WorldVillage


NOT PAR FOR THE COURSE

A Review of The Skins Game at Bighorn

by 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. First, some background. Unlike other golf competitions, the Skins game does not determine the winner by who has the lowest total score at the end of play. Instead, the Skins game is a variation of match play, whereby the lowest score on each hole decides who wins that hole, but with the added twist of whoever wins the hole also wins the coveted "skin". And what is a skin? Money. Lots and lots of money. Each hole is worth a certain amount of money (typically tens of thousands of the green stuff) with the amount increasing on hole 7 and again on hole 13. When the players tie on a hole the skin is carried over and added to the skin of the next hole and so on until someone wins, so it's not unusual for a single hole to be worth over $100,000 in accumulated skins.

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. However, this setup is not consistent. For instance, a player using a 9 iron could have a swing meter running 0-90, with 5, 13, and 27 at the hashmarks - if you need to go 50 yds, good luck finding the right spot in that little space between 27 and 90. If this weren't annoying enough, the same club may produce different meters at different times. Take that 9 iron again - you could get that same 0-90 meter, or a 0-40, or something else so even if you do develop a touch for a specific distance with a certain club (like in real golf) your touch means nothing if the scale is always changing.

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. Some of the screens look nice, but many have that washed out look peculiar to postcards displayed in a gift shop window for too long. You spend a lot of time looking at the same thing in a golf game and the lush rendered graphics of other golf sims are sorely lacking here. The players look pasted on the backgrounds and God forbid you play with more than one golfer of the same sex - play with 4 males and you'll get the same purple-shirted, shovelhead guy for each player. The club swinging video was smooth and realistic but the ball, oh boy, the ball looks and moves like a refugee from PONG. Is it too much to ask Interplay, the people that brought us the great ball movement of Virtual Pool, to make a golf ball move differently than the "follow the bouncing ball and sing along" white blot found in this game?

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. Men will blast their shots over the water hazard but women will drive theirs into the water. Check the aiming map and you'll see the women's targeting bullseye right in the center of the lake. This makes for a particularly tedious game as women players will constantly have to check the map to be sure they're not hitting into sand, water, etc. And it's a Windows game so you know how fast those screen changes are coming.

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. A typical tee-off went like this: the ball hopped off the tee and vanished at the start of the downswing, the sound of the club hitting the ball followed, the club actually herked and jerked itself to the tee, then the long painful process of redrawing the screen began. Frankly, I'm sick and tired of games that are unplayable at the minimum requirements listed on their boxes. Developers need to understand that there's a huge difference between being able to run a game and actually being able to play it.

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

Product:

The Skins Game at Bighorn

Company:

Interplay Productions
17922 Fitch Avenue
Irvine, CA 92714
Phone: (714) 553-6655
Fax: (714) 252-2820
http://www.interplay.com

Cost:

Under $50

System Requirements:

PC compatible 486/33 or better, Microsoft Windows 3.1,
6 MB RAM, 5MB free disk space (16MB recommended),
VGA (256 colors), SoundBlaster compatible audio
and 2X CD-ROM drive.

Breakdown:


Fun Factor 1
Graphics 2
Sound 1
Interface 1
Replayability 2

Overall Score:

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