Virtua Tennis 4 Review
Without fault?
Version tested:
It's the Tetris problem. Occasionally a game maker happens upon a flawless recipe on the first attempt, a kind of perfection that would be compromised if any of the ingredients were added to or taken away from. So it is with Sega AM3's Virtua Tennis, an arcade game that translated the stretch-and-dive drama of professional tennis with such assured brilliance that, aside from a conspicuous lack of female players, precluded a sequel.
But while perfection may be the goal of every game designer, it's the enemy of the businessmen that pay for the game designer's computers, electricity and crunch-period pizzas. No, a publisher wants the recipe to be delicious, but somehow flawed or lacking. That way, it can be improved and built upon in sequels and the initial investment recouped time and time again. It's the great unspoken tension at the heart of the sequel-driven games industry. And it's a tension that runs through Virtua Tennis 4's centre court.
Because the fundamentals of Virtua Tennis cannot be improved upon. Its breezy court play, with its arcade heritage, is as fresh and comfortable today as it was 12 years ago. Viewed at the ground level of matches, it remains the best video game approximation of the sport available. There have been tweaks made to the core engine – with characters less likely to leap into cross-court dives, and more balanced AI – but they are just tweaks, and the game has all of the delicate balance of its earliest predecessors: easy to pick up and play, difficult to master.
So it falls to the gimmicks and framing of the package to attempt to introduce relevance in an increasingly competitive niche. Virtua Tennis 4's innovations come not in ground-level play, the way that lobs and volleys are handled, but in 3D television support, Kinect and Move control options (Wii MotionPlus having already been introduced in Virtua Tennis 2009) and an overhauled World Tour mode. They're additions that give the illusion of expansion without messing with the secret recipe that earned Virtua Tennis its place in the canon.
Duke makes a return in the restructured arcade mode, appearing at the end providing you lose no points en route.
"Better with Kinect" proclaims the Xbox 360 packaging, a bald lie that will disappoint every person it convinces. While playing Virtua Tennis 4 with Microsoft's motion sensing camera is relegated to a bespoke Motion Control Mode specifically designed for the task, the execution is a resounding disappointment. Reasoning that the average living room floor is considerably smaller than a tennis court, Sega auto-handles your character running for the ball in the Wii Sports style, relegating the interactivity to swinging your empty hand around to set up strokes.
However, these map poorly to your motions, the racquet failing to turn as you swivel your wrist (and as the wrist is the only piece of the body the Kinect needs to pick up on, it's a fundamental flaw), while lobs are read as gentle forehands. Inexplicably, the camera jumps from first- to third-person in between each shot during play, a perspective shift that will make even the most focused player feel as though they're playing on the deck of the Titanic minutes before it sank.
PlayStation 3 owners fare a little better, benefitting from the fact they hold a piece of hardware that has some resemblance to the handle of a racquet. Here movements map accurately onto the screen, and there are glimmers of excitement and enjoyment to be found. However, the wider issues with the mode, from the low-slung camera to the shifts into and out of your character's eyes to the problems in reading the power of your inputs ensure that, for players who want to pretend they're playing tennis with their bodies, Wii Sports remains a more enjoyable proposition.
Thankfully, once you settle down with a plastic controller (or better still, an arcade stick to replicate the original Naomi cabinet's click precision) the game responds exactly as it should. There's just one innovation to the core tennis experience here, the introduction of 'Super Shots'.
During play, a gauge at the top of the screen fills. Once filled, there's a chance that your character will execute a Super Shot, a quick, precise strike that is near-impossible to return.
Before a Super Shot is played, the game slips into slow motion, the camera wheeling around your character as they power up for the strike. The gauge empties as soon as a Super Shot is played and, as it often takes a full two games for it to fill each time, it's not so intrusive as to upset the balance. It's ridiculous but nevertheless exciting, the kind of mechanic that only Sega would drop into a game like this, but Virtua Tennis 4 is all the better for it.
Elsewhere, the only other changes Sega Japan has made to Sumo Digital's previous two games are structural, specifically to the expansive World Tour mode. Here you embark upon a series of four epic tours across different regions of the world map, which is divided up into tiles like a board game. Each city in a region is a tile, and they're linked together in a broadly linear string. You must spend 'tickets' to travel between them as you progress towards a final tournament at the end of the route.
