Review: Tony Hawk’s Pro Skater 5

This franchise needs a new developer

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I grew up with the Tony Hawk franchise — at least, Neversoft’s vision of it. Game after game, even some of the more questionable ones, held my interest until Proving Ground led the series astray. But in 2007, the studio was taken off the franchise in favor of a new direction from Robomodo, who delivered the ill-fated Ride and Shred games before following them up with Tony Hawk HD.

I’ve given it the benefit of the doubt for some time, but it’s very clear that Activision needs to seek out new blood at this point.

Tony Hawk’s Pro Skater 5 (PS3, PS4, Xbox 360, Xbox One [reviewed])
Developer: Robomodo

Publisher: Activision
Released: September 29, 2015 (PS4, Xbox One) / November 10, 2015 (PS3, Xbox 360)
MSRP: $59.99 (!)

So let’s get right into it. Just as before, you’ll have the option to ollie, grind, manual, and revert your way into lengthy combos, with the added power of the “slam” mechanic. This new move will allow you to drop quickly to the ground straight into a grind. It’s really gamey, but kind of cool once you actually get used to it. Personally, I tend to hold the button quite a bit to pre-load my grinds, so it was jarring at first. Everything else is still here, like spine transfers, plants, and special tricks.

In the end though, it seems as if Robomodo can’t be trusted to make a glitch-free game. I really liked Tony Hawk HD, but man was it a glitch-fest, filled with wonky physics and collision issues. It’s the same thing in Tony Hawk 5, but worse to an extent. Revert timing and the like feels on-point, but it’s mostly the objects and solid areas, some of which aren’t filled in properly, that cause issues. Additionally, missions lag when they start up for a few seconds, sometimes rendering the level in real-time.

There are some online issues at launch, namely causing players to stand still for periods of time or disappear entirely. That’s not to say the game is fundamentally broken however, as these problems usually come up every 10 minutes or so on certain surfaces. The frame rate dips a bit on some levels, but for the most part, it is playable. It just needs a lot more polish.

Career mode is par for the course, bringing you through a handful of levels with mission-based objectives, on top of the typical “find the DVD/VHS tape” and “S-K-A-T-E letters” challenges. The series has been mission-centric for a long while now (ever since THPS 4), but I’ve never really been a fan. I like how the first three games were literally free skate levels that just happened to have objectives in them. The unlock method is also rigid in Tony Hawk 5 — earning stars for new levels isn’t cumulative, as you’ll need to earn 15 in each preceding level to unlock the new one. I do like the levels as a general rule, but they feel so middle-of-the-road, and I probably won’t remember them as fondly as I remember a lot of the classic stages.

With all that said, the core gameplay is there. I like how you need to beat every mission in a stage on the highest “Sick” rating to unlock new Pro challenges, and despite it working against you at times, it will test your skills as a digital skater, regardless of whether or not you’re a seasoned veteran. Good lines for fun combo strings are still present, and every level will have you thinking of new ways to combo, like a puzzle. Additionally, the online portion of the game (which basically transforms levels into inoffensive social hubs) doesn’t hurt anything, and you can still play the entire game solo if you want.

Speaking of online play, it’s also available in the form of side modes, but they’re a pain to set up, and don’t involve split-screen couch co-op. You can queue a round for quick match, trick attack, deathmatch, combo mambo (single combos win out over total score), big head (you have to do tricks to refresh your life bar), and king of the hill. It’s a diversion for sure, and one you can skip out on entirely. In the meantime, I’m having trouble connecting to games and getting people in, possibly because versus modes are hidden in the in-game menu.

The create-a-park mode is also back, and even though there are only five themes, the entire affair isn’t as limited as it was in past titles. This is mostly because the Complexity Meter is a bit more lenient, allowing for players to place hundreds of different objects in a single arena before it caps out. There’s sadly no “create-a-skater” option, but you can customize the pros available, and change their costumes to some sufficiently wacky outfits (like cops and robots). On a higher note, the soundtrack is actually pretty good, and although it doesn’t have an iconic song like “Superman,” it gets the job done and feels authentic.

I didn’t outright hate Tony Hawk’s Pro Skater 5, as it distills a lot of the franchise’s good points into an arcadey modern format. There are flashes of brilliance, but much of that is piggybacking off of the foundation its predecessors have already created. Considering that Activision signed a deal with Tony Hawk for more games a while back that’s set to expire soon, I sincerely hope change is on the horizon if more titles are in the cards.

[This review is based on a retail build of the game provided by the publisher.]

5
Mediocre
An Exercise in apathy, neither solid nor liquid. Not exactly bad, but not very good either. Just a bit 'meh,' really.

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Chris Carter
Managing Editor - Chris has been enjoying Destructoid avidly since 2008. He finally decided to take the next step in January of 2009 blogging on the site. Now, he's staff!