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Since Tony Hawk's Pro Skater exploded onto the PSOne back in the
summer of '99, redefining what could be achieved, not only in regards
to skateboarding games, but for sports games in general, there hasn't
been a single game that has truly challenged the authority of the
all-conquering skateboard franchise from Activision. That's not
to say there have been a shortage of contenders either, just a general
lack of quality and innovation. Although not for want of trying,
each game that has attempted to challenge Tony Hawk's supremacy
has failed miserably. One of the major reasons for this has always
been down to a seeming insistence on the part of developers to attempt
to duplicate Neversoft's beautifully honed arcade style, fast-paced
gameplay. Luckily then, just as the series starts to feel a touch
dated and dare I say stale, especially given the impending Tony
Hawk's Proving Ground coming across as little more than an expansion
pack of Project
8, onto the scene rolls skate from EA, a game that seems to
have distanced itself from the excesses of the Tony Hawk's series
wherever possible.
When
EA announced that they were developing a skateboarding game for
next generation consoles, many a games journalist laughed at the
prospect of them challenging the seemingly never-ending, yet ever
popular Tony Hawk's franchise. However, as details were drip fed,
revealing a much more simulated look and feel along with a very
intriguing control method, the industry began to realise just how
much potential skate had. If anything, you would think that Neversoft
would have upped their game for Proving Ground, but instead the
same old formula remains and skate has exploded onto consoles much
like the first Tony Hawk's release eight years ago. Believe me when
I say that skate isn't here to challenge Tony Hawk's, because this
is, if anything, the anti-Hawk in every respect of its gameplay
- and it's here to make the now dated Tony Hawk's engine feel nothing
short of obsolete. This might sound like an exaggeration, but believe
me, when you play skate you will find yourself wondering why skateboarding
games haven't always been this way.
To
say that the new 'Flickit' control scheme in skate is an innovation
would be an understatement. This is without question one of the
finest innovations of modern gaming and once again proves that EA
are an extremely forward thinking developer. As much as the analogue
swing system revolutionised golf games in Tiger
Woods, skate's 'Flickit' control method feels like a complete
revolution for the genre. Never before has there been such an organic
link between a game and the sport it is based upon; it simply feels
like real skating. Much in the way that the Fight
Night analogue controls changed the perception of boxing games
from button mashers to superbly realised simulations, so skate has
turned a genre, unwilling to move forward, completely on its head.
This all sounds great, and believe me, it is, but don't be fooled
into thinking that skate is a perfect game, as it does have quite
a few niggling little issues that will infuriate at times, especially
given that the problems could all have easily been fixed. However,
to moan about these minor blemishes would be unfair, as at its core,
this truly is gaming of the highest standard, built around a supreme
knowledge of the target sport and one of the finest control mechanics
ever created.
As
usual, player movement is controlled with the left thumbstick, but
it is with the right thumbstick that skate truly differentiates
itself from its competitors and marks itself out as a revolutionary
title. The right analogue stick controls how you move and flick
your skateboard around via the Flickit control scheme. Although
difficult to master, it feels so natural when you first play that
you will be happy just skating around the huge fictional city of
San Vanelona, learning tricks trough trial and error. The controls
lend such an organic learning curve that actual objectives need
not be attempted to hone your skills; simple exploration and experimentation
will do that for you. It feels like you are learning all the time,
much as you would if you were to pick up the sport for real.
To
achieve the basic tricks, say for instance an ollie, you need to
hold down the right analogue stick and then push up at the moment
you wish to ollie. Of course, the longer you hold the stick down,
the more momentum you gain and the higher your jump will be. Other
tricks such as kick flips are performed in a similar way, with a
simple push up and to the right to flick your board in that direction.
More advanced tricks are then achieved through curling the analogue
stick as you come up. It's a brilliantly intuitive system, one that
encourages experimentation right from the off. The right and left
triggers are then used as substitutes for the skater's hands for
grabs as you move through the air, with subsequent tilts of the
right analogue stick used for tweaks. Again, this is incredibly
intuitive and adds greatly to the feeling of creative control.
A
big part of achieving success in skate comes down to timing, and
this is never more apparent than when attempting grinds. To grind,
all you need to do is line yourself up, correctly time your jump
and hey presto, away you go. Although this sounds easy, due to the
low camera angle it's a bit tricky to master, especially in the
midst of a linked combo. In all honesty though, this is another
aspect that marks skate out as a skater's game, as these are issues
that really need to be accounted for when skateboarding for real.
