There are now manuals (which are vital for keeping a combo up between grinds and jumps), reverts, revert manuals and grind switching which is where, as players might have guessed, the skater switch their grind type mid-rail to get extra points. Not to worry too much though, as pressing X will soon become second nature.īuilding off of that premise, though, Roll7 has stuffed a handful of new features into OlliOlli2. Fail to time that button press correctly and the landing will be sloppy or players will lose out on the points and speed bonus gifted to Perfect landings (the skater can actually halt to a stand still if players don't time your landings and grinds well enough). Sloppy grinds can also cancel out a combo, which is a biggie. Similarly, moving the analog stick right before the skater connects with a ledge or a bar will see them grind along it with a satisfying 'plink' and a 'scuuurch' of a board on metal and the bumper buttons also allow for variations of grinds.įurthermore, there's the all important OlliOlli USP, which requires a press of the X button as the skater lands on the ground. Moving the analog stick directly up and down will see players pull off the basic ollie while wiggling in various directions will get more advanced, impressive sounding flips (Laserflips, anyone?). The idea with the game is that player's unnamed skater whizzes through a level on their board, flipping, ollieing and grinding about the place with simple flips of the stick, while also trying to rack up points to the best of their ability. Have they succeeded? Well first of all, fans of the original OlliOlli will be happy to know that the core gameplay element hasn't changed. In OlliOlli 2: Welcome to Olliwood then, Roll7 had a big job on their hands as they needed to change enough to make the sequel worth it. It combined the combo trickery of the original Tony Hawk games and the control scheme of the Skate series (where tricks are mapped to an analogue stick rather than a combination of button presses) for a thrilling experience that recaptured what made us all fall in love with virtual skateboarding in the first place. Instead of the gimmick-heavy gameplay of the last TH game, OlliOlli was a return to skating's roots. In 2014, though, along came OlliOlli, a skateboarding game developed and published by Roll7 for PS Vita (and later released on PC and home consoles). But by 2010, we were overwhelmed with the amount of skating games available with Tony Hawk: Ride proving that Activision had exhausted their options (it featured a plastic skate peripheral and received the lowest critical and sales reception of any TH game) and EA's Skate 3 pushing that franchise to the limit. We've loved to grind and flip and grab to our heart's content until the wheels fall off and our thumbs have gone numb from trying to input combos into our controllers. Since the 1990s, gamers have been crazy about skateboarding video games.
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