At each city there's an activity to engage in: one of eight different mini-games; an exhibition match; a rest spot (where you recuperate your character's health); or a special event such as a fancy-dress match or a fan signing. To progress around the map you must spend move tickets, which act a little like dice throws. Each time you spend one of your three tickets you are randomly given a new one, so there are elements of luck and strategy involved as you seek to land on the cities you want to in order to participate in those events that interest you.
As you progress around the board, you earn experience points to level up different attributes of your player, earn money to spend on new gear and, most importantly, earn 'stars' that raise you up the leaderboard of world players and gain you entry to more advanced tournaments. Development of your character is primarily fuelled by engaging in a range of mini-games, the one area where Sega Japan is allowed some creative freedom to break away from the tennis template. Each mini-game is playable at five different difficulty levels, with experience rewards increasing in step with the challenge.
There are eight mini-games included in Story Mode, including Egg Collector, in which you must hatch chicks from eggs by running over them and returning them to the mother hen. Chicks trail behind you in the style of the classic Sega arcade title Flicky, but will – somewhat distressingly – drop dead if struck by one of the tennis balls being fired down the court towards you. As such, the emphasis is on speed and accurate footwork.
1/11 The mini-games encountered in World Tour mode can all be enjoyed in a Party Mode for up to four players.
In 'Wind Match', meanwhile, you must try to achieve the longest possible rally on a windswept court. Burst one of the wind balloons on the court and the wind speed will pick up yet further. The mini-games are fresh and interesting and, while the basic concept has been a Virtua Tennis staple for years now, it adds welcome arcade-style variety from the play-offs in the main game.
It's a solid, workable single player 'campaign' structure, and while initially it can seem set up to arbitrarily limit your play options, in time the sense of journey and progression work together to draw you in to your avatar's career in a way previous entries to the series never quite managed.
Visually, Virtua Tennis 4 is solid but rarely beautiful. It has the bright, hard-lit ambiance of its predecessors and, while the character models are robust and well-animated, the thick white sweat that covers players' faces as a match progresses has a disturbing look. A generous range of court locations and a huge array of unlockable clothing (including fancy dress items) add another layer of distraction. There's not quite the commitment to collectables and silliness on offer in Sony's excellent Everybody's Tennis, but there's enough there to provide added interest and motivation.
A mixed success, then. The core strength of the experience ensures Virtua Tennis 4 is best in class where it matters, on the court. Likewise, a well-structured World Tour mode, while slightly anachronistic in its straight Japanese presentation, provides a sense of journey and progression that is wholly engaging. But the motion controls, core selling points for many buyers, are woefully implemented and provide little interest or value. If nothing else, it's a specific shortcoming that should keep Sega's financiers happy – providing, as it does, room for improvement in the inevitable sequel.
8 / 10
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Comments (33) Latest comment 11 months ago
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I'd like to know what the online is like though. Virtua Tennis 3 was utterly brilliant if you ignored the minor faults... the ranking system was unclear. Baseline rallies also seemed to confuse the game when lag was high with a let call being awarded as the game couldn't work out if you had reached the ball or it had hit the back wall.
Couldn't care less about motion controls on what is basically an arcade game.
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Classic. I think we all know which part of the Japanese audience this is playing to.
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So no used knicker vending machine in this one then?
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I've been playing the game for the past two days and it is brilliant. Not as technical or realistic as Top Spin 4 but definitely more fun and accessible in that Virtua Tennis way. The World Tour mode, after some initial apprehension from trying it in the PS3 demo, has proven to be surprisingly addictive. Just forget the dreadful Virtua Tennis 2009 ever existed as this is the true sequel to Virtua Tennis 3 even if it doesn't play around with the traditional formula too much beyond some nice tweaks here and there.
I guess if you have Move or Kinect then there's one more reason to own this but personally I'd rather have full control over my players movement, thank you, as it takes some of the skill out of the game (although you could argue that mimicking the actual moves adds some skill). Whatever, it doesn't interest me to play the game that way unless I can both move and mimic in which case I may as well play the real sport!
