Clap Hanz has spent 25 years making the studio synonymous with the golf sport.
Partnering with Sony, it developed Everyone’s Golf and even created a PlayStation VR version in 2019, which noticed the corporate make its first steps in direction of VR. A quick detour into the world of tennis apart, Clap Hanz devoted itself to refining their prowess for golf video games and has now branched past PlayStation platforms. Following 2021’s Straightforward Come Straightforward Golf, the studio is again with final month’s launch of Ultimate Swing Golf for Meta Quest.
With a brand new coat of paint, Final Swing Golf takes the core mechanics the staff has refined for many years to Quest units for the primary time. It provides a slate of fantastical golf programs the place you may hit the golf ball round in digital actuality, swinging the Contact controllers like actual golf golf equipment. The corporate correctly selected to not reinvent the wheel, searching for to recreate the studio’s strengths on this new surroundings slightly than overturning its typical method to the style simply to accommodate a change in play fashion.
But even with this expertise, leaping into VR was removed from simple. I lately spoke with the staff behind the corporate’s newest effort, together with director and producer Masashi Muramori, lead programmer Kengo Sasaoka, lead artist Keisuke Futami and co-lead sport designer Shunsuke Takashima. We mentioned classes the staff realized from their expertise engaged on Everyone’s Golf VR and the way the character of Quest’s {hardware} assisted significantly when creating this new sport.
“PlayStation VR and Meta Quest are fully totally different units. Every has its personal strengths, every has its personal challenges,” explains Muramori.
“We discovered creating for the Meta Quest pretty simple, so there weren’t too many challenges as we had been capable of develop primarily based on our earlier experiences. Two strengths of the Meta Quest sequence are that it’s untethered, which helps with participant expertise. As we had been creating, we discovered that the controllers for the Meta Quest had been extremely responsive, so we had been capable of understand all of the minute nuances and particulars that we wished to incorporate within the sport.”
“From a programmer standpoint, the Meta Quest units are nicely supported with Unity, and as we had been creating the sport in that engine it allowed us to maximise the sport’s efficiency for the Quest,” continues Sasaoka.
As an alternative, the challenges had been extra sensible, and carried over from PlayStation VR: controllers aren’t golf golf equipment. “In comparison with actual golf, the place you are feeling the burden of the golf membership, the controller for the Meta Quest could be very gentle, so it was laborious to provide you with a steadiness of easy methods to make golf photographs really feel actual.”
“What we did was develop our personal tech that allowed us to regulate varied parameters associated to golf swings, then we had individuals who truly play golf are available and playtest to see how actual the swing felt. From there we did a number of iterations on that till we got here to a spot the place it felt actual sufficient to place into the sport.”
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Like different Clap Hanz golf titles, there’s a fragile steadiness at play between the visuals and gameplay really feel. This isn’t aiming to be an correct true-to-life simulator within the vein of Golf+, neither is it an off-the-rails mini-golf title. Towing the road between arcade-like enjoyable and simulation is essential to Final Swing Golf, which includes balancing the texture of the swing to approximate the actual factor with out locking out newcomers missing in real-world {golfing} expertise. It should be approachable but actual, programs should resemble an actual format however can have enjoyable with extra outlandish settings amidst city cityscapes and autumnal valleys.
Certainly, this steadiness is a query Clap Hanz has contemplated all through its historical past, consistently refining its definition with participant expectations and earned expertise. As Muramori defines it, “We would like children and adults alike to have the ability to choose up our video games, earlier than perhaps then happening to play actual golf. Maybe that may be an entrance for folks to not simply play our sport, however exit on the course and play actual golf. That is why, from a graphic standpoint, it is accessible for everyone, however on the identical time, we’re actually eager on the physics of the golf ball and the way that’s proven. We learn up on the newest golf theories because it pertains to physics and golf ball habits and do our greatest to place that into the sport, so hopefully it feels actual and enjoyable on the identical time.”
VR brings an opportunity to make this extra actual than you would ever approximate on a typical controller, but it is sure by the limitation that it is not a {golfing} membership, and also you’re not standing on an actual course. Past needing to steadiness the texture of a controller that weighs far lower than a golf course, there are extra sensible issues: controllers may fly free out of your arms, and as you stand in your lounge encased inside a digital world, you may’t see what exists round you past the manufactured area. If an individual walks previous as you swing a membership with all of your drive, you would strike and even injure that bystander, a consideration that may by no means exist when enjoying a flatscreen golf title.
