pop…shuvit? - skate. demo impressions
Man, that subject is a travesty of grammar.
I remember when I played my first Tony Hawk skateboard game. I remember feeling a little frustrated.
Blame it on my youthful hamfistedness or on my lack of street knowledge, but for the life of me I couldn’t manage to string together tricks as easily as I would have liked. The idea behind each stage was that you had to reach a certain target of points before you could progress to the next level. My method of racking up points was to get big air, spin around as much as I could and hope that I land in the right direction. Either that or find a nice, long, continuous grind and watch the points oh-so-slowly accumulate.
But it was unique, different and frustratingly addictive. It was a nice way to get at a market that was relatively untapped at the time, and it became one of the more popular titles to be associated with skating. Activision enjoyed the jewel in its crown. Now the lumbering juggernaut that is EA wants a piece of the street style action. Since parkour games have a ways to go yet, they may as well crack into the skateboard game market to take on Tony Hawk’s Proving Ground.
skate. is typically grungy; the use of rough, dirty stencil art and the muted colours suit the urban environs. It makes use of the right thumbstick through the "Flickit" system, which allows you to do skateboard tricks by moving the stick in certain patterns. Pulling it down moves the skater into a crouch, and flicking it up will propel him into an ollie. Flicking it to either side will initiate a heelflip, and pulling it around the side will do a shuvit. It is extremely similar to the punching mechanic in the Fight Night series. The triggers allow you to hold your board with your hand, the left stick moves the player, and the right stick moves the board. Manuals are much more forgiving to pull off and you can launch into one with ease. The layout was well thought out, and obviously tried to shy away from the "one-button-trick" philosphy.
You still do have to skate for "points", but it’s much less about trying to explore and find hidden letters, and more about pulling off specific tricks for photographers, skate comps and for replay footage. One of the more common tools in games nowadays is the replay option, and skate. has one of the more detailed ones out there. It allows you to set markers, cut, crop and apply filters. You can also play through your finer (or more painful) moments in slow motion or faster tempo by manipulating the thumbstick.
The game has a very GTA-ish feel to it. Missions are represented as a giant Artliner squiggle hanging in the air, cutting down into the shape of an arrow hovering above someone’s head. I don’t think that there will be a cheesy backstory, which can be a good thing (am I the only one that thinks Marc Ecko’s Getting Up was a bit too "Oh Captain, my Captain"?). If you don’t feel like taking on missions, then you just keep skating; however, taking on missions and challenges can teach you new tricks.
Unfortunately, the demo will only let you play for 30 minutes at a time. It’s a respectable amount, if you think about it.
I don’t know if I love skateboarding (or EA) that much to lump money together for an entire game about it. But it’s surprisingly good fun, and the demo itself will probably keep me occupied for a couple of days.




