Beyond all the ocker - isms, though, Golf Story is fundamentally a belter of a game — a golf RPG in the vein of Mario Golf for the Game Boy Color, with a very fun plot and a fine golf engine underpinning it (although it's at its best when you're running around completing missions that
require specific shot types).
Not exact matches
Though labor - intensive, the system is as reliable for standing orders — wherein a grower
requires, say, a
specific bug once a week for the next two months — as for one -
shot requests.
Crossbows have a
specific weight they
require to be able to
shoot with accuracy.
It's your usual assortment of production anecdotes, but Wynorski is pretty good at screen -
specific observation, cluing us in on which
shots required the most work behind the scenes — like the tracking
shot through the furniture store that forced stagehands to move furniture into place and stay out of frame as the camera rolled backwards through the set.
Those skills rely on
specific conditions being met in the game's levels — one might
require completing a stage using a
specific weapon, another by
shooting a certain number of enemies without taking a hit.
Each pathogen
requires its own
specific vaccine, meaning dogs and cats
require several different
shots throughout their lives.
Players who have played previous games will instantly recognise the non-stop debates and Truth Blades which
require you to
shoot / slice your evidence at the contradictory statements, however they have brought a few new mechanics into play this time which will have you driving a taxi to answer
specific questions, figuring out a
specific word having only being given the letters, breaking blocks to reveal a clue and more.
There are some innovative combos
required where you would need to combine
specific arrow combos to kill enemies, such as freeze, then fire, but the simple combat never lead to anything other than move,
shoot, move,
shoot, which was still very satisfying and left me feeling a bit like Hawkeye from the Marvel franchise.