More Reviews
REVIEWS Far Cry 4 Review
The open world of Far Cry 4 is wondrous, but is the beauty of Kyrat only skin-deep?

World of Warcraft: Warlords of D Review
Does Blizzard's latest expansion breathe new life into the 10 year-old franchise, or is this MMO finally starting to show its age?
More Previews
PREVIEWS Silence: The Whispered World II Preview
With its absolutely gorgeous sequel, Daedalic aims to create a mid-range difficulty adventure title that will expand the genre to a larger audiences.
Release Dates
NEW RELEASES ESCAPE Dead Island
Release date: Out Now

Far Cry 4
Release date: Out Now

Dragon Age: Inquisition
Release date: Out Now

Kingdom Hearts 2.5 HD Remix
Release date: 12/02/14


LATEST FEATURES With Two Paths to Walk This Fall, I Recommend Assassins Play AC Unity Over AC Rogue
For fans of this series, it'll be a decision based on hardware. For enthusiasts, returning to the brand's roots will prove enticing.

Nintendo Download November 2014 - Updating Each Week
If you've got credit on Nintendo's digital eShop service or expect to receive a gift card this holiday season, start making your list with our weekly updates.
MOST POPULAR FEATURES Xbox Downloads October 2014 - Updating Each Week
Microsoft's Xbox One console continues an Xbox Live revolution started over a decade ago. Here's hoping Summer of Arcade makes it to the platform next year.

LEADERBOARD
Read More Member Blogs
FEATURED VOXPOP Master_Craig
Welcome Home - PAX AUS 2014
By Master_Craig
Posted on 11/18/14
Last night I returned home from PAX AUS 2014. Long story short, it wasn't perfect, but it was quite possibly the best weekend I've had this year. It was a lot of fun. If you'd like to continue reading, the long story is just below. Buckle up. This is gonna be...

Skate Member Review for the Xbox360

3scapism By:
3scapism
03/09/08
PRINTER FRIENDLY VERSION
EMAIL TO A FRIEND
GENRE Sim 
PLAYERS
PUBLISHER EA 
DEVELOPER EA Black Box 
RELEASE DATE  
T Contains Blood and Gore, Crude Humor, Language, Mild Violence, Tobacco Reference

What do these ratings mean?


Much ballyhoo has been made about Skate.'s innovative control system and while it certainly demands the most attention in the game's initial hours, it alone is not the reason I recommend this game. It is Skate.'s portrayal of the modern city and all its structures that should initially drive the player to the game. From there, in Skate.'s depiction of its San Velona, the game then achieves the profound - to convey to the player the aesthetic and philosophy underlying the act of actual skateboarding.


Until this point video game cities were fairly primitive representations, not far removed from their polygonal origins. They were a series of stacked squares and the occasional oddly placed half pipe. Subtle stylistic differences in architecture were not depicted, and environments rarely looked like part of a coherent whole. Typical environments resembled nothing so much as large skate parks that could be ridden as one continuous line. Developers were less interested in imitating a real city than designing it to serve a particular play experience.


Skate.'s San Velona is a remarkable departure from the previous design philosophy. The row houses all have walk ups, public art sits in front of the corporate buildings it was commissioned for, and half-pipes can only be found in the city's myriad skate parks. More subtle, but equally impressive, is the empty space. There are open plazas with a few pieces of irregular terrain and a short handrail here and there. Space divides the city into disparate skating spots. In many cases, spots consist of one huge handrail or a single line. Some lines are obvious, but more often than not they resist immediate discovery. Like a real skater, the player has to look at the city in terms of gaps and grinds and, by doing so, finds a way to link the existing architecture to the physical act of skateboarding.

Once the line or spot is found the player finds himself sessioning it, often for an hour at a time, trying to lace the perfect line or even just a grind on the one enormous drop rail that might comprise the spot. The ability to replay the last 30 seconds of game time at any point and edit it in a fashion similar to an actual skating video adds a further aesthetic concern - players will become partial to certain types of architecture. If you are a stunt skater, you will look for large iconic architecture: that one massive ledge that you absolutely can't drop off of at the midway point. The more technical skater will gravitate to a city plaza with low, long hand rails, knee high planters, and 10 set stair cases. All of this is a wonder to behold under the city's permanent late Sunday afternoon sun. Even more remarkable is that deep into the game, when everything has been unlocked, the player will still be finding new spots to session, perhaps not as epic, but equally charming in their possibilities.


Ultimately it is not the control scheme that defines the game (that concept is quickly grasped) it is the extent to which the player can interpret San Velona's architecture as skate-able terrain that will determine the final experience. Certainly Skate. is not without its flaws, but none are so great that they should discourage a chance to roll around San Velona. To do so is to understand Skate.'s greatest triumph - its interpretation of the complex physical relationship between the skater and his environment. Fortunately this, unlike real skating, only requires participation to be understood.

Tendo82

Subscribe to posts?


More information about Skate
 
A- Revolution report card
Views: 1013 Review rating:
comments powered by Disqus