More Reviews
REVIEWS Life Is Strange: Episode 1 - Chy Review
Oh no, it's a sensitive adventure game featuring a teenage female protagonist. Will everyone freak out?!

Grim Fandango Remastered Review
This little light of mine. I'm gonna let it shine. Let it shine, let it shine, let it shine!
More Previews
PREVIEWS The Legend of Zelda: Majora's Ma Preview
I wish I could claim some mastery over this topsy-turvy classic starring elf boy who saves princess. Predictable, right?
Release Dates
NEW RELEASES RUGBY 15
Release date: 02/01/15

DEAD OR ALIVE 5 Last Round
Release date: 02/17/15

Dragon Ball XENOVERSE
Release date: 02/24/15


LATEST FEATURES Developer Spotlight: Dontnod Entertainment
The developer for Remember Me is quietly becoming a force on the indie scene.

PlayStation Downloads January & February 2015 - Monopoly, January's Free PS+ Games
Have you been playing online with your PlayStation devices? Make sure to get these free games for the month of January in our weekly update feature.
MOST POPULAR FEATURES PlayStation Downloads January & February 2015 - Monopoly, January's Free PS+ Games
Have you been playing online with your PlayStation devices? Make sure to get these free games for the month of January in our weekly update feature.

LEADERBOARD
Read More Member Blogs
FEATURED VOXPOP oblivion437
Finally Broke My Crowdfunding Rule
By oblivion437
Posted on 01/12/15
I've had a long-standing rule to avoid getting involved in any sort of crowdfunded activities.  I didn't donate to Shadowrun or Wasteland, but I did buy and enjoy both of them (I'm plugging both of those games right now, just so you know they're good).  I haven't...

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: 1058 Review rating:
comments powered by Disqus