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It would be convenient to regard 2K Sport's Top Spin 3 and SEGA's
Virtua Tennis 3 as the Federer and Nadal of tennis videogames. Just
as the Swiss and Spaniard are some distance ahead of their rivals
on every surface, there's very little of a field to challenge the
two games on both the lush green of the 360 and the black hard-court
of the PS3. But while Federer's finesse belies his power, and vice-versa
for Nadal, there's no apparent similarity between Virtua and Top
Spin. The former is very much an arcade experience while the latter
is all about realism - so perhaps the comparisons are misplaced
(in any event, what would all this make Smash Court Tennis? Novak
Djokovic?). Whether you want to draw parallels or not, Top Spin
3 is the best tennis simulator currently available, with the emphasis
firmly on simulator - although its position in this camp isn't quite
as staunch as it might initially seem.
On
starting the game your first port of call should be the Top Spin
School that, in fact, is a boot camp of such severity that it makes
Nick Bollettieri's establishment look like a UNICEF outpost. Unlike
in EA Sports' games there's no virtual buddy/coach equivalent to
John Madden or Hank Heney to guide through your first tentative
steps on court. Instead, all you get is a ball machine that you
will take a quick and lasting dislike to, and a handful of boxes
with green and red lights. You'll be seeing the red ones a lot because
they're the marks of failure. The usual array of different components
are available to practice, such as services, baseline shots and
volleys, but after only a couple of 'find-your-feet' drills that
introduce the button system - X always for standard shots, circle
for top spin and square for slice - the tasks become so focused
on hitting a specific square foot of court that they don't really
help you get an appreciation for the control system as a whole;
that only comes from playing matches. After an extended run of misfires
you almost expect John or Hank to wander onto the court, put a sympathetic
arm around you, take your racket and lead you off, with your head
bowed in disgrace, to try something else that might be more your
thing.
After
graduating from, or flunking out of, Top Spin School, your route
to the game's main career mode goes straight through the player
creator. The general industry standard test for these now seems
to be whether you can, with relative ease, make the finished product
look more like you than the base model you started with - and with
the range of male and female options in Top Spin 3's cosmetic surgery
simulator you can, just about, (although mine looked more like Rodney
from Only Fools and Horses than anyone else). You even get
to decide certain personality features, such as whether your character
favours a one or two-handed backhand and how emotional they get
on court.
Successes
in the initial Amateur and Challenge events establish that the way
your character will develop through the career mode is via the often
used quasi-RPG system of experience points. These can be assigned
to any of the eight areas that your player's game is broken down
into, such as forehand, service, power and speed. It's a system
that's an especially good fit for Top Spin because tennis is a sport
of such varying parts and the experience points allow you to develop
each of these to make a character with a solid all-round game, or
ignore some and focus on others to create, for example, a serve
volleyer.
With
the basics firmly grasped, the real meat of the career begins with
your entry onto the Junior Tour. It's here that you'll be reminded
of the frustrations of your boot camp days; the way drop shots and
lobs, skills at completely opposite ends of the spectrum, have been
squashed together on the triangle button with only varying movements
of the left stick to distinguish between them; the fact that, if
you fail to meet any of the game's exacting requirements for power,
positioning and timing, you won't hit the shot you want and may
even miss the ball altogether. It's sometimes embarrassing enough
to make you think that the umpire's about to announce that he's
going to drop the net for you and break out the plastic rackets
and squidgy ball. You'll also be baffled by some of the inconsistencies
in the CPU players; they'll regularly return your perfectly placed,
100mph plus serves but frequently fail to punish, or even offer
a shot at, your poorer or more conservative efforts - and all of
them seem to raise their game twofold for the bigger tournaments.
Most of all, however, you'll be drawn in by the uncanny realism
that Top Spin 3 creates.
