we love golf
Capcom Reveals New We Love Golf! Costumes
3:20AM Mike Fahey |We Love Golf Details
3:40AM Flynn De Marco | While We Love Golf wasn’t playable at Capcom’s Digital Day we did get a few more details on the Camelot Software developed game. Two new exclusive characters are being developed for the western market although there was no announcement about who they will be. We did find out however the results of the vote on Capcom’s site concerning two unlockable Capcom themed costumes. Not surprisingly, Ken and Morrigan will be joining the ranks of Arthur, Chun-Li and Jill Valentine as unlockable costumes for your golfing characters. The gameplay will be your standard golf game fair with the Wii remote being used like a golf club. Online play will be available through Friend Play and World Play modes More »Gallery: We Love Golf
3:40AM Flynn De Marco |
Vote For Capcom Costumes in We Love Golf
10:00AM Flynn De Marco | The upcoming golf game We Love Golf will be featuring alternate Capcom costumes for each of its ten characters. The European and US versions of the game will be getting two new characters and Capcom is asking for your help in deciding what classic costumes will be available for them. For the male character you can choose between Frank West (Dead Rising), Balrog (Street Fighter), Guy (Final Fight), Ken (Street Fighter), Dhalsim (Street Fighter), and Captain Commando (Bionic Commando). The ladies also have a nice list to choose from including Cammy (Street Fighter), Morrigan (Darkstalkers), Rouge (Power Stone), Roll Caskett (Mega Man Legends), and Ashley Graham (Resident Evil). You can vote for yourself in the sidebar of Capcom’s Official blog. What will be your picks for classic Capcom golf fashion? Personally, I’m voting for the Frank West boxer briefs ensemble. More »
We Love Golf Loves Capcom Cameos
11:29PM Luke Plunkett | Think Capcom would pass up the chance to throw some licensed characters into We Love Golf? Like hell they would. These mag scans show some of the Capcom characters that will be making guest appearances in the cartoonish golf game, including Arthur, Jill Valentine, Chun Li and that new attorney bloke who’s not Phoenix Wright. Aren’t they just so cute you could smoosh their little cheeks? Well, except Chun Li. She’s wearing pants for some reason, and to be honest, it’s freaking us out. [Go Nintendo] More »How’s We Love Golf Putting Coming Along?
7:00PM Brian Ashcraft | At TGS, we checked out We Love Golf. While the game looked nice, putting was a mess. At the Games Festa, we checked out the latest playable build. Since no one was waiting in line, the Capcom person at the demo kiosk told me I could play as long as I wanted. That, for me, was about twenty minutes or so — long enough to get a decent feel for the basic mechanics. The Capcom rep. was quick to point out that I should approach the game was playing actual golf, but rather, just a video game. So all natural instincts about using the Wii-mote to swing and smash golf balls went out the window. More »
We Love Golf Dated and Priced
8:00PM Brian Ashcraft | We Love Golf, Capcom’s punny Wii golf title from developer Camelot, has been dated for Japan. That date is December 13th, and the title will retail for ¥6090 ($US 53). We got hands-on with the game at TGS and all agreed: The putting sucks. Really, really sucks. If Camelot fixed that, I might pick up this one. If not, forget it. Oh, and that up there? That’s the box art. We Love Golf Dated [Famitsu] More »We Love Golf Creator Does Not Love Golf
9:00AM Luke Plunkett | We Love Golf looks like a decent enough bit of fun. I think so, Matt thinks so. Which is good for Sega, because for Producer Hironobu Takeshita, this isn’t a one-off fling. He wants this We Love Golf to be the first We Love Golf in a line of many We Love Golfs. So I hope you’re all ready to love. Love golf. While the game is fun, and certainly a meatier proposition than the only other reference point I could come up with (Wii Sports Golf), it’s not all plain sailing. Basic swingplay works well, but then, so did Wii Sports Golf. It’s not that hard, you just have to whack it. No, what was that sideshow’s downfall was its putting. The putting wasn’t difficult. It was broken. We Love Golf’s is as well, something Takeshita readily admits. “Yes, our putting right now is…difficult,” he told us. “It is not yet ready, but it is something we are still working very hard on.” Which is good! See, Matt was worried about the putting. Worried sick. Said it was “piss-poor”. But if they already know this, then we can at least hope for an improvement when the final build comes around. While talking about the game, we also got around to its future. The current title is obviously a Wii exclusive, and has its controls built around the Wii Remote, but come on. This is Capcom! Takeshita says that if the first title sells well (note the avoidance of the obvious “Wii Love Golf”, a decision he says was made because it would have been “silly”), they’ll put the game on different consoles. DS, PS2, whatever, didn’t matter. In fact Capcom were really aiming for this to become a long-running series for them. Finishing up, I thought a bit of light conversation would be in order. So the topic moved to golf. Like, real golf. Then something strange happened. I asked if he played golf, and if so, how often. His answer? “I’d like to one day.” One day? What, when you’re done making a golf game? Kinda odd! More »
We Love Golf! Hands On Impressions and Control Scheme
10:00PM Kotaku US Edition | We Love Golf! is not Wii Sports Golf rehashed. You still swing the remote to swing your club like you do in WSG, but that’s about where the mechanical similarities end—you know, aside from what’s inherent to them both being golf games. It’s deeper, enough so to justify being a whole game on its own. It’s also harder. It took me a round to get going, and even after that putting was still a total bitch. Why? It’s kind of hard to explain, but it has to do with the meter at the bottom of the screen that indicates your swing’s power. It’s not, to use that most overused of Wii control scheme descriptions, inherently intuitive. The meter indicates power on a weak-to-strong, left-to-right basis (obviously). The circled orange club on the far right is your target strength, which changes depending on the remaining distance to the hole. The Wiimote icon is where the remote is relatively located in real space after you’ve begun holding down the A button to start your swing. Here’s where I was initially thrown off: As you pull back, the Wiimote icon slides to the right. The “intuitive” thing to do is to immediately swat forward once the Wiimote icon touches the recommended sweet spot, right? But! You see the club icon on the far left? It lags behind your Wiimote’s trail by about a second, but that’s the icon you’re supposed to time everything by, not the Wiimote. Confusing, no? After you’ve completed the backswing motion (best done semi-slowly to sure up the match), the club icon rushes back to the left—when it lines up with the faded blue shadow is when you’re supposed to swing forward, so you have this weird mid-backswing pause. It made putting really annoying since timing the back and forth is hard in the short space you’re given. It makes sense after you’ve played it for a bit, but it definitely takes practice, and it’s really got nothing to do with golf—it’s simply a timing mini-game that’s vaguely similar to timing Super Strikes in Mario Strikers. I didn’t even try to get into the topspin and backspin mess, honestly. One other control issue is the way you switch views by tilting the remote up or down. It’s far too easy to accidentally switch to the larger field view; I noticed I wasn’t the only one by far who inadvertently flipped between game screens more than a couple of times. Despite all of my initial “getting used to it” issues, I could see where it’d be a lot of fun after some more hands on time, at least if you’re into Camelot’s style of sports games, which I am. At the same time, I feel like the controls could be tweaked a bit to make it easier to start “loving” it immediately while maintaining the depth of the game mechanics. More »