It’s a 3rd issue that should be thought of when balancing simulation and the drive of an actual swing with the accessibility, enjoyable, and security of gamers and people round you. Explaining the ‘security precaution’ wanted whereas creating golf in VR, Muramori explains, “The sport is developed in a approach that gamers do not must swing the controller as laborious as they will since you by no means know who’s going to stroll previous you in your room, particularly when you’re enjoying in digital actuality. This is similar for Sony with PlayStation VR as nicely, however each Sony and Meta have security precautions in order that the participant can swing the controller flippantly, but on the identical time the trajectory of the ball ought to replicate the actual shot.”
“A totally correct simulation of physics and ball trajectory causes the sport to develop into much less accessible, and it turns into troublesome to shoot a straight shot. As such, a mechanic to restrict how a lot the ball curves has been applied, and the trajectory of missed photographs are managed in a approach so gamers have an opportunity to recuperate from this. Each of those mechanics are right here to assist novices problem themselves whereas nonetheless having enjoyable.”
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It’s one thing the staff has in thoughts for extra avid golfers in a future replace. Clap Hanz plans to introduce a function that means that you can swing the controller flippantly or as laborious as you may, simply as you’ll on the course. You’ll nonetheless should be cautious of what’s round you, however the deliberate replace would add this feature.
Even when the staff may take classes from their earlier experiments in VR to help Final Swing Golf’s improvement, the shift in {hardware} additionally introduced with it new options the staff may experiment with to try to improve the expertise, making the brand new sport distinct from its prior titles. Past the all-new characters and programs, this comes most prominently within the introduction of blended actuality assist in gentle of Meta’s massive MR push with the Quest 3.
“The dialogue on introducing blended actuality to [Ultimate Swing Golf] truly got here from discussions with Meta,” notes Muramori.
“Clearly Meta are dedicated to VR, however they’re additionally attempting to place a stronger deal with blended actuality, so it was mainly a request from Meta to see if blended actuality would make sense for Final Swing Golf. So we went again and did our analysis and it seemed fascinating, it seemed doable, and that is the place the dialogue began.”
The ensuing mode turns your lounge right into a driving vary or placing enviornment, permitting you to follow your shot in a extra homely surroundings together with your caddy as assist. Whereas gratifying, it had its challenges from a improvement standpoint.
“It’s value mentioning that blended actuality remains to be pretty new as a expertise, so there’s a variety of revolutionary visionaries which are attempting to do new issues. On the identical time, the expertise remains to be being developed, so it is not fairly there but,” Muramori admits. “One of many challenges we confronted was that once we rendered the sport in the actual world, it tended to look flat, whereas it ought to have seemed extra 3D.
“The life like depth of your imaginative and prescient is not fairly there but. Clearly it is nonetheless being developed, and hopefully with new {hardware} and new expertise this can be additional improved. As blended actuality develops additional, we wish to replace the function in order that the sport world seems actual when it is mirrored into the screens of the Meta Quest headset.”
After engaged on golf video games for 25 years, it ought to come as no shock that many on the staff are golfers or followers, even when their expertise and alternatives to get out on the course differ amongst them. Whereas director Muramori can’t get out a lot anymore as a result of neck points, the sport’s lead artist, Futami, is a extra common golfer. As we wind our dialog to a detailed, I couldn’t assist however ask whether or not the time spent creating golf titles, particularly in newer years with the soar to VR, has made a distinction to their swing.
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“I haven’t been capable of get out on the course as a lot currently as a result of we had been creating the sport, however I’ve been on the driving vary extra lately and I’ve seen the trajectory of the ball appears to be the identical [in-game when hitting the ball] as it’s after I’m out on the vary, so perhaps there’s some correlation! I’ve tried hitting totally different photographs in-game after which replicating that on the driving vary, and it does really feel like there’s a free correlation, which has been satisfying. I hope to get out on the course to see if the expertise has helped to enhance my rating!”
What about the way forward for Final Swing Golf? Past the aforementioned replace, I’m reassured that extra updates are on the way in which. “We wish to handle suggestions as a lot as potential in future updates,” explains Muramori. “Additionally, we can not give away an excessive amount of in the intervening time, however now we have DLC within the works, so we hope everybody seems ahead to this within the close to future.”
What Final Swing Golf provides is a substitute for different golf titles on Quest, an expertise forgoing the precision of a real simulator for one thing extra informal but gratifying as you swing the ball across the stylized programs on provide. With new updates, deliberate DLC and on-line play, there’s sufficient to recommend extra is on the way in which that goals to please followers, as soon as once more embodied by many years of expertise from a developer devoted to the world of golf.
Ultimate Swing Golf Review: Should You Putt This On Your Headset?
Ultimate Swing Golf is filled with charm, but the gameplay on the course is a swing and (sometimes) a miss. Our full review.
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