|
NOT PAR FOR THE COURSEA Review of The Skins Game at Bighornby Robert Coffey
You crouch down, squinting against the glare of the desert sun as you try to read the break of yet another unforgiving green. To your left, right by that nasty bunker you narrowly missed, stands your opponent. Noting the sweat beading on his brow, you take a small measure of satisfaction at the nervousness he's trying to conceal. For the last several holes he's been matching you, birdie for birdie, par for par, and you got lucky and caught a break when he bogeyed on the 14th just like you. But he just made par on this, the last hole. And you? Well, you have got a chance to come in at one under and snatch that $180,000 skin that's been accumulating nicely all this time. Of course, you're going to have to make this putt, this wicked long downhill putt that could easily land you off the green and in the poorhouse. You stand and address the ball, settling into your stance. You take a breath and swing, biting your lip as you watch the ball roll, breaking sharply left to hesitate on the lip of the cup. Tension fills the air. "Not enough," you think and right then the ball falls in the cup, rattling home. The gallery applauds wildly as you drop to your knees in exultation.
Sounds pretty good, huh? It is, making the annual Skins game consistently
the PGA's most popular event. And yet, Interplay's The Skins Game at Bighorn
fails to recreate this excitement by disappointing the gamer on almost every
level.
The Skins Game at Bighorn uses a fairly standard interface with a swing
meter appearing on the left side of the screen. Click once to start your
backswing, again to start your downswing, once more to determine accuracy.
The Skins Game at Bighorn does have one of the easier swing meters in golf
simulations, with its large size and somewhat slow, steady movement
(especially when compared to the light speed meters of other games like
Microsoft Golf) really levelling the learning curve. That's the good news.
Like other swing meters, Bighorn's meter is marked with a zero at the bottom
and a number at the top reflecting the maximum distance attainable with
whatever club is being used, with hash marks along the way to indicate 1/4,
1/2, and 3/4 of a swing and occasionally these marks are accompanied by
numbers indicating the distance of such a swing.
This swing deficiency infects the putting model as well. Again, the meters can change drastically shot to shot, but the real trouble here is reading the greens. It's almost impossible to develop a feel for the break and slope of the green with the way the information is given to you. A box on the right tells you if you're putting up- or downhill, how sharp the slope is, and whether the green breaks right or left. Yet this information frequently runs counter to how the green looks on your screen. Putting seems haphazardly figured in this game at best, as your putts behave in ways not seen on golf courses that don't exist in some mystery vortex. Soft uphill putts to the left race past the right of the hole, hard downhill putts stop short. And when you sink a putt, it vanishes from the green about 2 feet from the hole before you hear it rattle in the cup. Must be that mystery vortex again.
Everything seems to conspire to keep you from getting into the game. Shot on
film instead of video, The Skins Game at Bighorn touts itself as the first
truly photo-realistic golf game, but the graphics are not all that great.
Maybe it is too much to ask considering the thought that didn't go into this
game. Men players can hit farther than women, though the women are
supposedly more accurate. Sounds fair, but The Skins Game at Bighorn
punishes women players and rewards the men who will almost always reach the
green a shot ahead of the women. Why can't women start from the women's tees
to compensate for their lack of strength - like in life? Women are further
handicapped by the game's automatic club selection which doesn't consider
their lesser power. For example, on a long par 5 where you have to clear a
water hazard 200 yds away, both men and women players will get a 2 wood for
their second shot.
The rest of the game isn't any better. In what is becoming a standard in golf sims, there are narrated flyovers of each hole, but the video is so murky and indistinct it looks as if it were shot through a fish tank. There's bad TV type music for the flyovers and the start of the game, but it's thankfully absent during gameplay. In terms of sound, there's little of it. You hear the club hit the ball and stick in sand, yet balls on the fairway or into the rocks out of bounds are strangely silent. Hit a ball into a water hazard and you'll hear what I swear is a recording of someone dropping a potato into a toilet. There's an annoying video caddy that will give you advice on those occasions he isn't insulting your ability (and who doesn't consider ridicule the best part of any gaming experience?). Putts all travel in a straight line no matter how severe the break, and they don't slow down, lip out, or stop just on the edge of the cup. Should you prefer the regulation play option, there's no handicapping system for players.
One last thing - played on a 486/66 with 8MB RAM the game ran smoothly, but
on a 486/33 with 8MB The Skins Game at Bighorn was unplayable. All the video
was jerky and spotty and the audio popped.
All in all, The Skins Game at Bighorn is tiresome and not much fun. With the number of good, enjoyable golf sims on the market, you'd be much better off exploring other options or, even better, getting some fresh air and hitting the links yourself!
Gamer's Zone Scorecard
System Requirements:
PC compatible 486/33 or better, Microsoft Windows 3.1,
Breakdown:Fun Factor 1 Graphics 2 Sound 1 Interface 1 Replayability 2 Overall Score:
![]() |