Ah yes, the rallies. Top Spin 2 uses
all four face buttons as individual shot
types. The A button is reserved for a
‘banker’ shot – essentially a stroke that
can never go out of play, but will rarely
cause your opponent much difficulty.
It’s the slice and top spin that, when
used wisely, can open up a rally and
turn it in your favour. Mistime a shot
though, or aim it too wide, and there’s
a strong chance of it landing ‘out’.
It’s a basic risk/reward mechanic that
suits a sports sim perfectly, and also
happens to mimic real tennis to a tee.
The game also borrows Virtua Tennis’
now standard ‘early button press equals
stronger shot’ system (also appearing
in Rockstar Presents Table Tennis),
so player movement and positioning
becomes crucial in order to maximise
the effectiveness of each shot.
At its most basic, Top Spin 2 is a
prettier version of Virtua Tennis 2, but
only when players begin experimenting
with all the aforementioned shot
variations does its depth and superiority
come to the fore. It’s a far more realistic
simulation of tennis, relying more on
forethought, tactics and skill than Virtua
Tennis’ arcade thrills. Adding to this are
the ‘risk shots’ (activated with a tug of
the right trigger) which require incredibly
tricky timing, but when pulled off are
nearly unstoppable. They’re all too easy
to get wrong, so multi-player matches
can be won or lost on a few brave
choices – do you try a risk shot when
break point down during a tough rally?
Fortune favours the brave… or should
that be fortune favours the AI…
Yes, Top Spin 2’s only real downfall
is its inconsistent, and somewhat
unfair, opponent AI. During the game’s
otherwise entirely pleasant career mode
(players rise through the tennis tour
ranks, earning money and sponsorship
as they go), winning tournaments
becomes incredibly difficult due to the
CPU’s unnerving knack to hit successful
risk shots with alarming regularity. Given
that, for humans, they genuinely pose
a ‘risk’ and are sufficiently tough to
pull off, the fact that the computer can
choose to smack a risk shot down the
line whenever they feel the need makes
the single-player unbalanced.