Tony Hawks Pro Skater was released for Christmas 1999. Three years later,
it is easy to see just what that game did. It was an extreme sport, but it played
it the way it should be played. Sublime control, stunning graphics, immense playability
- that was Tony Hawks Pro Skater. It almost single-handedly brought about
the uprise in extreme sports games. From scooters to surfboards, roller blades
to street luge, every game wants to be like Tony Hawk. Therefore, the fact that
the Tony Hawk franchise has spawned out another game this Christmas, suffixed
with the number 4, doesnt come as a surprise to anybody.
And neither do the minor changes made to the game. The fact is, it must be a difficult
job to improve upon Tony Hawks Pro Skater in the first place, because it
did everything right from the start. There were no times when something could
have been done better, no points where the game was unnecessarily malicious. The
game provided unbeaten thrills which had never been created before. Consequently,
it comes as no surprise that Tony Hawk 4 is almost indistinguishable from the
last instalment in the series, yet is still such a fascinating game in itself.
The essence of the previous Tony Hawk games was speed. Two Minutes was not sufficient
time to dawdle and take in the scenery; there were places to go and objectives
to complete. The emphasis was on speed and thrills, which labelled the game as
extreme sports in the first place. Therefore, the fact that Tony Hawk
4 does away with a time limit does seem slightly out of character. Gaming nowadays
though demands depth to explore and discover secrets, not faceless A to B progression.
Therefore the unrestrained gameplay of this sequel doesnt seem like such
a radical move; it makes the game more accessible, but also in a sense more epic.
The series had previously conflicted over what was best - big or small levels.
Big levels gave way to exploration, but two minutes is too short a time for this.
This meant that level size has always fluctuated in the series, from the gargantuan
School level in the PlayStation original, to the constricted Tokyo level in last
years effort. Tony Hawks Pro Skater 4 seems to have finally sorted
out this problem. By doing away with time limits, it gives the player more of
an opportunity to explore. And consequently levels are much, much bigger.
Size is not the first thing to strike at the beginning. By far one of the most
impressive features has to be customisation. No skater is ready to hit the ramps
without an appropriate change of clothes, and before setting out a quick dabble
with what Tony can wear often turns into a full change of wardrobe. The infinite
possibilities to make your character unique are slightly overwhelming, but this
is not the only part of the game which overcomes you with options. A look into
the skate shop shows that no longer are decks and tapes found in levels, or
bonus cheats unlocked after finishing the game, but are bought with money. Youre
spoilt for choice after visiting the shop, and judging by the vast array of
unlockable goods there is a strong emphasis on completing the game numerous
times. Some of the extras are worth their money, like the Chicago level from
Matt Hoffmans 2, and some of them are pathetic. Even the games description
of Sim mode confirms it as boring. Consequently, there are often
conflicts of choice over what is a wiser choice; a new deck or a new level,
or perhaps a players video.
The game does have a strong emphasis on lifespan this time round. Previous
installations proved to be short, and easy to finish in a few hours. While there
was significant emphasis placed on completion with numerous characters, the
repetitive gameplay made most players resort to cheating. At least this is one
area which has been rectified. Stat improvements affect all characters, not
just the current player. Along with this, the games single player lifespan
has been significantly increased, and collecting money rather than completing
objectives is the order of the day. And since there are no time limits, you
arent simply given objectives at the start. If this was the case, the
game would prove ultimately dull. The way the developers have gotten round this
is through character interaction. There are lots of people standing around the
levels, just waiting for you to come up to them and press B. Youll then
be given a challenge and usually a timer. While skating around and pulling a
few tricks is very relaxed, when it comes to the crux of the game, it simply
cannot give up the time limit. Luckily though, the norm is no longer two minutes
and this does give way to more flexibility. Some challenges may require only
ten seconds in order to start off a combo, whereas for others which involve
collecting items you may be given many minutes. Challenges are varied, more
imaginative, and more fun.
Each level has got sixteen people wholl give you challenges. They arent
all loitering from the start, for instance, in the Alcatraz level Elissa Steamer
appears three times, presenting three progressively tougher scores to beat.
On the same level, there is a prisoner who needs help to escape. On the first
of his challenges, he needs a distraction so he can get to the roof. Meet him
there, and again he needs help, this time to escape from the island. One of
the hardest in the game, this challenge does demonstrate the power of trick
lines - 1 minute to collect 33 items all around the level seems daunting, but
the clever setting shows the effects of many set pieces. The fact that there
are many people wandering around does make the levels seem populated, in stark
contrast to previous games which felt cold and uninhabited. In Tony Hawks
4 the levels seem absolutely thriving, and many objectives take advantage of
this. Alcatraz has tourists roaming the level, and tour-buses driving around.