Manuals, another hugely important aspect of skateboarding, are also
achieved in such a subtle and responsive manner that you will find
it hard to believe that it hasn't always been done this way. It's
a perfect mix of simplicity and skill as you simply tilt the right
analogue stick forward or backward as you move along. Although incredibly
simplistic, it is actually quite a challenge to master, especially
when in the midst of a high scoring combo. These controls alone
are intuitive and groundbreaking, yet when linked together they
feel as natural as any control mechanic to date and can build a
sense of accomplishment and satisfaction that few videogames manage
to achieve.
Of
course, as a great a control scheme as skate's may be, it wouldn't
be worth much if you didn't have anywhere fun to skate around. It's
lucky then that you will be doing your skating in San Vanelona,
a city of almost terrifying proportions, especially given that the
entire city is unlocked right from the start. The city as a whole
is nearly five times bigger than the completely unlocked playing
area of Project 8 and is, for the most part, a much more fun place
to skateboard. Rather than having lines pointed out to you, the
city screams to be explored with favourite locations being found
and replaced on a regular basis. This truly is a skater's paradise;
from its suburban neighbourhoods to its sprawling city centre, there
are always new lines to find, new jumps to make and new avenues
to be explored.
Although
the city does add to the visual appeal of the game, it is the ingenious
camera angle that makes it so immersing. The camera is placed low
behind you, duplicating the idea of being followed by another skater
with a camera on his board. This angle puts a greater emphasis on
the skater than on the surrounding area. Be warned though, although
it is more involving and lends a much better view of you pulling
combos together, it does occasionally obscure your view, making
it harder to line up jumps and judge distances. On the whole though,
it comes across as a wise choice, be it one that could have been
perfected with a bit more play testing.
As
for the structure of the game, this is made up largely by the Creer
mode. Here you find yourself as a skater starting out at the bottom
after being severely injured in a rather nasty collision with a
bus, giving a brilliant excuse for the configuration of your skater'
face using the usual array of EA customisation options. From here
it's your aim to make it to the top, subsequently getting covered
by the big name skating magazines. Although there's a wide and interesting
array of goals to complete, from downhill slaloms to simple score
attacks and photo opportunities, for the first few hours of gaming
you will more than likely find yourself ignoring most of these to
simply enjoy practicing and exploration. As I've said, this is a
game that demands to be explored and experimented with, probably
at the cost of the structure for at least a few hours.
Once
you do get into the Career mode, beyond the aforementioned challenges
there are also multi skater competitions that add a bit more character
to proceedings. However, it is the film challenges that are the
real innovation here. Although they are simple enough in that they
may ask you to achieve a set number of points via a time limit or
get five meters of air from a jump, it's the fact that you can attempt
these goals whenever, and more importantly, wherever you want. This
again adds immeasurably to the emphasis on exploration and individualism.
Just by skating around, you will find locations perfect for specific
tricks from the list, be it areas with large jumps or huge rails.
If it doesn't work out though, no problem, simply move on until
you find somewhere better suited. It really can't be taken for granted
how much this impacts the dynamics of the gameplay, giving the whole
experience a feeling of natural progression that draws you into
the world in a way more akin to an action adventure than a sports
title.
There
are few major problems that arise throughout the Career mode, however,
and one that does tend to grate is the loading times. Although you
will rather amazingly witness absolutely no loading screens as you
skate around the sprawling city of San Vanelona, if you wish to
warp to a location, something that does become necessary due to
the city's immense size, you are sadly subjected to ridiculously
long and rather boring loading screens. This is acceptable to a
degree when warping from one side of the city to the next, but the
loading times seem to share no link with distance, therefore making
a short warp to restart a trick just as time consuming as crossing
the entirety of San Vanelona. Beyond the issue of overly long loading
times, there is also the rather baffling omission of an option to
jump off your board. Given just how hilly the city actually is,
it can be nothing short of rage inducing when you can see a location,
only to realise that you have to take some ridiculous scenic route
just because your skater seems to be glued to his or her board.
Although this is by no means game breaking, it is an issue that
could have been easily remedied in development.
