Top Spin is a 2003 tennis video game developed by PAM Development and Indie Games and published by Microsoft Game Studios for the Xbox, later published by Atari Europe for PC in 2004 and by 2K for the PlayStation 2 in 2005. It is a simulation tennis game in which players compete in singles and doubles tennis matches and exhibition tournaments. Gameplay modes include a career mode in which players develop skills and rise through the ranks of an international league. Top Spin featured an expanded control scheme compared to its contemporaries,[3] and introduced several innovations including 'risk shots', in which players can execute more difficult serves and shots.

Top Spin was developed as a partnership between French company PAM Development and Microsoft Game Studio's Salt Lake subsidiary Indie Games, with the aim of creating a more realistic and accessible simulation tennis game. The developers modelled the game on the design of previous console tennis titles including Virtua Tennis. Top Spin was developed to take advantage of the online capabilities of Xbox Live, with the game released as part of the XSN Sports brand and supported expanded online features.


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Top Spin is a simulation tennis game that recreates single and double tennis matches and exhibition tournaments, in which players compete against a computer or other players in either local or online matches. Players can perform several tennis shots using different controls for flat, top spin, slice, and lob swings. Serves are executed using a 'power meter' that affects the speed of the shot. Players can also use the trigger buttons to perform a 'risk shot', which is more difficult to execute. If the player is able to land the shot in the center of the meter, their shot will be harder to return. The chances of success of a risk shot are increased by an 'In the Zone' meter, which increases as the player wins games throughout the course of a match.[4][5]

Top Spin features several game modes. In 'Exhibition' mode, players can create customized matches by selecting one of sixteen playable professional players or a custom character,[3] and set the match as a men's and women's singles or doubles match, the number of games per set, sets per match, and a range of venues categorized from small courts to Grand Slam facilities.[5] In 'Career' mode, the player is able to create a custom character with a create-a-player interface to rise through the ranks of an international tennis league. In the career mode, the player is able to compete in tournaments, seek sponsorship from companies, and complete minigames in training sessions that improve the performance of the player in skills, including player precision and the ability to return serves, swings and risk shots.[4] Players progress by winning 'coin' from tournaments and sponsorship challenges, allowing them to pay for training sessions and purchase new cosmetic upgrades. The game's tournaments, taking place across the globe, feature an increasing level of difficulty, from 'Minor Pro' to 'Grand Slam' tournaments, with the player increasing in a global ranking based on their performance in tournaments.[5]

Top Spin was developed by a partnership between French developer PAM Development and Indie Games, the Salt Lake City division of Microsoft Game Studios. Indie Games had previous experience with developing sports Xbox titles, including Amped: Freestyle Snowboarding and the Links series of golf titles. Program manager Matthew Seymour stated that Top Spin was conceived as an Xbox competitor to the Virtua Tennis and Mario Tennis series, with the desire to create an "immersive tennis game" that "would also have in-depth and realistic tactical elements" absent in contemporary tennis titles. The developers experimented with several control schemes in creating the game's control scheme, settling on a "balance between ease of play and depth" by creating a series of 'safe' and 'risk' shots to introduce a tactical element "to make it true to (the) sport".[6]

According to review aggregator Metacritic, the Xbox version of 'Top Spin received "generally favorable reviews" and the PlayStation 2 version received "mixed or average reviews".[26][25] Several critics praised the Xbox version of the game as the best tennis simulation of its generation and a superior successor to Virtua Tennis,[12][13][17] with GameSpot describing the game as "the most well-rounded, feature-rich game of tennis to be found anywhere, on any system,"[4] and GameSpy assessing the game as the "best arcade tennis game to date".[20]

Critics expressed mixed views on the design of the career mode. Assessing that the "career mode could use a bit of beefing up", IGN described the mode as "competent and enjoyable", but lacked the "great mini-games" of Virtua Tennis.[3] Eurogamer noted the career mode "could have been a lot better", citing the limited tournament pool of sixteen players and "lack of real competitions".[13] GamePro commented that the pacing of the career mode was "a bit off as it's easy to train up your player too quickly."[17] Despite finding the career mode to offer a "good amount of entertainment", Game Revolution critiqued the game's skills system and training sessions as not "very thrilling", and the cash system to be "sort of useless" in its use to purchase cosmetic upgrades.[16] Game Informer considered the career mode to have a "distinct lack of star power" due to its the absence of major tennis stars and real-world venues.[15]

