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Moving home is a big decision for any skater. Apart from the likelihood
that your favourite board will get lost, there's also a chance that
your dog will end up on the front step of the Sizzling Spaniel Steakhouse
in Seoul and that set of boudoir photos you secretly had taken will
turn up on the Internet. Since the original PlayStation era, the
Tony Hawk games from Activision had no reason whatsoever to up sticks.
The House of Hawk sat in splendid isolation atop an ivory vert ramp,
only wanting to be disturbed by a game good enough to live in its
neighbourhood. Well get ready Birdman, because, not only is skate
from EA right outside your front door, it just cut the power and
it's about to come in through the window.
The
main difference between the two rival skateboarding schools lies
in the philosophy department - and specifically their contrasting
views on what makes the ultimate control system. The lesson Activision's
games taught the world was that an arcade style setup, where tricks
are performed by hitting sequences of buttons, allowed players to
easily mimic and better the skills of pro skaters. The fact that
the controls also sacrificed realism for consumerism didn't seem
to be a problem, as long as the demand for the series' multi-million
point trick combos continually led to multi-million dollar pay cheques
for the publisher - that was until now.
Hawk's
huge success easily made him the biggest dog in Dogtown and, with
their normal position in the middle of the mass market taken, it
was hard to see Electronic Arts as a potential contender in the
genre. Thankfully EA saw things differently, and much of skate's
appeal is down to its alternative design features, key amongst which
are the revolutionary Flickit controls.
The
Flickit system centres around the pad's two analog sticks, with
the left one controlling your skater's direction and the right one
used to perform all the tricks and other skateboarding manoeuvres.
Manuals, for example, need the right stick to be delicately held
up or down just the right amount to lift the front or back wheels
of your board off the ground, while grinding an edge or rail is
a precision exercise in timing and positioning. The tricks themselves
come in three different levels from basic ones like the classic
ollie, which simply requires the right stick to be pushed straight
down and then straight up, to advanced ones, where quick dexterity
is needed to manipulate the stick in more complex ways, often with
the use of a button press or the left stick at the same time. To
try and avoid confusion, EA have provided an in-game guide showing
how to pull off each of the stunts, and with all of them available
right from the very start of proceedings, even as a rookie, your
tricktionary has as many entries as Rodney Mullen's.
Even
for a videogame, skate is a very tactile experience and, while its
controls may not be as immediately comfortable as those of its main
rival, after an initial half hour of mild frustration you begin
to understand the way their touch and feel accurately recreates
the relationship between a skater and his board. As a result, skate
is a game that doesn't need to rely on the artificial physics of
balance meters or the 'nail the…' system, which is the closest the
Tony
Hawk games come to realism; and skate is so much more rewarding
because of this.
skate's
game world is the fictional city of San Vanelona, and the single
player story mode begins with the shoot for your new skating video
coming to an abrupt end when you accidentally decide to catch one
of the town buses with your face. After a trip to the hospital that
neatly leads into the limited create-a-character options, you're
thrown back onto the streets with only one way to save your reputation
- exposure - and not the kind that involves a jury examining pictures
of you in minute detail. Your objective is to get onto the front
covers of two of skateboarding's premier publications - Thrasher
and The Skateboarding Magazine - and achieving this means
completing increasingly difficult challenges across the city's four
districts (Suburbs, The Res, Down Town and Old Town).
These
tasks, which are very often set by pro skaters or characters included
in the game, range from downhill events such as Deathrace and Follow
Me to trick contests in specific locations. There's even the chance
to own a number of top skating spots around San Vanelona, simply
by finding them and beating the current highest scores; but by far
the most important challenges are the ones that grab you a slice
of magazine coverage by getting some of your killer moves down on
still or moving film. The story mode provides a substantial test,
and one that, along the way, improves both your skills and your
skateboarding sixth sense for seeing opportunities to create lines
of tricks from the world around you. At the same time, more tangible
rewards for progression are available in the form of money and sponsorship
deals from companies such as Baker and Plan B, which enable you
to customise your clothes and board.