Although
the entire city of San Vanelona is open to you right from the off,
there is the chance to unlock indoor areas such as the extremely
fun and hugely impressive X Games Stadium and the skating heaven
that is Danny Way's MegaCompound. These areas alone are probably
worth the admission price, with the X Games Stadium being particularly
enjoyable and incredibly detailed. It is in areas such as these
that you really get a measure of how much effort and, more importantly,
finesse has gone into this game. Amazingly, although not heard from
for the rest of the game, the actual X Games announcer Sal Masekela
turns up to commentate on your time spent at the Stadium! Although
this may not sound hugely impressive, developers Black Box have
shown the kind of well thought out reservation that isn't usually
reserved for a budding videogame sports franchise. Believe me, it
would have been easy to have his voice all over the game, but luckily
Black Box's choice to use his excitable commentating expertise sparingly
and at just the appropriate time gives your trip to the X Games
Stadium even greater potency.
Beyond
the lengthy Career mode, there is also the option of numerous online
multiplayer events. These include many of the events you will run
into during your time spent with in career, including slalom races,
best trick contests and Jam sessions, which challenge you with achieving
the highest score possible in the allotted time. Although each of
the online game modes is good fun, it is the technical aspect of
online play that sadly lets skate down. Many online games suffer
from lag, which is especially grating considering just how important
timing is. There is also the problem of the city being broken down
into smaller areas for online events. Although disappointing, it
does make sense for competitive purposes, it's just a shame that
some of the areas are so small that when the full allocation of
six online players are competing there simply isn't enough room
for everyone, leading to numerous annoying collisions and an even
greater rise in lag. Saying that though, when it does come together
and you have a decent enough connection, online competition can
be great fun.
On
top of competitive online events, there is also a rather impressive
community aspect to the game. You can upload a thirty-second clip
or a rather impressive screenshot onto the skate website. This is
a great way of sharing experience and skill, especially as no purchase
of the game is necessary to view these videos, allowing players
to openly share there achievements with friends and family. Making
this all the more worthwhile is the easy to use video editor, which
really lets you put some cool looking runs together. It isn't as
deep as it could have been, but the simplicity encourages all gamers
to have a go, adding to the potential community surrounding the
game while still offering enough options to be creative.
Much
like any skateboarding game, branding and authenticity also play
a large part in skate, with unlockable boards and clothing becoming
available as you rack up the cash in Career mode. Of course this
is nothing new to the genre, but, to skate's credit, the developers
have clearly gone all out to cover the bases with a exemplary collection
of clothing and skateboarding brands from Nike to Etnies; hell,
you can even wear T-shirts with your favourite bands on the front.
Sure, EA does push it occasionally with the blatant advertising
on display, but it's probably worth it to have the wealth of customisation
on offer.
Whereas
the Tony Hawk's franchise has always had at least a hint of arcade
styling about its visuals, Black Box has unsurprisingly gone for
all out realism in the looks department and, in all honesty, it
suits the gameplay perfectly. Minor a few little glitches, the world
is beautifully crafted and, more importantly, believable from one
location to the next. The skaters look great and the animations
throughout are especially impressive. It's not just the visuals
that impress either; the world is full of interesting and well recorded
ambient city noise and NPC chatting, which all adds up to make the
city of San Venelona that much more compelling. The sound of the
skateboards is also a step up from the average too, with an array
of great sounding effects as you grind, land and turn, while the
soundtrack is of the highest order, offering up an eclectic mix
of high calibre tracks. The thing that really impresses though is
the lack of a soundtrack in-game; as you skate around, the only
music you hear is from the radios of local skaters. Of course, if
you want music throughout then you can change the settings in the
menu, but for a truly immersing audio experience, leave it on the
default setting and enjoy the world's wide range of sounds.
Although
not quite perfect, skate has outdone the Tony Hawk's series on its
very first attempt, an achievement that really can't be understated.
In crafting such an organic and well balanced control scheme, Black
Box and EA have probably produced the great gaming innovation of
2007 and in doing so have reinvigorated a genre that was becoming
stale through lack of competition. Beyond the brilliantly intuitive
and natural control scheme, a thoroughly believable, solid and more
importantly downright fun game world has been created, one that
perfectly houses the realistic but always entertaining skateboarding
on offer. Minor issues aside, skate is all we could have reasonably
hoped for from a new series and is a game with stacks and stacks
of potential. With this as a debut, hopes are high that the surely
inevitable skate 2 could well turn out to be a masterpiece.
Reviewed by Liam Pritchard for AceGamez (All Rights Reserved).
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