Friday, February 10, 2012

Grand Slam Tennis 2 Review, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Walkthroughs, Guide for PS3/Xbox 360

After debuting on the Wii, Grand Slam Tennis 2 is EA the new bet on tennis with still some way to go. Tennis has a long history in video games, going from the control wheel-shaped classic to current motion controls, a ban which opened Wii with Wii Sports and it took us finally to see how Electronic Arts also bet for that kind of control in their Grand Slam Tennis. Now, after going through Wii, replicates the same control as an option on PlayStation 3 Xbox 360 while committed to maintaining only the standard. This is important for the fans: players must keep in mind that if you opt for the version of Microsoft's console will not enjoy motion control, which was one of the most publicized in the previous delivery. However, the fact is that their control is traditional betting on a good system that does not leave too much of the standardized, so it will not assume the title nor a demerit in this area. PlayStation 3 users can bet, though, to put aside your standard command console to use the PlayStation Move and move the racket using Shake control. In the case of the standard controller, and Xbox 360, you can use either a control supported in the use of shoulder buttons on the remote as an option Racquet Total Control, in which the analog sticks take on a leadership dispute. If you choose Move, in essence is like playing with the title in the Wii version. The player may have some problems finding the system that best fits your playing style, since none of them seems to fit perfectly with the philosophy. The standardized system, which is committed to use the front buttons, no doubt makes it easier for many players accustomed to a more traditional play the game, though perhaps not as fluid as the dual analog stick control. This control, though uninspired, is efficient, and there are many reasons to go for it if you do not want to complicate life too much.



The dual lever we can remember much of what was offered in games like Rockstar's Table Tennis and is dynamic and fun. In fact, it's fun. The problem is that it implies a sacrifice in accuracy that can be compensated with practice, but it seems that you never have the same accuracy as when using buttons, so even though we like to play with this setting must admit that there is something prevented from reaching the same quality as the more traditional control and that, however, not perceived, not the least to the same extent in other titles. Thus, if we prefer the traditional drive, we found a very traditional control option and reliable, which will undoubtedly be the best approach to the traditional players, and a very interesting option that dual analog stick-yet-has failed to be curd with comparable accuracy. This does not affect largely the game, except in times where the extra precision that we are missing, ie, in the delicate moments. On the other hand, will not find many such moments as the average difficulty of the title does not get to shoot. This is especially evident when we relive some classic matches in Grand Slam. This option allows the game we attend historical moments of the most important tournaments of international tennis, but fail to convey a great tension and result in a notable challenge because it does not come up with something that puts the player hard pressed except in very specific moments.


That it is transferred to the general game modes, where the title also fails to be a challenge but at specific times. Lacks a well defined progression of difficulty in which the player must throw everything in the game to get beat his rival. It is therefore possible that this is precisely not wanting to force the player in a control system not as precise in difficult situations as in the case of the double lever. In that sense, it could even be interpreted as light-hearted approach has sought to more casual players, but we miss, in that case had been built a system of regulation of the difficulty was clearly efficient. It is situated in a clear situation of trying to be too accessible and rewarding, which can open many doors, but players who seek a deeper experience may end up dissatisfied, both the difficulty and limited so loose that it becomes a career mode . We compete in the Grand Slam, of course, but also in some smaller tournaments to be creating for a name in this world, and even training under the command of John McEnroe. This allows us to make improvements to the character's attributes, also including best players. However, it is very limited and repetitive. We live ten years, but they are all equal. The difficulty progresses, of course, but without result in a highly complex game in concept. Only the highest level begins to be a problem, but still a very phased and rigid perception in which we do not get a real sense of progress. It just suddenly comes difficult, overcame a difficult game, but it is unclear if it's because suddenly the machine obtains benefits unclear or because we have relied too much.


This is seen only when we played several years in the career of character and arrived at last, so it is possible that-as the story mode is limited in its variety, many players do not get to test it thoroughly. A graphic level, the game represents a big step from the original Wii, because this time it is committed to high resolution and a naturalistic visual style, as opposed to more casual or even close to the foundational comic title. However, it is equally true that it feels no force at any time the visual capabilities of these machines. It has no notable defect and complies with what is expected, indeed the players are easily recognizable, but in front of titles where emphasis has been placed brutal, perhaps even a bit exaggerated, in a realistic representation of elements such as sweat, for example, here the effort is not perceived. And we're talking, at all times, sports productions from Electronic Arts. Similarly, neither the public nor the scenarios are distinguished by their variety. As for the characters, you may throw fans missing a bunch of faces, especially in the female workforce: only eight players, four current and four classic, with apparent absence from the current ranking of top ranked.


Something similar happens in the sound section. It is a pleasure to enjoy the comments included in the game-English-but we soon realize that they are limited, with a range of sentences a bit restricted. The natural in them is possibly one of the great workhorses of sports titles, but the situation can always make up successfully if we have a considerable battery of phrases that could apply to what happens on screen. In this case, we can not really say that this is accomplished, and results in a clearer sense of repetition in other sports genres. Electronic Arts has done a good approximation with Grand Slam Tennis 2, but players might do well to evaluate what other options on the market and can offer more tournaments and players as well as a more complex story mode. This has the advantage-very considerably from the four Grand Slam offer, and that's always an attraction for the fans. Moreover, two or three control options (depending on the console), it is clear that with their pros and cons of each one will have a way of playing that is satisfactory and attractive to users.

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