Joystiq hands-on: Skate 2
EA's reentry into the skateboarding genre with the original Skate was viewed by many as an uphill challenge. Its last attempt – the ill-received Street Sk8er on PS1 nearly 10 years earlier – and the fact that Activision's Tony Hawk franchise was the firmly seated king of the hill didn't help. Still, the game's innovative trick controls and return to a more "pure" skateboarding experience proved a huge success, outselling that year's Tony Hawk title nearly two-to-one by some accounts.
Now EA Blackbox is looking to recreate that success in Skate 2 ... not through the usual addition of modes and various novelties, but via some basic evolution of the gameplay fundamentals of the original game. This sequel is about two things: an all-new, modifiable environment to skate in and more ways to show off in it. We went hands-on with Skate 2 to bring you our first gameplay impressions, which you can continue reading after the break.
As alluded to in the first teaser trailer for the game, Skate 2 is "set" several years after the first, following a major earthquake which has made necessary the rebuilding of San Vanelona. For our hands-on, we got a look at four areas within New San Vanelona: the waterfront, a school campus, a "'70s skate park," and San Vanelona Mountain. All of these areas – in fact all of the game's locales – are entirely new.
The waterfront skate spot and San Vanelona Mountain were the two standouts of the bunch. The former was a wide-open civic area with lots of fancy, curvy architecture to skate, along with a dedicated skateboarding section. The latter was a true mountain run with some thrilling downhill areas. Developer EA Black Box admitted that this location was inspired by their own backyard – Vancouver, BC.
Apart from the new areas and a revised plot (an "evil megacorp" has been brought in to rebuild San Vanelona and it (gasp!) doesn't take kindly to skaters), the real advances in the game – as we mentioned before – are purely gameplay-centric. Chief among these is a new mechanic that lets players take one or both feet off the board during tricks.
Fairly soon after receiving a rundown on the controls, we were getting footloose with ease. It was particularly fun to pull off foot plants, which, if you're really good, can be used to spring off the environment from one trick into another. It's also possible to leap up off the board completely; we tried jumping over a picnic table while our board passed underneath and, after a few tries, had it nailed.
A new button has been added (RB on 360; R1 on PS3) which is the "hand" button. This is used in tricks to hand plant (which can be tweaked with the right analog stick, and you can take a foot off the board during them as well) and to interact with movable objects. That last bit is the game's other major advance.
Essentially, as EA says, anything that looks like it should be movable in the environments, is. You can get off your board, run around, and move tables, rails, and other objects to create your own lines. It's something unexpected and a mechanic that really opens up the experience.
EA is touting another major improvement in Skate 2 – frame rate. The final game will run at a locked 60fps according to the developer. The Xbox 360 version we played was hitting that mark most of the time, and the gameplay feel was definitely better for it. The PS3 version, on the other hand, was having a hard time staying near 30fps. It also suffered from some gnarly texture filtering problems which made it look inferior to the 360 build. At its best on 360, the game looks about on par with the original at this point, save for a new screen effect that's intended to make the action look more like it's being recorded on a handycam.
It's worth noting that the official screens EA has distributed are not indicative of what the game we saw looked like. In fact, they appear to have been retouched quite a bit. The video below is definitely a more accurate look at the state of the game. That said, from what we saw and played, we nevertheless have high expectations from the finished game.
Now EA Blackbox is looking to recreate that success in Skate 2 ... not through the usual addition of modes and various novelties, but via some basic evolution of the gameplay fundamentals of the original game. This sequel is about two things: an all-new, modifiable environment to skate in and more ways to show off in it. We went hands-on with Skate 2 to bring you our first gameplay impressions, which you can continue reading after the break.
Gallery: Skate 2
As alluded to in the first teaser trailer for the game, Skate 2 is "set" several years after the first, following a major earthquake which has made necessary the rebuilding of San Vanelona. For our hands-on, we got a look at four areas within New San Vanelona: the waterfront, a school campus, a "'70s skate park," and San Vanelona Mountain. All of these areas – in fact all of the game's locales – are entirely new.