Alcatraz itself is probably the most impressive level. It is part of the game
which feels complete, not like a hemmed-in portion of a seemingly massive city.
The island itself is impressively large, and gives way to some remarkable set
pieces. Graphically, it is very impressive, with twisted towers, rusty pipes
and run down buildings. Coupled with this, the frame-rate rarely slows down,
and fits nicely with some of the fast paced parts of the game. Its a shame
that other levels in the game arent so pretty; the first level, the College,
seems quite barren and not very detailed. It does set the game off to a slow
start, but the game never shakes the feeling of being like a tarted up version
of the a PSone game. If not in the levels, the best graphical improvement has
to be in the character animation. As per usual, the best motions are seen in
bails, and bloody elbows and knees are some of the goriest - if pleasing animations
seen yet.
But its in the tricks that Tony Hawks Pro Skater 4 comes alive.
Now boasting a huge array of moves, there are so many that only a small portion
are assigned button combinations - there are nowhere near enough for all the
tricks. Of course, executing combinations has always been a big emphasis in
the Tony Hawk games, and 4 doesnt disappoint in this area. Many of the
objectives involve using manuals and tricks across preset areas to prove your
aptitude, and in addition to collecting the letters S K A T E, there
are now C O M B O letters which must all be collected in one long
trick run. In addition to these more imaginative tasks, each level now holds
at least one competition. They arent as vital to progression as in previous
instalments, so any people who prefer mission-style objectives to tricking can
shy away. Tony Hawks 4 easily has the most depth of all its extreme
sports offspring, and the sheer wealth of grabs, flips and manuals available
are staggering. Whats so impressive about them, is that theyre all
animated with the fluidity of their real-life counterparts (bar of course, some
of the more imaginative specials).
Tony Hawks Pro Skater 4 is a contradiction to what the word sequel
entails. Sequels should improve substantially on its previous subject
matter, but Tony Hawk 4 is still very similar to its predecessors. As with the
previous games, few major gameplay changes have been made and the focus is still
on the small details, the added extras. Unlocking ramps and boxes in levels
was a much hyped feature of Tony Hawk 4 among gamers, so is probably the most
disappointing. Levels are so vast that the odd quarter-pipe and ramp added mid-game
make almost no difference to the way you play. If you took the time to plan
a multi-million scoring run its doubtful that these minor changes would
make a whole lot of difference. Consequently, this feels like an aspect of the
game which was enthused, but not executed to its full potential. Far less documented,
but far more useful, are the use of the L and R triggers. Both can be used for
reverts and spinning, but pressed together they will straighten your character
up. In truth this has already been done in previous instalments, but the new
way to execute it now actually works. In Tony Hawks Pro Skater 2, it was
a case of luck rather than skill when it came to bailing during a misjudged
jump, but now its easy-sailing. A minor detail, but one which is very
welcome to experienced players. The triggers can also be used to transfer from
adjacent pipes - good for getting out of bowls or over walls.
As if Tony Hawk 4 doesnt improve upon the game enough, it also sees the
addition of some great new minigames. Of course, their purpose always revolves
around generating cash, but their diversity is one of the best things about
them. In the College level for example, your character takes up his board as
a street luge, and this objective involves gathering tremendous speed down a
hill and navigating a suddenly cluttered road. Speed is also something your
skater encounters when they take on the bobsled run in Kona, a huge skate park
with bowls, jumps and lots of tramps. Probably the most impromptu is the baseball-style
ball whacking on the island of Alcatraz.. Using your board as a bat, cash can
be earnt by hitting what the ghostly pitcher throws to you.
Ultimately, it transpires that Tony Hawks Pro Skater 4 has had a lot
of thought put into it. It tries to do what a sequel should, but because the
series seemed so complete from the beginning theres little that can be
improved upon. At the start, the game does feel too samey and a bit dull, but
with sufficient input the game does show its true colours. Purchasable characters,
levels and boards are the reward of a good player, as are high scores. It could
be argued that the game has been ruined by becoming a free-flowing game, but
in truth it was the only direction Tony Hawk could go. The game is more akin
to Jet Grind Radio now; like a platformer on wheels, but there is nothing wrong
with this. With multiplayer which almost mirrors previous instalments, Tony
Hawk 4 isnt as essential as the publishers would like to think. It does
contain new gameplay, but the series is perfectly good as it is. Undoubtedly
Tony Hawks 4 is a great game, but the only direction now for the series
to go is in expansion. Extra modes, extra levels and extra characters, but no
more gameplay innovation. The series has reached its pinnacle, which is why
Tony Hawks Pro Skater 4 isnt a necessary purchase. Its the
perfect game, but one which weve all seen before.
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