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I dunno, you wait 20 - 25 years for a decent Beach Volley game, then three come
along all at once. It's almost as if the world was waiting for sufficient processing
power to effectively render and animate breasts to make it worthwhile.
Beach Spikers, however, has already proved that there can be more to Volleyball
than the participants, and with its intuitive Virtua Tennis-style controls and
challenging play mechanics it grabbed the attention of sports fans who were
less interested in accurate "physics" than they were in a decent game
of Volleyball. So, how will Outlaw Volleyball, with all its jiggling body parts,
coarse language, risque closeups and all-American design fare when put up against
the Japanese competition - Tecmo's comparitively classy Dead or Alive Extreme
Beach Volleyball, and Sega's positively sterile Beach Spikers?
The intro gives a good idea of what's to come, with some horribly classless
set-pieces introducing the game's characters. The front end and player setup
options are all well-done and easy enough to find your way around - the game
exudes an easy charm from the word go.
Taking its cue from recent sport-sim successes, the game features a comprehensive
and, by-and-large, highly enjoyable training mode which takes the player through
the finer points of serving, bumping, spiking, defence and blocking with a selection
of minigames featuring dancing and taunting supporters and posters of the game's
characters. The minigames are also used for levelling up the characters in the
game. Complementing these minigames are a collection of 'drill' videos which
feature characters from the game explaining how to play. These are almost unanimously
informative and entertaining and, on occasion very, very funny, and help to
further the generally slick and professional presentation of the game.
The game proper takes a lot of getting used to: playing in Exhibition mode
with the aid of a crosshair showing you more or less what your opponent is planning
is a great way to ease yourself in, although the signposted nature of the game
when played this way invariably results in rallies that are too long and, by-and-large,
not a great deal of fun.
Commencing down the many and varied Tournament routes, however, results in
an unpleasant surprise - the crosshair disappears, and you're left playing a
guessing game as to where to position your players, with not a hint of the swinging,
anticipating camera which gives Beach Spikers players a chance to react. Given
the frantic pace of the game, mistakes are not an option; being positioned wrongly
WILL result in the loss of a point, with virtually no chance to recover. This
is incredibly frustrating and although the more you play, the more you can read
what is forthcoming, it's all too easy to imagine gamers in pursuit of more
relaxing fare giving up on this game within minutes of starting their first
tournament, where the only points won are more a result of appalling opposition
play than of any skill on the part of the gamer.
The variety of rules which can be applied to the game in tournament mode up
the difficulty further - incredibly restrictive time limits are not unusual
later on in the tournaments, which, depending on your patience levels, can be
seen as extending the longevity of the title or making an already frustrating
game still more so.
Controls are effective once learned, but perhaps not so natural as they should
be. Serving is achieved by two seperate clicks of a button, while general bumps
and spikes are initiated and controlled by holding down the same button and
releasing at the right time. The game can be played to a certain degree using
just the A button, but X and B allow more advanced techniques such as returning
the ball at a variety of speeds before the usual three contacts have been used.
There is a further complication with the addition of a "turbo" feature
which allows players to run faster and hit harder once their turbo bar is full
enough for them to do so - this bar is based on a number of fairly nebulous
concepts (for example "how good your shots are" - a difficult concept
to quantify) and is initially hard to follow. The additional complication of
using the button effectively in tandem with the rest of the controls ensures
that there is a long term challenge here for those who are prepared to learn
the game inside out, but feels alien and awkward to start with, particularly
for gamers used to the clean and simplistic controls offered by Beach Spikers.
For one final confusion, a (thankfully switch off-able) fighting system has
been built into the game for those moments when you want to stop playing volleyball
and start hitting someone on the opposing team. While this clearly wasn't an
afterthought, and some attention has been given to the system, even in the context
of this none too serious title it feels like a tacky bolt-on and doesn't improve
the playing experience.
The Western design style is a welcome and refreshing change in this particular
genre; most of the characters look genuinely unusual in this context given their
lack of Japanese features, but the style is effective and when they start to
move the characters have a feel somewhat similar to the Ready 2 Rumble games.
The camera can be set to a variety of styles, none of which are as friendly
as the default camera from Beach Spikers but most which are more than sufficient
to allow the game to be played without lost points being blamed on lack of visibility.
The acting is of incredibly variable quality - some characters are voiced very
effectively, but some (particularly Lizzy, with her entertaining part-English,
part-Australian lilt) have the potential to grate very quickly. The authentically
zany announcer is initially quite entertaining, and adds to the irreverent mood
of the game, but quickly becomes stupendously tiresome (even before he starts
repeating himself). Thankfully, he can be comprehensively silenced (almost as
though the designers knew that people would be doing this, they have included
an "off" option which skips what would be otherwise lengthy, and quiet,
sequences if his volume was simply set to zero). Custom soundtrack options are
well implemented; the always welcome 'shuffle' feature ensures that your playlists
will never get repetitive, and comprehensive balance controls make it easy to
set your sound exactly how you like it.
Ultimately, this a difficult game to recommend to anyone who wants a decent
game of Volleyball, other than to those who don't own a Gamecube and can't sample
the delights of Beach Spikers. Despite the more comprehensive set of drawn out
challenges, it doesn't have the long-term appeal and playability of that title,
or the "charm" of DOAXBV's well-established character roster; and
while there are certainly worse games you could waste your time with, the puerile
appeal of this kind of game wanes quickly, particularly when the actual game
engine is as relatively weak and quirky as this one. |