Tiebreak - The Official Game of the ATP and WTA
Tiebreak Early Access 7 Adds More Players, Press Conferences, Gameplay Improvements and More
Big Ant Studios has released their final update for Tiebreak – The Official Game Of The ATP And WTA before its official release on August 22 for PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One and PC via Steam. Early Access 7 includes press conferences in Career Mode, introduces eight new ATP/WTA players and more gameplay improvements.
The 8 new players include Christopher Eubanks, Hubert Hurkacz, Jasmine Paolini, Lauren Davis, Michael Mmoh, Mirra Andreeva, Tallon Griekspoor and Victoria Azarenka. The team has also refined their serving system by introducing two new serve mechanics and have added a new UI to complement the designs.
Advanced Serve
Advanced Serve is a high-risk high- reward system. Executing a perfect serve will greatly reward the user by having pinpoint precision and Maximum Serve Speed. Failing to do so will result in a fault and/or speed reduction and accuracy. Hold the A-button to execute an Advanced serve.
- Early – Ball will collide with the net
- Achieving a good early serve (green) will have a slight speed reduction and lose some of their precision and accuracy.
- Perfect Serve will have a pinpoint precision landing in the corners with Maximum Serve Speed.
- A late-timed serve will push the ball long/wide, fault.
Safe Serve
A Safe Serve is considered a conservative serve and is not as punishing when executing a ‘Perfect’ timing. A ‘good-late’ timing is added as a safety net that caters to users who miss the ‘Perfect’ timing window. Hold the B-button to execute a Safe serve.
- Perfect Serve will have a pinpoint precision landing in the corners however the Serve Speed is reduced.
- The ‘Good-Late’ timing window will ensure the ball lands in the serve box with a slight reduction in speed and accuracy.
During the ball toss, a UI element with two circles—an inner and an outer—appears around the ball. As the ball ascends, the inner circle’s radius decreases, while the outer circle shrinks faster. When the circles meet, they match the ball’s radius at the height of its travel. The serve’s outcome is shown by another UI element, which uses colors to indicate performance: Orange for early, Green for good, Red for late and Ripple Effect for perfect.