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Dennis Brawl was crap at tennis. She could barely tell her flats from her tennis elbow, which she had not played nearly enough to develop, but nevertheless felt afflicted by on a deeper, more spiritual level. Shots sailed passed her unwitting eyeballs. Lobs confused her, spin perplexed. Nobody would explain what an Inside Out was.

She won a game, at least! Katherine Dietrich kept falling for her drop shots, leaving herself open to lobs into the far right court. Then that stopped working, however, and Dietrich ran away with the set, smashing shot after shot with unreasonable precision and speed. Brawl took her meagre tournament participation money, and left tennis for good.

Thus ended my first and only foray into AO Tennis 2's career mode, the sequel's main and possibly only addition to AO International Tennis. I booted up the first game to check, and the tennis itself felt indistinguishable - though as you might have deduced, tennis is not my forte. I know there are intricacies I don't understand, and almost certainly more I'm not aware of. There's a very real possibility that AO Tennis 2 becomes a much better game once you have progressed passed being terrible at it. But I can't speak to that. I can only tell you that playing it badly for five hours has left me tired and frustrated, albeit with a gentle urge to go outside and play some actual tennis.

In the real world, I've at least figured out the controls of tennis. On the virtual courts, though, Brawl sometimes stands stock still, as if afflicted by the sudden and paralysing realisation that her chosen sport is primarily the realm of posh wankers. I still can't tell why this happens, but it has undermined more rallies than I can count. For every smug shot I've snuck past my opponents, they've had three or five that Brawl just gawped at.

I'm left with basic strategies that don't always work, but for reasons beyond my understanding, and a reluctance to go through the gruelling process of figuring out new ones. I've tried running up to the net and attempting volleys of my own, but I don't have the patience to persevere when that goes wrong ten times in a row. On the other hand, doing basic shots is boring, turning rallies into endurance tests that get further spoiled by those shots which inexplicably bounce past me. It's at once overly simple, and completely impenetrable. Fucking tennis.

I can't help but find tennis itself too pedestrian. AO Tennis 2 lets you activate game modifiers to tweak ball speed and response times, but I want more. I want to turn the gravity off. Replace the rackets with truncheons. Transform the net into ants. Every moment feels too similar to the next, and becoming skilled enough to sense and manipulate the nuances that might assuage that feeling seems like a long and arduous process.

Sometimes, such learning curves are justified. I've played Dota 2, the king of long and arduous processes, for years. But Dota involves wizards, and the constant promise that they'll interact in new and novel ways. In that context, tennis strikes me as fundamentally barren, especially once it's been digitised and stripped of the tangible joys that come with physical exertion.

Straight-up sport simulations will always highlight what they can't, in fact, reproduce. They remind me of what I could be doing instead; of that buzz you get when your muscles do something clever without conscious effort. Because that's such an intuitive, tactile thing, it's hard to mush into a simulation that doesn't end up as a wanting facsimile. In other words, it would be unfair to single out AO Tennis 2 for replicating the banality of tennis when every sports 'em up has the same conceptual flaw.

What's the way round that? Perhaps it's a case of leaning into the absurd, at least a little, on top of straight simulation. Certainly, the non-tennis bits are still my favourite parts of AO Tennis 2. I came across some in career mode, which lets you step into the shoes of either a star player or (far more appealing) someone who's just begun their career. I like the idea of taking someone from rags to tournament riches, even though I'm incapable of doing it. There are clumsy but charming cutscenes where your coach tells you how proud he is, although so far all he's done is frame a photo of my first crushing defeat. I'm three months into my career, and that's the only thing on the wall. I don't think he has the heart to tell me to give up. 589ccfa754

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