Thursday, July 30, 2020
Skater XL Review
Unlike the Birdman’s games – or the one with actual birds in it – Skater XL is a serious and mostly authentic and grounded simulation of skateboarding and it innovates in a truly engrossing way with its nuanced and tricky two-stick control system. There have been times over the last several days when I’ve become deeply immersed in the process of learning a new trick and executing it perfectly on a cool line I’d found some place within the maps. However, playing on Xbox has exposed the fondly-regarded PC version’s secret: it’s heavily reliant on user-made mods to flesh it out. This has left the console version feeling extremely light on content at launch and, combined with some regularly occurring jankiness, the result is something that generally feels more like a tech demo than a complete game. [ignvideo width=610 height=374 url=https://ift.tt/2BPw6M0] Skater XL’s controls may initially seem familiar to Skate’s gesture-based brand of analogue stick flicking – and it’s true that there are some rough similarities – but mastering Skater XL’s controls is actually like learning a whole new language. In Skater XL, each thumbstick represents the skater’s corresponding foot. That may sound simple but sometimes it’s a bit like rubbing your belly with one hand while… braiding your own hair with the other. Even a straightforward kickflip requires you to pop the board with your back foot and then execute a properly-timed kick with your front foot. If you chuck a rotation in there, that’ll require one of the triggers. If you want to throw a grab on top of it all, that brings in the bumpers – and all of a sudden you’re squeezing your controller from all angles like it owes you money. [poilib element="quoteBox" parameters="excerpt=This%20complexity%20may%20ultimately%20be%20a%20turn%20off%20for%20some%2C%20but%20I%E2%80%99ve%20quite%20enjoyed%20just%20zoning%20out%20and%20trying%20to%20perfect%20some%20complex%20skate%20tricks"]This complexity may ultimately be a turn off for some, but I’ve quite enjoyed just zoning out and trying to perfect some complex skate tricks. Things like this are often a simple button-push away in other skate games but would require a huge amount of practise in reality, and so they do in Skater XL. Overall I get the feeling the goal here has been to build a control system that attempts to mirror the finesse of foot movement that real-life skateboarding requires and, to a certain extent, that has worked. The granular control over grinds is particularly nifty if you move the sticks slowly enough not to trigger an ollie or shuvit. That said, it’s loaded with annoyances, too: the zone on the stick for performing manuals feels a bit too small, you can’t seem to turn more than 90 degrees on the spot without pushing off in the complete opposite direction, and sometimes my skater will bust an unwanted ollie before I’ve let go of the stick.
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