Skate PSM Article

Ice-man

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Hello im new here so, dont flame me if this is old news, well i decided to type out the SKATE psm article i have. its a good read, prety long tho :)

oh this game is for Sony Playstation 3 and Microsoft Xbox360

SKATERS HAVE BEEN WAITING YEARS FOR THIS.


Available - 2007
Type - Sports
Multi Player - Yes
Online - Yes
E,S,R,B Rating - Pending
Published By - EA
Made By - EA Vancouver


For better or for worse,There's only one name is skateboarding games toady: Tony Hawk. And while the series made huge strides for the genre so many years ago, we'd be lying if we said we're happy with where its been going the last few games; evolving into almost a parody of itself, with an emphasis on outrageous combos and preposterous characters, it's not hard to feel that some of the purity has been lost from the game.

Now picture this: a skateboarding game that takes it all back to the beginning. Not in an attempt to topple a competing series,but to ambitiously attempt to create something new; a skateboarding game that captures the true spirit and soul of the sport,while evolving the interface into something intuitive and lifelike. that game is skate


KEEPING IT REAL


In a world of games that refuses to stop unleashing,extreme, and revenging, the plain-Jane title of EA's new skating game is surprisingly fresh - and fitting. Skate is simply about skateboarding, and recreating its sensations and its culture in a respectful way. As Scott Blackwood, the games Executive Producer, Puts it, "No one person is bigger than skateboarding" Thats a conceit we, as skaters, want to avoid. If you're rolling and having fun, you're a skater. We didn't want a figurehead tied to this game - its much bigger than that.It's cool because the pros are behind this 100%." When Blackwood mentions "we," he couldn't be more on point. Many on the Skate team are veteran skaters - some with no previous game experience, no less - and those who never skated now do. Walking around EA 's Vancouver studio, its not hard to see just how far everyone on the team is immersed in skate culture - and their product truly exemplifies this.


FROM BOARD TO STICK

At the core of skate is "Flickit," the name given to the game's innovative control scheme. "To nail the feel of skating, the dual analog scheme we're calling flickit creates a direct. tacticle connection between you and your character on the screen," says Blackwood. "For example, the right stick movement for an ollie recreates the footwork for an ollie when you're on the board." In short, pressing down on the right stick popping it up makes your character ollie. The longer you hold the stick down, the higher you will rise in the air. Likewise, hold down on the stick and press it diagonally up and to the right, and you'll preform a kickflip (assuming your a goofy foot, that is). It's a direct transportation of skating onto the analog stick. As simple as this system sounds, there's infinite room for depth. As Blackwood explains "To give you the ability to create your own skating style and reflect that no two tricks are ever pulled off exactly the same, flickit as simple as hitting a rail and "sticking" to it as in Tony Hawk. Our speed and angles of also reads the speed of the flick in addition to the placement. Because the skating is driven by physics - driven animation, the nuances of the type, location, and speed of stick movement will drive every trick to feel unique - and the best part [is] you get better with practice. Whereas a button combo is relatively binary - you either did it or you didn't - we'll have everything in between perfect and face plant covered as well." Our hands-on with the game confirmed this bold claim. For instance, trying to grind a rail isn'tapproach results in short grinds, long grinds, or simply missing the rail altogether.Its far more realistic,but not frustratingly so. In fact, it jad the opposite effect, motivating us to try and try again, until we hit a grind we were happy with - just like in real life.

Think about the bigger picture here. In Tony Hawk, pulling off the longest combo with the most points is the game's rewarding factor. It's a very old school arcade design, and great for what it is; perhaps even perfected at this point. In skate combos will consist of maybe two or three tricks on average, sometimes only one, sometimes more, Its tough to imagine that a singular move could produce the same level of gratification as a 100-move combo,but it does. keep in mind that skateboarding is simply hard. "Have you ever tried to ollie? Or kickflip? One slam face first into the concrete and you'll realize there is nothing simple about skate tricks." says Blackwood. "to be clear, our game is not a sim - not at all. Its fun and easy to get into; however, we want you to feel like you've accomplished somethinghuge when you grind your first eight stair rail. Thats big in reality and should be in a skate game." Obviously, the control scheme is a major player in getting this sense opf realism andaccomplishment across. While practicing any game, it's inevitable that you'll get better at skateboarding,even if it is virtual. Mastering thedual analog controls, and even pushing yourself on the skateboard (you have to get the flow and rhythm down; it's not as simple as pressing a button faster to go faster), does take time, so when you do finally pull off, say, the perfect kickflip, it's incredibly gratifying in all the right ways. The other key factor is the camera. If you've never watched a skate video before, typically a fellow skater follows you with a camera placed low and behind you. It's really the ideal angle, and the game mimics this to great effect, making everything feel big, solid, and natural


PUBLIC DOMAIN


Skate takes place in a fictional city called San Vanelona, Inspired by many real-world locales, but far from an accurate representation of them. The world is a diverse group of neighborhoods that will offer everything from downhill routes in a city to the streets os a community suburb. Of course the X Games also makes its appearance, leading to the loaded environments of street- and ramp-styled obstacles. Essentially, the world covers the gamut of skateboarding, and lets you skate it in any way you like. "We want the gamers to skate San Vanelona that other games tend to take. We figure if you want to just session or search for your dream spot , go for it . if you want to enter contests or shoot photos, fine. everything you do, their way." Says Blackwood. "The goal is to avoid heavy-handed story lines and let the player create their own story. How did you get sponsored? how did he land that cover? how did you get every security guard in the city hating you? However you do it, thats your story. Having said that, if you want missions ,than you wont be disjointed - there will be tons. We're aiming to avoid the overly prospective approachweather it be missions based or just skating around, the world will tie back progression."


MYSKATE

As much as skateboarding can be a solo activity, much of the culture revolves around community aspects, like making videos and sharing clips of your best runs. With that said, Skate records you wile you play. Hit anamazing handrail after 50 tries? Simply pull up the replay menu and watch it from a dozen different angles. Better yet, save it and share it with your friends on-line . While we're not exactly sure how all of these features will work just yet, we have a good feeling that you'll be able to cut a bunch of your best clips to make your own skate video. Besides making videos, the game will also feature amulti-player mode called Crew. While the details behind this mode are still held close to the chest, the title implies its basic premise: form a crew of skaters with your friends and take to the town. We envisionon-line competitions, and perhaps even unique looks to the crews, with more features in future iterations of the game


A GLEAMING CUBE

We saw it, we played it, we came away believers. though still far from its 2007 release, the fact that the team is spending most of its time just getting the feel right makes us comfortable;e. Our biggest concern, in fact, is that the game is almost too intuitive; how will a feeling of progression flow threw the game if we master the controls early on? This is no doubt an issue the team is aware of, and will ne testing, tuning, and testing over andover until it feels just right. Is this game a guaranteed success? No game is,but for now, We're comfortable in giving Blackfoot and his team the benefit of the doubt whe he says, "Skate is the closest thing to skating without actually putting your feet on a board."


Thats all the info i have so far. maybe well get more in the upcoming months. I hope

These are the only images i can find. Sorry

skate3_qjpreviewth.jpg
 

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