During
your time on the Junior Tour you really do feel like a not particularly
special player on a satellite tennis circuit. From the sun cracked
concrete of Seoul to playing under the glow of floodlights on Chicago's
municipal courts, your early matches are witnessed by only a handful
of spectators. Despite some obvious repetitions in character models
and their slightly disjointed, vocal reactions, they seem much more
like a living, breathing crowd than the cardboard masses you see
in other sports games. There's no play-by-play commentary but this
is a wise omission, as it would only drown out the different sounds
the ball makes coming off a racket, which help you identify the
type of shot your opponent has played. Apart from the odd moment
of ball flicker, the animations are as sweet as strawberries and
cream, and when they do appear ungainly it's normally down to the
precision required from the control system rather than any graphical
inaccuracies. As they tire in the heat, players' faces go red, their
shirts become drenched in sweat and the small heart rate meter that
appears next to each competitor before each point quickens. Initially
it all seems inconsequential, but in Top Spin 3 stamina is a vital
commodity and only a small part of the game's tactical side, which
is often awe inspiring.
Before
each match you need to study your opponent's attributes, searching
for any obvious weaknesses. On court you have to decide whether
to adopt a safe and tentative approach or force your hand, go for
your shots and try to dominate. Control of a rally often passes
back and forth across the net as quickly as a ball; at times it
will seem like there's no way to defeat a particular adversary,
but there always is - you just have to work to find it, and it won't
be long before you're so engrossed that you, rather shamefully,
start celebrating with a fist pump and a shout of "C'mon!" You'll
come to appreciate the subtle differences that each surface, from
clay to grass, has on the height and speed of the ball and the subtle
differences each player has to their game. Finishing the Junior
season ranked in the top three sees you promoted to the Pro Tour,
where the real-life superstars top the standings. There are seventeen
of these in total, with the likes of Federer, Nadal and Roddick
to challenge if you created a male character, and Sharapova, Henin
and Mauresmo waiting if you went for a female player. All of the
likenesses are solid, although the women come off slightly better
than the men, and their individual stylings are well captured, though
some of their skill attributes could have been measured slightly
better.
The
Pro Tour certainly provides a grandiose set of tournaments, such
as Madrid, Cincinnati and Rome, and a much more detailed examination
of your skills and resilience. It's also the place where the L1
button, which gets you quickly back to the middle of the baseline,
starts to become invaluable and, while the strategic depth remains,
turning each point into a war of attrition becomes an increasingly
attractive option, as the high skill power and accuracy shots are
too risky. As a final act in your career, reaching number one in
the world grants you access to the Legend level, which is made up
of two challenges. The first of these sets you the task of winning
all four Grand Slam events, with Dublin deputising for the once
again absent Wimbledon, while in the other, Hall of Fame, you must
take on a series of icons, including the likes of Borg and Seles
on the surfaces of their choice.
While
the career is no doubt compelling, its restriction to playing one
singles match after another means that it does flirt dangerously
with monotony. Doubles contests are relegated to the Exhibition
and create-your-own-tournament modes, as well as the basic Quick
and Custom online matches where up to four people can play - and
there's nothing as alternative as the entertaining mini-games that
litter Virtua Tennis 3. On closer inspection, however, Top Spin
3 does make some notable concessions to casual gamers, a few of
which even SEGA's supposedly arcade title doesn't stretch to. Matches
are short - even on the Pro Tour some only run to two sets of, maximum,
seven games each followed by an extended tie break if necessary.
The game also isn't afraid to flesh out its roster with a huge number
of imaginary players, rather than making you repeatedly take on
the licensed pros, and while many hardcore fans would surely have
preferred a perpetual tour that accommodated the Grand Slam events
the career is simplified by its linear nature. There's even a Mall
where you can purchase equipment, clothes and even things as frivolous
as new hairstyles and tattoos. Having said all this, each of these
features has been constructed with the same exactness that's abundant
in the game's dominant characteristics - its control and tactics
systems.
The
focus on precision means that Top Spin 3 certainly won't be for
everyone, and not even for every fan of the sport, but if you have
a serious thing for tennis then 2K Sports have a seriously good
game for you.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
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