What the Golf, 2019’s hilarious anti-golf golf , is at its best on Switch. Everything that was good within the Apple Arcade and PC versions, which we reviewed last year, remains good here, but the additions and enhancements that the Switch version brings make it the definitive What the Golf experience.
The game arrives on Nintendo’s hybrid console with a replacement two-player “Party Mode” that wasn’t included within the PC or Apple Arcade releases. This mode, which sees you and another player each learning a Joy-Con and facing off during a series of competitive levels, is an absolute hoot. Both players are made to compete across 11 random levels, each supported levels from the campaign, to ascertain who can get to the opening first. there is great diversity across Party Mode’s levels, with some levels feeling more like puzzles, some purely supported skill, et al. that would only add multiplayer, like when you’re both controlling separate items that are tethered to every other or trying to goad the opposite into tipping over a tower of boxes that the pin is sitting atop. There are many levels here, and that i still saw new ones crop up after playing for several hours.
In keeping with What the Golf’s style, only a few of Party Mode’s levels really desire golf, which is a component of the fun. After you’ve played through 11 stages, you and your opponent compete in one final competitive arena-based game, and therefore the number of lives each of you has depends on how well you probably did in previous rounds. There are only three sorts of final competition, but they’re all fun, particularly the combat-based game where you fling around in an office chair, trying to select up and fire explosive beach balls at your opponent. Your victory depends on how you perform during this final game, and the way many lives you have–if you won seven of the previous rounds, you’ll take up to 6 hits within the final competition, whereas your opponent can only survive three. A full round of games in Party Mode rarely takes quite 10 minutes, and you simply ever need the analog stick and therefore the A button. These are less mini-games, more micro-games, often lasting just a couple of wild, hilarious seconds.
As an extension of What the Golf’s brand of irreverence and comedy, Party Mode is wonderful. it is also hugely accessible–I jumped in with my partner, who isn’t an enormous gamer and never played the campaign, and it didn’t take long for her to start out collecting wins. Granted, it isn’t the foremost balanced experience (one player will start some games with a small advantage), and it might be nice to be ready to toggle certain levels on or off–over time we’ve learned the tricks to beat the amount that originally caused frustration. One level also seems to award the win to the incorrect player consistently, but it’s unclear whether that’s a mistake or the sport trolling players because it tends to try to to . Yet whenever we’ve sat down for a fast session it becomes multiple rounds, with many swearing, shouting, and laughing. It’s rare for competitive party games to be built specifically as two-player experiences, and What the Golf is great for forming an intense rivalry with another person.
The single-player campaign is actually unchanged from previous versions, a minimum of in terms of levels and layouts, but playing on Switch gives you some extra control options and a couple of bells and whistles. Players now have the choice to use either a controller or the touchscreen, and if you’re playing in handheld mode you’ll switch seamlessly at any time. you’ll play through the complete game docked, but a couple of levels that use first-person motion controls will prompt you with a recommendation that you simply switch to a handheld for the simplest experience–these also are the sole levels that need you to possess the Joy-Cons connected. I found that I preferred a docked experience for party mode and undocked for the campaign.
While initially, I wanted to only use the touchscreen controls, touching the screen and swiping to work out the direction and power of my shot, the more I played, the more often I found myself switching to traditional controls if they suited A level . it isn’t that the touch controls don’t work well–they’re responsive and feel natural–but it’s nice to possess options. you’ll change at any time without having to enter a menu or toggle anything–touch the stick or the screen and therefore the game will immediately switch control schemes. the sport supports every configuration of controller the Switch supports, and it’s clear that tons of care has gone into making this desire a game that was made with Nintendo’s platform in mind. HD Rumble adds an additional layer to the experience, too–while it’s used fairly sparingly, the small rumble that kicks in whenever you hit the pin is simply right and makes completing a challenge all the more satisfying.
As an extension of What the Golf’s brand of irreverence and comedy, Party Mode is wonderful.
All of those extra touches have made replaying the campaign a pleasure, and that i found myself more inclined to probe the additional optional challenges on each hole, switching between touch and stick control methods to ascertain which of them best suited each. There are occasional frame rate stutters and a few slight visual glitches during this version, but nothing that impacts the experience in a meaningful way.
What the Golf was already excellent on PC and mobile, but the Switch version is that the definitive one, especially if you’ve got another player handy. It’s still wildly funny, weird, and much of fun, and if it had been just the campaign again, it might still be the simplest version of the sport because of the power to modify between touch and stick controls–but the addition of Party Mode really elevates the entire package. In my original review I said, “Like all great jokes, you’ll be wanting to share it,” and now that’s easier than ever.