Discover
When I first booted up the new Top Spin game, I was genuinely excited to dive back into a franchise I've loved for years. That initial excitement, however, was quickly tempered by a sense of déjà vu that soon morphed into disappointment. The central issue, and the one I want to explore today, is the startling lack of game modes available outside of the flagship MyCareer. As a long-time fan of both tennis and sports sims, I've come to expect a certain breadth of content, a variety of ways to engage with the core gameplay. Top Spin, in its current state, feels like a beautifully crafted engine with only one track to drive on. It's a common sentiment I've seen echoed across forums and early reviews; the options outside of MyCareer are, to put it bluntly, extremely barebones.
Now, I do want to be fair here. This is effectively a fresh launch for the Top Spin series after a long hiatus. I understand that development resources are finite, and focusing on nailing the core tennis mechanics and the MyCareer experience is a valid strategic choice. Building a solid foundation is paramount. But here's where my perspective as a consumer clashes with that developer rationale. We're not in a vacuum. The landscape of sports games has evolved dramatically. When I fire up NBA 2K, for instance, I'm practically overwhelmed with choices—MyTeam, The Neighborhood, Play Now Online, MyLeague, and countless smaller modes. Even other resurrected franchises have managed to launch with a more robust suite of options. The comparison is inevitable and, frankly, it makes Top Spin's offering feel starkly undercooked. It's the difference between a five-course meal and a single, albeit perfectly cooked, steak. You appreciate the quality, but you're left wanting more variety on your plate.
Let's break down what is actually there. Outside of the MyCareer grind, you're essentially left with two things: local play and the Top Spin Academy. The local play is limited to a simple list for single and doubles exhibition games. That's it. No tournament brackets, no career-style ladders, no unique challenges or scenarios. It's the most fundamental, no-frills implementation of "play a match" you can imagine. For someone like me who enjoys having friends over for a gaming session, the novelty of an exhibition match wears thin after about 30 minutes. We want to compete in a digital Wimbledon, to fight through a bracket and crown a champion. That fantasy simply isn't supported here. It feels like a missed opportunity to create those memorable, shared moments that are so crucial to the longevity of any sports game.
The other component is the Top Spin Academy, which is narrated by the legendary John McEnroe. I have to say, his voice is fantastic for this, adding a layer of authenticity and gravitas. The tutorials themselves are a good, even great, overview of the game's mechanics. They explain the different shot types, timing, and strategy in a clear and concise way. For a brand-new player, it's probably the best place to start. But—and this is a significant but—its value is almost entirely front-loaded. Once you've gone through the tutorials once, maybe twice to cement the concepts, there's zero reason to ever return. There's no progressive challenge, no dynamic drills, no integration with the rest of the game. It exists in a silo. I completed it in about 45 minutes on my first day, and I haven't felt the need to open it since. In my opinion, a truly great tutorial system weaves its lessons into the core gameplay loop, offering refreshers or advanced challenges as you progress. This feels more like a mandatory, one-time class you take and then forget.
This overall lack of mode diversity has a tangible impact on the game's staying power. MyCareer is engaging, sure, but not everyone wants to be locked into that single-player RPG progression all the time. Sometimes I just want to hop in for a quick, high-stakes match without dealing with my player's stamina or equipment. The absence of a dedicated online tournament mode, for example, is a glaring omission in 2024. I'd estimate that after about 15-20 hours, the repetitive nature of the limited mode selection starts to become apparent. The core gameplay is so good, so satisfying, that it almost taunts you with the potential of what could have been. It's like having a world-class chef in your kitchen who will only make you one specific dish.
So, where does this leave us? I believe Top Spin is a fantastic foundation. The actual tennis, the feel of the ball coming off the racket, the player animations—it's all top-tier. But a foundation is not a finished house. The current lack of modes makes the overall package feel incomplete and threatens its long-term viability in a market where players expect hundreds of hours of varied content. For this franchise to truly reclaim its throne, the developers need to treat this launch as Phase 1. We need substantial post-launch support that adds these missing features: online tournaments, a more fleshed-out local play suite, and perhaps a creative mode akin to EA's Player Career or something entirely new. I'm rooting for this game, I really am. The core is too good to let languish. But as it stands, my recommendation comes with a heavy caveat: be prepared for a game with an incredible heart, but one that's still waiting for its body to fully form.