From
its humble beginnings, skateboarding has always had a community
following and the reason that skate shines online is because it
manages to recreate some of this atmosphere. In part this is down
to the standard ranked and unranked events and leaderboards, but
it's the ability for people to upload and share photos and videos
of their greatest moments that delivers the real feeling of community
and the chance for legends to be born. Some veterans may justifiably
state that skate's replay editor isn't as well constructed as the
one in the Tony Hawk's games and, while they would almost certainly
be correct, it still comes with more than enough camera angles,
filters and other options to make it fit for purpose.
With
so much content and the chance for up to four player offline S.K.A.T.E.
and Spot Battle party games on one console, it might sound as though
EA has made skateboarding more fun than cruising around town on
your board whilst hanging onto the back of a pickup truck. The reason
that skate doesn't quite achieve this is that some parts of the
game are locked in the past - and not even the progressive control
system, and EA's other good work, can transport the title all the
way back to the future.
Primary
amongst these is the imprecise nature of the Flickit system, which
frequently sees you making the movement for one trick only for your
skater to perform another. It's a problem that's irritating enough
during the many story mode challenges where it's basically skate-or-die
because one mistake results in failure, but in the tasks that demand
the production of a specific trick it can be so infuriating that
it leaves your hair standing on end like Rodney Recloose, and your
skating abilities looking closer to those of the Spice Girls than
the Z-Boys. Then there are some issues that hint at a slight clumsiness
in aspects of skate's design, which include the inability to get
off your board, a tendency for the game to encourage skaters to
get in each other's way and some random in-game load times. The
last of these is a real shame as it somewhat undermines the commendable
lengths that EA has gone to in trying to make a game as large as
skate easily accessible, such as allowing you to use the map to
jump straight to the locations of challenges, shops, and train stations
around the city. The final gripe concerns the advertising littered
throughout the title, as although EA has easily included enough
of this to recreate the important part it plays in the culture of
the sport, the amount of product placement that skate has been subjected
to leaves it branded with the unpleasant marks of a game that has
sold out.
On
a brighter note, sound has been used well to create spot on board
noises and clever effects such as the music that blares out from
sound systems at top skate spots to help you locate them, although
the menu screens are, as usual, the home of a standard EA mix tape.
Visually, skate is once again distinctively alternative, with a
camera position that is set fairly close behind your skater, in
a slightly dropped down position. The idea is for the whole game
to appear like it's being shot by someone following you on another
board, and whilst the style is impressive, the angle is not as user-friendly
as the one in Tony Hawk's, with your skater often obscuring your
view slightly. Despite this, there's still more than enough clear
space onscreen to enjoy the sights of the affluent San Vanelona.
It's a next generation city that appears to be the perfect gated
community for skateboarders, with the perpetual sun that shines
down upon it adding a feel of the endless Californian summers of
the 1970s, making it look the complete flipside of Proving Ground's
urban grime.
There's
a strong argument to be made that you can judge the current health
of the two main contenders in this new skateboarding battle simply
by looking at them. While the veteran Hawk appears tired and jaded
from years of struggling to single-handedly carry the genre and
keep the huge popularity of his series going, skate, by comparison,
is the rookie with none of this burden yet on his back, whose exciting
new ideas are helping videogame skateboarding to evolve. It will
be interesting to see what EA do next with skate to prove to doubters
that it's more than just a lucky fit for a control system they have
previously used elsewhere. Perhaps the answer lies in the game's
freeskate mode, as it is here, without the hang-ups of time limits
and exact trick requirements, where skate feels most at ease - handing
over to the player all the inventiveness that EA has put into the
city to see what can be created with it and shared with the world.
In a funny way it may turn out that the Tony Hawk's games needed
the arrival of skate as much as skate needed the existence of Tony
Hawk's to make it what it is - the new home of skateboarding, at
least for the time being.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
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