The waterfront skate spot and San Vanelona Mountain were the two standouts of the bunch. The former was a wide-open civic area with lots of fancy, curvy architecture to skate, along with a dedicated skateboarding section. The latter was a true mountain run with some thrilling downhill areas. Developer EA Black Box admitted that this location was inspired by their own backyard – Vancouver, BC.
Apart from the new areas and a revised plot (an "evil megacorp" has been brought in to rebuild San Vanelona and it (gasp!) doesn't take kindly to skaters), the real advances in the game – as we mentioned before – are purely gameplay-centric. Chief among these is a new mechanic that lets players take one or both feet off the board during tricks.
"Foot plants can be used to spring off the environment from one trick into another." |
Fairly soon after receiving a rundown on the controls, we were getting footloose with ease. It was particularly fun to pull off foot plants, which, if you're really good, can be used to spring off the environment from one trick into another. It's also possible to leap up off the board completely; we tried jumping over a picnic table while our board passed underneath and, after a few tries, had it nailed.
A new button has been added (RB on 360; R1 on PS3) which is the "hand" button. This is used in tricks to hand plant (which can be tweaked with the right analog stick, and you can take a foot off the board during them as well) and to interact with movable objects. That last bit is the game's other major advance.
Essentially, as EA says, anything that looks like it should be movable in the environments, is. You can get off your board, run around, and move tables, rails, and other objects to create your own lines. It's something unexpected and a mechanic that really opens up the experience.
"The Xbox 360 version was hitting the 60fps mark most of the time, and the gameplay feel was definitely better for it. |
EA is touting another major improvement in Skate 2 – frame rate. The final game will run at a locked 60fps according to the developer. The Xbox 360 version we played was hitting that mark most of the time, and the gameplay feel was definitely better for it. The PS3 version, on the other hand, was having a hard time staying near 30fps. It also suffered from some gnarly texture filtering problems which made it look inferior to the 360 build. At its best on 360, the game looks about on par with the original at this point, save for a new screen effect that's intended to make the action look more like it's being recorded on a handycam.
It's worth noting that the official screens EA has distributed are not indicative of what the game we saw looked like. In fact, they appear to have been retouched quite a bit. The video below is definitely a more accurate look at the state of the game. That said, from what we saw and played, we nevertheless have high expectations from the finished game.













Reader Comments (Page 1 of 1)
Von Dozier @ Aug 4th 2008 6:13PM
Hope they don't ruin it with the needless story.
Jose @ Aug 4th 2008 6:14PM
Oh snap! You can get off your board. That was so dang necessary in the first, I'm just glad it's confirmed. But the fact that, while on foot, you can manipulate rails and benches to make your own lines just sounds sweet.
Norm @ Aug 4th 2008 6:19PM
Skate has such an insane replay value to me. I just play and play this game all the time. I actually hurt myself skateboarding and haven't been very mobile, and wont be for another few months, and this game really made not skateboarding bearable for me. I can't wait for the new game to come out. (I didn't mind the story so much, the intro was great)
OMGOMG @ Aug 5th 2008 12:38AM
I don't know. I could never really get into it. Should I give skate another shot?
Mystic @ Aug 4th 2008 6:25PM
The original 'skate' looked like crap on the PS3 as well compared to the 360.
jonecat @ Aug 4th 2008 6:30PM
I loved the first Skate game, this video makes it look so much better, I did not think it was possible. EA has definitely stepped up there game for this release!
What is the release date for this?
DAK @ Aug 4th 2008 6:41PM
Getting off the board is crucial to Skate 2. I think if they wanted realism, I think this was a necessary step. It would be even better if you could be on foot and climb to higher ground. If Skate goes for realism, they really should consider adding these features.
Also, as lame as this might be and completely ruin the fun gameplay mechanic, I would like for my skater to get fatigued when constantly skating up hills for a while. It might not be fun but it would inspire me to take the subway more often or even include taxis in the game to take you to certain points on the map.
