

A Tournament section will feature the as yet unannounced licensed tournaments, as well as a Tie Break Tens mode for ultra-fast quick-fire matches. The game launches with a decent selection of game modes, from exhibition matches to a career and online. Hopefully the final weeks of polish can help smooth out some of the rougher edges here. There can be snaps from one animation to another, I sometimes felt that the game didn’t want to let me change direction once I spotted that a drop shot was coming in, and it definitely felt like there was just a single animation for losing a point. The other thing I can’t shake is that, even with the promise of twice as many character animations in the game, there’s still a certain rigidity to the players and the actions they take on court. Some cards, however, affect and diminish your opponent and it’s this that feels a bit too game-like about the system, in my opinion.Īt the very least, all of the percentage-based buffs and debuffs mean that they’re relatively slight modifiers, and despite them being picked out of packs bought from a store on the main menu, you can only earn in-game currency from actually playing the game, not microtransactions. You can select five cards and trigger them them mid-match, letting you boost your player in Endurance, Power, Precision and Agility.


The cards system also returns, intending to add more variability to a match and capturing the way that a close game can swing back and forth, but has been reworked to be a more active part of gameplay instead of being more passive buffs. You can see the stamina levels of both yourself and your opponent draining through longer rallies and service games, potentially giving you a lifeline as unforced errors creep into their game or pushing you to play more conservatively. Tennis World Tour 2 retains some of those more strategic elements from the original, with player stamina having an impact through a match. Get it your second button press just right, and the shot is straighter and with more power. Simpler to grasp is the new serve system, with an initial gauge swinging from left to right above your player to time your toss and serving action. There’s a rhythm to it, and it’s this that I struggled to consistently get right, but there was always instant feedback from the game to say whether I was on time, too early or too late. Get the timing wrong and your accuracy can be way off, either dropping the ball short without enough power, or flying long and losing you the point, but get the timing just right and you’ll hit the sweet spot, able to nail the white line and put your opponent under pressure. As you position yourself on the court, you power up your shot (whether flat, top spin, slice, lob or whatever0, letting go at hopefully just the right time to swing and send the ball flying back across the court.
