Everybody's Golf: Hot Shots |OT| Par Deux

What time for switch? And where are you getting these times? Every thing I read just says sept 5th which on console usually means the next morning or noon, sadly.
No idea about Switch. I can tell on PS5 because I have it pre-ordered and pre-installed. It gives a countdown until I can play it. 9PM PST, is technically Sept 5. on the East coast of the US.
 
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The Steam Deck isn't a viable way to play this game for my taste. The performance gets even worse in the later challenge cups. No bueno. Moving to PC.

What time for switch? And where are you getting these times? Every thing I read just says sept 5th which on console usually means the next morning or noon, sadly.
The eshop updates at 12am ET.
 
I'm looking at the developer "HYDE, Inc." on Steam and they don't have a long track record: Digimon World and Digimon Survive.

Between that and this being a Bandai Namco release, I think we may be cooked on PC for any future performance updates 😬

Such a shame. Seems like there's a good game here. Would've been perfect for Steam Deck!
 
Quick impressions (PC)
It's PS3/Vita era HotShots golf, and it can do 120hz (though the menus are a bit wonky to get there - but that's all of UX)

No graphical options, no AA of any kind, no mipmaps on trees - it's like we went back in time to early 2000s (yes I know PS3 Golf games looked like this too, but still, it's the PS2 era Japan developed titles look for me).

Though I'll say (much to chagrin of Digital Foundry) I kind of appreciate the raw pixel look after recent 2 years of temporal soup at 400p courtesy of UE5 and others. Still - 'some' options would be nice (I guess I'll try forcing spatial AA in drivers later).

4k is pretty demanding (2080ti can't quite cut it at 60), so I imagine 1080p will stress the handhelds too - I wonder now if any console will run 4k native - maybe PS5 Pro.
 
Night and day difference on PC. Phew.

Full ultrawide support as well. :messenger_sunglasses:

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The performance is flawless on my 4070ti. Not a hitch in sight.

Shame about the Steam Deck but that comes with the territory.

The gameplay is classic Hot Shots. Nothing to complain about there. Loads of modes and unlocks. Well worth the $40 IMO.

Oh and the overall vibe is perfect. Feels very PS1/PS2 era. Set the voices to Japanese to preserve your sanity through.

"Go ball!" x 5000

Yikes.
 
I was counting on the Steam Deck being decent. I will read reviews over the weekend and decide on Switch 2 or PS5/Pro + Portal combo.
 
Ugh, it's a little frustrating that my dualsense does not seem to work natively. I can use an Xbox controller, but I'd feel more comfortable using a playstation controller with this game.
 
Played through one character career on PS5:

-Colors are really drab.
-Performance is awful and can make the shot meter appear choppy.
-Default camera is terrible (switch that to #2 in the options)
-There is no ability to do on-the-fly corrections of shot strength using Triangle(increase)/Circle(decrease) when setting accuracy.
-The menu UX is very amateurish.
-The overhead camera to see where your ball lands zooms way too far in by default.
=While the tutorial doesn't explain this, I do believe super side/top/back spins are in. These are accomplished by pressing the opposite direction of the spin you want on the d-pad when setting power and then the direction you want the spin when setting impact and requires perfect impact. The ball will appear to have a blue trail instead of a red trail. I'm not sure if this can be accomplished if you are using the control mechanism that lets you set ball impact prior to taking the shot. Sidespin does not bend nearly as much as in previous games, but maybe that will change with different balls/clubs.
=I'm starting to find a grove for impact timing, but everything kind of feels off.

I didn't really have high expectations going in and I'm still a little disappointed. Beyond resolution, the PS3 games look better. I'll give it some more time over the weekend.
 
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Big Deck bros! Does this game run well on the deck?
If you're looking for 60hz, you're not getting it.
I tried handheld on AI 370x, and even at 35W it would only really hold 60 at all settings on low, 720p.

Ah yes I did find there were a few settings, the clunky menu didn't make it obvious you could scroll down.
 
Performance requirements seem low, which is nice.

Any word on DLSS/DLAA ?

The game uses a custom engine and the PC version, which I played briefly this morning, has no support for DLSS/DLAA, FSR, XeSS or any modern upscaler. The character select screen has noticeable jaggies, I don't think the game is even using any kind of AA there, but it looks better when you play it. The game has framerate options for 30, 60 and Unlimited. I capped mine to 120 fps using RTTS (RivaTuner Statistics Server, part of the MSI Afterburner suite). Don't see the point in having a higher framerate than that personally but the game was hitting 190-200 fps at maxed out 1440p settings on my RTX 4080, i5-13600KF, 32 GB, Windows 11 Pro 25H2 PC.

