Grand Slam Tennis 2 is a tennis video game, developed by EA Canada, it was released for the PlayStation 3 and Xbox 360. A downloadable demo was released on January 10 for both platforms. It is the sequel to Grand Slam Tennis.[1]
The game features a control scheme, dubbed Total Racquet Control, giving players control of each shot with the right analog stick, with precision, accuracy, and power. The game features all four Grand Slams, including Wimbledon. The game supports the PlayStation Move, but does not support Kinect.
The game features a Career mode in which players create their own tennis player and take them through 10 years of tournaments, with the aim of being ranked number 1. Before each Grand Slam players have the opportunity to take part in training, an exhibition match or a minor tournament. Players earn points from matches and these points accumulate to increase the players ranking.
The game also features an ESPN Grand Slam Classics mode in which players relive classic moments from Grand Slam tournaments from the 1980s to the 2000s and Fantasy matches.[2]
Although an online pass code is included in the game, EA confirmed that it would not be required to access online multiplayer due to "technical issues with the registration system".[3]
Pat Cash provides commentary continuing his role from the prequel and analysis is provided by John McEnroe. The in-game music is provided by DJ Paul van Dyk, who wrote and produced all the tracks in the game.
Grand Slam Tennis 2 received "average" reviews on both platforms according to the review aggregation website Metacritic.[17][18] The game was praised for its presentation, HD graphics and control system, but was criticized mainly for its difficulty-changing career mode. New Game Network said that "GST2 has solid ball-thwacking mechanics and some killer drop shots, but in other areas the game feels a distant second best to Virtua Tennis 4".[19] In Japan, where the PlayStation 3 version was ported for release on April 12, 2012,[20]Famitsu gave it a score of three sevens and one eight for a total of 29 out of 40.[4]
MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History
Logo used until March 2014
MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025}
On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
IGDB – game database used by Twitch for its search and discovery functions