1.8 hours played
Written 22 days ago
In a word: Frustrating. In so many ways. The number one frustration is the swing power, which feels incredibly unreliable. There must be different clubs, although that isn't communicated, because long shot go from overshooting to coming up short at the drop of a hat. It's at it's most unreliable when putting, where different surfaces have different friction. Trying to judge that difference is a crap shoot though.
The frustrations continue elsewhere. The camera is annoying, following balls down into hazards when it is unnecessary. This results in a yo-yo effect if you're missing multiple shots. Many of the hazard provide no difference in challenge; water is the same as a pile of leaves, is the same as ooze, is the same as a squirrel, is the same as a gap between buildings. The perspective also makes some landing areas ambiguous or even obscured. The game is well aware of how frustrating it is, offering up a skip option.
The game is quite good looking and for many players, narrative will be a big draw for the little story. It's a mixed bag in my opinion. The triple layer of radio play, written subtitle for each hole, and unlocking diaries made the delivery feel scattered. Of the three, the radio was the most satisfying, while the diaries had no allure. When I finished the game, the mini graphic novel is unlocked, which is a well rendered retelling of the story. It feels the most charming, without some of the truly depressing tones in the radio stories.
It's not quite two hours. Plus, between unlimited shots and skipping, the game really doesn't hold you back from finishing. So it's not a big investment if you still want to try. It's just too bad, because with a couple better design decisions, it might have been far less frustrating.