Seems good so far and feels very Bandai-Namco in terms of options and presentation if you've played any of their other published games. I had previously played Everybody's Golf on PS4 and PS Vita and this game looks pretty much like those games from memory. And that is perfectly fine in my book. This game only costs £34.99 as well which is nice as typically Japanese published games are usually pricey on Steam.
 
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i don't have it yet. I'm playing the steam version for now. I'm waiting to get a physical copy on switch from vgp.
Oh, well report back when you get it. Curious to hear what you think since you're also playing the PC version. It should be even more obvious coming from that.
 
Haven't made the purchase yet, was waiting to see what the initial feedback is.

A little disappointed from the sound of the PS5 version. If it's running a 40fps that's unacceptable. There is no reason this game should be running at anything less than 60fps.
 
I tuned down the game some and it runs well enough on steam deck. It's not a game that needs really high frame rates.
If you pick the controller 3, traditional controls, is the spin just holding the direction during the downswing or can you do the thing where you do the opposite direction in the backswing, and then change direction in the downswing?
Can't tell if that is doing anything yet.
 
The character select screen has noticeable jaggies, I don't think the game is even using any kind of AA there, but it looks better when you play it.
It has FXAA (or something like it) in-game, but frankly I don't think it really looks better with it on than off. It's visually noisy regardless (especially because of no-mipmaps on trees) but the sharp-pixel detail is part of the artstyle it's going for - so frankly I prefer the clean look to post-process blur filter that doesn't really help aliasing much.
It would be interesting to see how much temporal AA can clean-up the texture aliasing in play - but given the engine was clearly not designed for motion-data, I am pretty sure we'll never see that.

How does the game play at 120? I had some issues running it at that (my TV is still limited to 1080p at that refresh -_-), is it noticeably different from 60?

A little disappointed from the sound of the PS5 version. If it's running a 40fps that's unacceptable. There is no reason this game should be running at anything less than 60fps.
At 4k - the game fluctuates in 45-55fps on a 2080ti. If PS5 runs 4k native, sub 60 is pretty much guaranteed based on that.
But yes - it's way heavier than I'd expected (I honestly thought this would fly at 60@1080p on my handheld - but it's not even close).
 
Haven't made the purchase yet, was waiting to see what the initial feedback is.

A little disappointed from the sound of the PS5 version. If it's running a 40fps that's unacceptable. There is no reason this game should be running at anything less than 60fps.
This reviewer talks about PS5 performance at 7:13
 
Played through one character career on PS5:

-Colors are really drab.
-Performance is awful and can make the shot meter appear choppy.
-Default camera is terrible (switch that to #2 in the options)
-There is no ability to do on-the-fly corrections of shot strength using Triangle(increase)/Circle(decrease) when setting accuracy.
-The menu UX is very amateurish.
-The overhead camera to see where your ball lands zooms way too far in by default.
=While the tutorial doesn't explain this, I do believe super side/top/back spins are in. These are accomplished by pressing the opposite direction of the spin you want on the d-pad when setting power and then the direction you want the spin when setting impact and requires perfect impact. The ball will appear to have a blue trail instead of a red trail. I'm not sure if this can be accomplished if you are using the control mechanism that lets you set ball impact prior to taking the shot. Sidespin does not bend nearly as much as in previous games, but maybe that will change with different balls/clubs.
=I'm starting to find a grove for impact timing, but everything kind of feels off.

I didn't really have high expectations going in and I'm still a little disappointed. Beyond resolution, the PS3 games look better. I'll give it some more time over the weekend.

The game has low effort written all over it and this sounds like its the case.
 
Night and day difference on PC. Phew.

Full ultrawide support as well. :messenger_sunglasses:

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weird, for some reason its not letting me pick any resolutions but 16:9 ones on my 57" Samsung Ultrawide.

Edit: more weird, the ultra wide resolutions show in Windowed mode but not borderless or fullscreen. so odd. Can't find the games config file in any of the normal places to try forcing a custom res.
 
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Mega cups are the size of manhole covers. It also seems your character animations can't be skipped which is annoying when they are blocking your ability to read a green.

The game has low effort written all over it and this sounds like its the case.

I don't think anyone can make an argument against this sentiment. Even if we set aside performance issues and how simplistic it looks, it just misses so many details found in Clap Hanz efforts. It's like a comparing a labor of passion versus someone else making a product.
 
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It's true that Clap Hanz was more of a stickler for details and spent more time with course design. At least until it went mobile. But it would have taken them ages to make another game, and probably never could have pulled off a multi-platform release like Bandai Namco.
 
BennyBlanco BennyBlanco your absolute silence is giving me anxiety

The good news about the Switch version is you sorta adjust to the input lag. But it's still not ideal. Sometimes I'll slice the shit out of the ball and kill my drive.
 
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