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Community Discussion: Blog by razerangel | If you love it, change it: skate.Destructoid
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About
Hey guys and gals and transgendered people out there. I am a ghost from the mighty past of the here website. I used to roam these halls back in the heyday of the 2008-2009 era then disappeared for reasons which aren't clearly explained. I am back now.

I'm from Scotland which is that funny little country about England that is as obese as the US but with a heck of a lot more heart disease. I study. I play guitar, bass, mandolin and write songs. I take pictures but hasten to call myself a photographer.

So am I real or am I some figment of your deranged imagination? Well that's for you to decide if you so choose. I personally like the whole haunting business, it's almost like being an evil voyuer!


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For many years we skateboard loving gamers amused ourselves with the great-yet-arcadey antics in the Tony Hawk’s Pro Skater series. Sure they were fun, really fun, but the skateboarding itself and the physics just felt...wrong. There was definitely something missing from the experience that annoyed me, it probably affected me worse than most non-skateboarding gamers because of the amount of time I used to pour into the sport. Then the Tony Hawk’s games took a turn for the worse and transformed into the hideous beasts of Tony Hawk’s Underground 1, 2 and Tony Hawk’s American Wasteland. These games offended me so much that I didn’t even bother to buy them. Sure they sold well but that was due to the fact that no other half decent skateboarding games around at that time. Neversoft seemed to realise their vile mistakes and aborted the American Wasteland series in favour of the back-to-basics Project 8. I picked this one up and liked it quite a bit, it wasn’t as good as the original games but it was definitely a step in the right direction. Then one warm day in spring I saw a post on the internet about EA’s new skateboarding game...



I was intrigued it has to be said, I’m not the biggest EA fan out there but their subsidiaries tend to put out interesting new IPs from time to time, so I thought I would read a bit more about it. I had just finished Project 8 so I thought this could tide me over till the next TH game. It seemed like a solid concept, an open world to skate about in and more realistic physics looked to be a great combination for a great realistic skateboarding game. The one thing that worried me actually was the new control scheme, they pegged it as revolutionary but I had serious doubts about it. When I read about it, it seemed nothing short of awkward and clunky compared to the precision of the THPS scheme. Then the game came out and I bought it, I fell in love. It was the closest that a game has ever came to re-creating the realism of skateboarding. The physics were incredible; the tricks were realistic but most importantly of all the control scheme I had worried about so much was simply amazing.



However this month’s “Monthly Musings” theme isn’t “Talk about how your favourite game is amazing” it is “If you love it, change it”, so I will now point out the flaws that this most brilliant of games unfortunately has. First of all the game was extremely buggy, to the point of annoyance. I think this flaw existed because skate was the first game by EA Black Box on the “next-gen” consoles. They did a great job with the mechanics, design and art but ultimately it has been the only game to ever freeze my PS3. One of my friends had the 360 version and it froze his console too, so I think it was bugs in the engine and not specific to the difficult coding environment of the PS3. It wasn’t just the game freezing, sometimes the textures themselves would pop up and the cars would sometimes appear out of nowhere. There were times were I got stuck in walls as well which really annoyed me.



The game is technically a sandbox game and has inherited the flaws of the genre, most prevalent of all the jumps in the difficulty curve that happens due to not having a linear path for the missions. Some of the missions would be ridicolously easy and at the same point in time you could have a stupidly hard mission to do. In fact there is still 1 or 2 of the video missions I haven’t completed because I got so frustrated at their difficulty and/or my incompetence. There were times where the instructions themselves were unclear and it was a case of trial and error to find out exactly what parameters needed to be met before you could complete the task. There was one particular mission where you had to nollie 360 flip over a stair set but it was worded so badly it took me 5 tries before i figured out what to aim for and suffice to say that was not my idea of fun.



Although a minor gripe, I felt that the game’s storyline itself was a bit on the short side. It could be run through in about 6-8 hours. Generally in sandbox games the storyline is at least 15 hours long and opens up the world as you complete various missions but skate had the entire city of San Vanelona open from the very beginning which took away the sense of linearity that sandbox games have and in some ways the feeling of accomplishment that accompanies this progression. The game could have used some more interesting challenges to buff up the story line, although this would probably end up with either a lot of repetitive challenges (see pro skate missions) or the horrible route of Jackass-esque challenges that the Tony Hawk’s games took.



The traffic was apparently super dangerous in this game as if you even brushed a car you would bail (fall over) and the car would be unscathed. I wouldn’t have been annoyed by this if it only happened when you hit the cars at speed but it happened each and every time, mostly in the middle of a very high scoring combo. The cars also had no damage which would have been a nice touch to add to the realism of the world, but then again not every racing game has damage (see Gran Turismo and Mario Kart). Somehow hitting a car at speed on your board and leaving a person sized dent in the bumper would have made this game so much more satisfying but that is probably the sadistic murder-training game player in me getting out.



