There’s two types of golf games out there: those that take themselves very seriously and try to be like big boy golf, and those that are in it for all manner of silly shenanigans, taking much more inspiration from minigolf in the process. House of Golf 2 is definitely in the second camp, combining minigolf with Micro Machines for something that you might like to call microgolf.
What’s that? You wouldn’t like to call it that? Well… to each their own, I guess.
The fundamentals of House of Golf 2 are pretty similar to the menagerie of other minigolf games that have teed off in recent years – your Golf With Friends, and your Golf Gang, and all the rest – as you are represented purely by a ball in the game world, pick a direction and strength, then tap to send the ball flying in that direction. It’s far less technical than a PGA Tour game with multi-tap shot power, spin and all the rest – that said, a pull back to power option is there in the options for those that want it.
Outside of that, though, the Micro Machines inspiration and parallels are clear through the environments. Each hole takes place in a room from the titular House of Golf, and the course is defined by a mix of real-world objects for set dressing, and custom ramps and elements to help join things up. Compared to the leaning toward low complexity graphics and cartoony visuals, they’re using Unreal Engine 5 to give House of Golf 2 more of a premium feel.
It also gives you oil slicks and puddles of PVA glue, in classic Micro Machines fashion, but there’s a few other gameplay elements thrown into the mix as well. Big cannons can suck you in and shoot you out if you get into their radius, there’s boost pads to speed you up, portals, and even cranes that can come along, pick you up and then drop you off somewhere else. Just beware of hazards, like remote control diggers going round in a loop, which can easily push you out of bounds.
The way that each track is laid out with the realistic world objects also leaves
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