I think all of these options can be added rather easily since it's not a huge gameplay change but to make this game even more realistic would be heaven to an already amazing game.
fuze9 @ Aug 4th 2008 7:18PM
All I want for Skate 2 are two things: an adjustable camera that'll stick where I want it and improved ragdoll business - the way it is now, it looks like every bump on the sidewalk simultaneously coincided with a headshot.
Noka @ Aug 5th 2008 2:01PM
The article in EGM said that you can tilt the camera more than the last one and that there will be a more "traditional" third person view, which I'm guessing will be comparable to the Tony Hawk series.
Shane @ Aug 4th 2008 7:51PM
Skate is by far my favorite game on the 360.
PLEASE tell me you can toggle off the new handi-cam effect. The curved black on the edges looks awful.
That said, can't wait for this game!!!
Deck @ Aug 4th 2008 8:06PM
Wow... this looks great. I've gotten so much gameplay value from the first one...and this one is looking even better. Can't wait to see some more!
Jarret @ Aug 4th 2008 8:10PM
I've really enjoyed Skate. I hope they work to improve the performance on PS3.
Jeff @ Aug 4th 2008 8:29PM
It would appear that Black Box actually listened to players while designing the new game. How? I played skate. when it came out and I remember a lot of forum talk about:
•Getting off of the board (so you can run)
•Girl skaters
•Removing feet from the board during tricks
Is any of this confirmed? not yet, to my knowledge, but the fact that the trailer included shots of this really gets my hopes up!
But, why is Dyrdek featured at the end? C'mon, I see enough of that guy on MTV.
TWiNKiE @ Aug 5th 2008 4:01AM
Skate meets Tony Hawk's Underground 2.
The gameplay better be good.....
turkeybaster @ Aug 4th 2008 9:06PM
I loved the first Skate on PS3. I really hope they tune up that version of the game to be comparable with the 360 version. I see no reason why they wouldn't be able to, given that this game is still a ways off.
esoterikal @ Aug 4th 2008 9:35PM
There's one minor tweak that I would like to see in Skate 2, one which I don't understand why it wasn't in the original, is the ability to use your custom character in the multiplayer. If you can use Stinky, and Shingo, why not "the dude"?
Wilhelm @ Aug 5th 2008 10:55PM
You can use your character in multiplayer, can't you?
esoterikal @ Aug 5th 2008 10:58PM
Online, maybe. I was talking about offline. Spot battle is the only mode I play anymore, usually with another person on the couch.
rez pez @ Aug 4th 2008 9:51PM
if there's gonna be that much vig on screen the 'fisheye' should at least be a bit more wider...
x silence x @ Aug 4th 2008 10:50PM
Trailer looks sick
Deaddy @ Aug 4th 2008 11:54PM
Great, Blackbox still hasn't learned how to program for the PS3. Not buying this if it has a crappy frame rate problem like the original game. Otherwise, I'm looking forward to it.
Daniel @ Aug 5th 2008 12:29AM
expected release date?
Stanzig @ Aug 5th 2008 1:50AM
aww man, when i saw those handplants and footplants, i was going nuts. i love this game, and Skate 2 is only gonna make it better. better hill bombs, older tricks. taking it old school is the only way to go :)
T to the mufuggin J @ Aug 5th 2008 6:28AM
Funny, the first thing I noticed was girl players.
I actually played skate for like 3 months before I realized there were no girl skaters.
These additions were really all that is needed to make this the best skate game.
@fuze9: Yeah, that curb wipe out shit gets irritating fast.
TheJetCityFix @ Aug 5th 2008 4:07PM
Ohhhh I can't wait for this game. One of my favs on the 360 when the first came out.
EAJason @ Aug 19th 2008 9:57PM
I nearly shat my pants when i saw that you could(gasp!) get of your damn skateboard.I mean sorry but seriousely who has thier feet glued to their skateboard unless they do a christ air.Sorry EA i love you i won't hurt you agian :D