![]() ![]() Skate’s idea of achievement isn’t as much getting a lengthy sequence of effortlessly executed tricks, but tackling the inputs and timing required to perform tricks at a basic level in the first place. Skate doesn’t want you to just be able to perform a trick, it wants you to get a tactile sense of what it’s like to perform that trick, and it wants you to meet a level of technical proficiency to do so. Skate replied to that with a game that eschewed the idea of each button and stick controlling the overall movements and actions of a character, as we see in most games, and instead aimed to tie the body parts of the skater more closely to the parts of the controller, implementing a philosophy on character control not far from what QWOP ended up with, but in service of a totally different feel. Tony Hawk was about being able to quickly and easily flick from one trick to the next, bringing both the thrill of chaining together inhumanly long strings of grinds and aerial gymnastics, and the challenge of seeing how big a score you could rack up without breaking your combo. Any skateboarding video game brought out since 2007 is presenting itself in the wake of Skate, a game that was to a large extent a reaction to the other big player on the scene, Tony Hawk. The original OlliOlli is an interesting game, largely because of how it was reacting to the environment it was released into.
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