The final flaw I found with this game is the “skate.reel” function that the game used. EA made a huge deal of this pre- and post-launch but I could never seem to get it to work. The idea behind it was do an amazing trick in game, edit the replay, upload it to the skate.reel servers and view it online at any point in time. However in practise I have not once got this to work, I can upload it fine but as soon as I go to look for the video on their website it goes through the same three pages, asks me to register or login then back to the original page and it annoys me because I uploaded some impressive and just plain cool tricks. If the service had been a bit simpler then I would have enjoyed using it but it got me so frustrated that I just gave up on it.



As you can see although I love this game there are many things about it which I would have wanted changed before it was released. Hopefully EA Black Box has seen the problems that people had with this game and fix it before the inevitable annual update. If they do fix the problems then I think they will have created the best skateboarding game ever which will then cause a rip in the space time continuum as a game will have to actually get 11/10 and reviewers will be sucked off into the black abyss.
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Legacy Comments (will be imported soon)


I still haven't done that Rob and Big challenge. It's impossible.

Good read though, some very valid points. I think my only other one is the map tends to go downhill, so once you are at the bottom of the map, you either have to work your way back up slowly or take a subway. Can get a little annoying, but I spend most of my time in the city anyway.
@Kif
Fucking rob and big..
@Kif:

It took me an hour the first time I tried it. It just takes A LOT of practice.

But yeah, that damned nollie tre flip onto the hubba. That was confusing as hell, too. Sometimes I feel as if I'm the only person to have beaten the story mode. I loved skate. so much and can't wait for the next one. I don't really know what they'd be able to do in terms of trick additions. I know for a fact that the skate.reel better be fixed this time around because lord knows I tried forever to get it to work the first two weeks before flipping it off and never touching it again.
Rob and Big... ugh
love this game so much!

i played the story mode 3x thru and never had a problem with rob & big. it takes a few tries, practice the trick on teh small ledge next to the bench, then nail it on the bench.

the manual to gap to manual photo shoot outside the plan b warehouse is a fucking nightmare. i usually have to walk away more than once before i can get thru it.

can't wait for skate2.
I love this game thats all I've been playing the last week, I'm still trying the nollie 360 Flip. As far as tricks I would like to see some ground tricks, added.

No complaints though. Im glad that it was my first purchase for the 360.
I really, really enjoyed playing skate...(nice write up btw) but my concearns weren't on the same level as yours...At times the controls felt spot on, but once you started to learn more complex tricks the system began to break down (at least for me).

I would be attempting one thing, and the input for a bunch of the tricks have very similar wind-ups and swings of the analog stick. This lead to more frustration than enjoyment at times...

The "progression" wasn't really there either...You were as good as could be (pulling off the most complex tricks or the most basic) at the start of the game. So while there was a very 'get better with skill, get better at the game' kind of thing going on, it didn't really reward me for getting further along. Unless you count the 360s achievements...

I couldn't agree more with the skate.reel shit. They touted it as this great feature (and it could have been) but it was very poorly thought out (if at all). There was no solid way to upload, and view your own stuff...

Overall I think EA did a bang up job for a first time out skateboarding game. But there is a lot of room for improvement...Maybe the next one will allow for some kind of modifier so that ALL the tricks aren't using the same basic inputs...And hopefully they will clean up and streamline a progression model.

When you get into a groove and you're tricking like mad it is an effing great game...And the city was well designed with rails/ramps/trick-centric areas without feeling like they forced shit in. I'd definitely give skate another go if they could address some of this stuff...Good call for the musings though...
I thought the Rob and Big challenge was no problem. lol

I understand what you mean about the physics on Tony Hawk putting you off, as I've had the same feelings because I skate. But I've never really encountered getting stuck in walls or freezing on my 360 version. The only glitches that irritate me are the wallride mechanics. If you approach anything higher than a curb at a 45 degree angle, you'll instantly barrel roll onto the wall. That was annoying. And no walking mechanics, lame.

Damn, that nollie tre flip sure as hell kicked my ass though :|
Your criticism is spot on. Some kind of skip challenge option would be welcome, so I could keep progressing instead of being stuck and unable to continue the game. I'd like to see a Snowboard game utilize a dual thumbstick style control scheme as well. I can't keep playing Amped forever.
Yeah I forgot to mention I had no buggyness when I played and no freezing. I played (surprise) the 360 version.

@ALN - I would love to see them take this kind of approach with a snowboarding game. But I'd be happy to get another SSX (a good one) or another Amped (not going to happen, which is sad). Amped 3 was fucking sweet.
what nobody had a problem with not being able to get off your board and WALK up stairs/around?
^That was annoying at times, but the game was called Skate...So we skated...
I owned Skate for 4 days and outright got my money back. Yeah I lied that the game didn't work in my 360, but I honestly hated the twin thumbstick controls. It was clunky and just didn't work well.

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