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While Sumo Digital may have coded VT3 for the Xbox 360, it was a conversion of a SEGA in-house arcade game developed by AM3 I believe who also coded the PS3 version. As such it isn't really a Sumo Digital game, they just ported it over to Microsoft's console. Sumo were solely responsible for the disappointing VT 2009 though and it showed IMO as it suffered from a lack of involvement by SEGA.
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Well, at least now I don't have to regret my choice of buying Top Spin 4 after all a couple of weeks ago - even if I am playing it with a DS3 rather than subjecting myself to the lackluster Move + Nav controller experience.
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It was so easy for the first few hours it was really boring to play. Has this improved or not?
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Played a few games online and it has been smooth as butter.
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Fixed. (!)
As for keeping investors happy, perhaps. I won't buy a tennis game until it has good Move support. I had hopes for this, but although it is not mentioned in this review as far as I could tell in a quick scan, the Move controls aren't even supported in the main gameplay / campaign modes. Normally I take criticism of Move controls at face value and try that myself first, but this pretty much disqualifies the game for me altogether.
Out!
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[link url=http://www.youtube.com/watch?v=nKY6qhciDT0
]http://www.youtube.com/watch?v=nKY6qhciDT0
[/link]
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Like a lot of people, I suspect, I would be curious to know how you'd compare this to TS4? Is the AI still ridiculously crap/predictable? If so then I could only see myself playin this with friends and online. Is the online lag-free?
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Gamers have some weird notion that all racket sports have the same mechanics (table tennis, tennis, racquetball, etc.). they do not. In tennis, there is very little wrist action except for the serve and maybe the slice. Top spin and other groundstrokes come more from your legs for power and your arm motion and grip for type of stroke. A strong western grip for heavy topspin. A more continental grip for flatter shots. For example, if you finish with your stroke so that your arm is point straight forward, it'll be a straight flat shot. In fact, if you go into a tennis class and play with a loose wrist, they'll laugh at you. And yet gamers somehow talk about how important it is to have wrist action. I guess it's because gamers grew up playing Wii tennis games and watching tennis on TV rather than playing on the court.
I know no tennis game can't do real tennis mechanics because tennis is too hard for most people (it can take months for people to learn how to just keep the ball on the court without it flying over the fence). People would throw a fit if they couldn't keep the ball on the court. Games are for role playing anyway. People want to feel like they're Roger Federer. If they could actually swing like Roger Federer, they'd be on a real tennis court making millions of dollars.
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Agree that this article lacks reference to Top Spin 4. I don't think that game has been any cop in recent years, but in earlier versions it was a toss up (if you excuse the pun) between that and VT.
If you like Tennis as a sport you'd get a Virtua Tennis game, if you just want to play a tennis game get Top Spin 4. VT is the purists choice, even with the mini-games (I think VT3 has the best mini-games and tour mode, but I haven't tried this yet).
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Anyway, Sumo Digital's own games have tended to be, IMHO, disappointing to lesser or greater degrees, e.g. Sonic & SEGA All-Stars Racing, VT 2009 and SEGA Superstars Tennis, but they tend to do a great job of porting core arcade games across with single player enhancements, e.g. VT 3, OutRun 2 & 2006: Coast 2 Coast, etc. Had VT3 being a Sumo Digital designed game there's no doubt in my mind that it would have been as lacklustre as VT 2009 was. You only have to play a few minutes of VT 4 to know that it was designed by the same people who did the excellent VT 3 and not awful VT 2009!
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"I guess it's because gamers grew up playing Wii tennis games and watching tennis on TV rather than playing on the court."
The Wii is four and a half years old, how old do you think most gamers are!?
That's a very sweeping generalisation to make, that gamers grew up on Wii tennis.
I'm over thirty, have been gaming since before I hit double digits, so instead grew up on the likes of Mario Tennis, Pete Sampras Tennis, Davis Cup Tennis, Jimmy Connor's Tennis, Super Tennis, EA Tennis, and Wimbledon Tennis.
Not to mention the later likes of Actua Tennis, Virtua Tennis, and Top Spin, all of which pre-date the Wii by some time.
Don't get me wrong, I do own a Wii, but I didn't pick one up until just over a year ago.
I just resent the assumption that I'm fresh out of my nappy and happy to waggle my thing about...
Oh, and nothing beats either playing the real thing (regardless of skill level), or going to Wimbledon to see how the professionals do it on Centre Court.
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