the hint ability, which simply
highlights all the balls that you can hit without causing a foul.
But why not extend this capability even further by - for example
- dynamically showing you which direction the balls will go when
you hit them? Or provide tips and advice on how to pocket a desired
ball? After all, in the real world it is easy to learn and judge
how much power to apply to the shot or to guess where the balls
will move, but in videogame form there is less tactile feedback
and so this aspect is often harder.
With
presentation that's lacking flair, no tournament options, sub-standard
opponent AI, no rule variations other than 8 or 9 ball pool and
limited stimuli to continue playing, Frontline Studios appear to
have just gone through the motions with Actua Pool. If you're desperate
for a pool game and want to play on the move then you might find
some enjoyment here, but otherwise it's an average and uninspiring
simulation at best and one that can be chalked off the list for
all but the most dedicated. The simple fact is that Actua Pool unfortunately
doesn't bring anything new to the table.
Reviewed by Dominick Hardy for AceGamez (All Rights Reserved).
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