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REVIEW SKATE |
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PUBLISHER
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EA
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DEVELOPER
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IN-HOUSE
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GENRE
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SPORTS
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PLAYERS
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1
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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A few kinks in the frame rate and issues
with an otherwise-clever and well-executed
control system aren’t enough to
significantly dampen our enthusiasm for
Skate. Tony Hawk’s
watch out: this new
skater has some
sick moves.
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SCORE
02/OCT/07 |
86% |
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Finally there’s a major contender to the
crown that Activision’s Tony Hawk’s
series has worn for what seems like
aeons, unsurprisingly from the games
publishing giant’s nearest rival, Electronic
Arts. It’s not that many of us haven’t enjoyed
this phenomenally successful skateboarding
series, it’s just that it seems like Activision
has become complacent in recent years and
has let the last few games slide. Packing it
full of frivolous features has detracted from
the original skating experience and you could
argue that two big reasons that American
Wasteland and Project 8 still sold in such
huge numbers was because of the series’
reputation and because Activision had the
monopoly on the sporting genre. By that
we mean Tony Hawk’s competition wasn’t
anywhere to be seen within this Solar System.
At the very least EA’s Skate has forced
Neversoft to pull its socks up and put the sick
back into Proving Ground, and at most? We
think Skate’s classic 360° ollie to kerb grind
could best Proving Ground’s uber-trendy
triple-flip stalefish grab.
Skate is a straight-up, no frills, skateboard
title that’s more hardcore than anything we’ve
seen for a while. Its
gameplay hails from
the early days of Tony
Hawk’s on the PSone,
before grinding across
rooftops and electric
high-wires became commonplace. It certainly
captures the raw skateboard experience
effectively, which can be mainly accredited to
its focus on realistic skateboarding and the
innovative control system.
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Trimming the fat out of contemporary
skateboard titles, Skate grounds its tricks in
the Flickit system that comprise three basic
moves: the ollie (or the nollie), the heelflip and
pop shove-it. All of these are controlled with
the right analogue stick that represents the
position of your feet. So holding down and
flicking upwards will result in an ollie, down
and diagonally to the right a pop shove-it and
down and rolling around to the right a heel flip,
while holding left or right on the left analogue
controls spin in either direction with either
trigger for grabs on their respective sides.
Chains of any of these techniques will result
in more sophisticated tricks. It’s a fairly easy
system to pick up too, which rapidly proves
very difficult to master, but not prohibitively
so. The subtle difference between the pop
shove-it and the heelflip does mean that you’ll
sometimes have difficulty distinguishing
between the two, but despite making many
abortive and painful attempts to chain tricks
together, you’ll be powerfully motivated to
keep trying till you get it right, and this where
Skate’s emphasis on realism kicks in.
Rather than allocating points towards
increasing your character’s ability to execute
any of the skateboarding techniques when
you complete a challenge (as per Tony
Hawk’s), your character remains just as
capable of pulling off a 720° heelflip to
crooked rail grind to manual at the beginning
of the game as he does at the end. Instead it’s
up to you to develop your skills as a player and
your manual dexterity with the pad, with no
help from the game as the challenges become
increasingly difficult, apart from the sound
advice from the various NPC’s you’ll meet.
It’s a refreshing change from the norm
and thoroughly rewarding, as it means any
impressive tricks or particularly creative
stunts are derived from all your own hard
work, rather than mashing buttons that have
been mapped to specific techniques.
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Most of the skills you’ll learn will be picked
up from roaming around the open-world
environment and Skate encourages this
by packing the city with an abundance of
activities. If you’re not embarking upon the
challenge thrown down by an NPC or hunting
around for new skateboarding ‘spots’ to mark
on the map, you’ll simply be practising your
skills between objectives. But there is a point
to it all, and it’s more than simply impressing
other gamers online with a video of the air you
caught with a particular stunt.
Your character begins as an unknown
skateboarder with some talent and a bent
on grinding his way to a pro skateboarding
career. After being nudged in the direction
of a few challenges, it’s up to you where you
want to go, which competitions you enter
and how far you’d like to take your skills as a
player. The further you progress, the harder
your skateboarding adversaries are, so invest
time in practising before moving on. Eventually
you’ll attract interest from The Skateboard
Mag and Thrasher magazine, which will
improve your standing in the skateboarding
community and could even bag you a sponsor.
It takes a long time just to get this far in
Skate and beyond that there’s still masses to
do and explore within the city. We played for a
good five hours or so just to get a picture into
our first mag and all of this felt like hard work.
That’s the essence of Skate: nothing comes
easily and at first it can be a little frustrating,
especially if you’re coming from a Tony Hawk’s
background where any of the basics virtually
work themselves, leaving you to focus on the
really pretty stuff. EA Black Box has provided
no such buffer in Skate, you’re expected to nail
walking before you run and this has resulted in
a game that could be considered a microcosm
of a real skater learning the tools of their trade.
It’s a tough, but highly rewarding experience
that we’d recommend to any PS3 owner.
Ben Biggs
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