Game Description: From grinding to sliding to riding rails, you can do it all in Tony Hawk's Pro Skater. You can free-skate around a number of parks, malls, and high schools without any hassles from the cops. Get aggressive and grind like a pro without worrying about skinned knees, and jump off tall buildings and walk away to tell the tale. Now you can become a pro skater without even buying a board.
For the uninitiated, the premise is simple: You take the role of one of six/eight professional skaters (including the living-legend, Tony Hawk) through a career mode in the hopes of being proclaimed the best skater in the world. Each comes with his or her own strengths and weaknesses, as well as their own particular skating style. And as far as the rules go, they are quite equally simplistic: Perform a trick almost anywhere in the courses available—while not falling down in the process—and you'll be rewarded with points. Naturally you earn more points depending on how many tricks you pull off, and the more difficult and creative the tricks you string together, the better your overall score will be. But before you cringe at the thought of having to learn all sorts of crazy button combinations in order to get anywhere in the game, I have to tell you that there is simply nothing to worry about.
All the motion-capture work done with Tony Hawk; detailed recreation of real world tracks and true-to-life skateboarding atmosphere poured into the game notwithstanding, Tony Hawk's is one of the most approachable videogames I have come across in some time. Literally, within minutes I was handling myself well enough to actually pull off a trick or two before falling flat on my face in a bloody mess (hey, even the best of us take a tumble or two). That's because the button configuration is incredibly simple while hiding the complex maneuvers it avails to you. The simple tricks, like "Ollies" (hopping in the air with the skateboard) and "Grinding" (sliding along the edge of almost any angular surface—most likely handrails), are pulled off with a simple tap of the button. If I wanted to get a little fancy, all I needed to do was tap another face button and I scored more points as a result. Much to my surprise, the more complicated tricks—for example, those performed along ramps and pipes—were pulled off with similar ease.
Another positive for Tony Hawk's is its open-ended quality. To get past each stage requires the meeting of certain parameters for the previous stage. It usually entails five standard things, one of which is finding and collecting the letters of the word SKATE that are scattered around the courses. In true design sense, it isn't immediately necessary that this be done in order to progress, but in order to master the game, such objectives like this must be met. And Tony Hawk's allows you the opportunity to come back at your leisure and try to meet these criteria. As an additional benefit to meeting these objectives, is the possibility of unlocking secrets. Finding video tape icons hidden in the courses offers more of a challenge and are met only after some practice and sharpening of your skills. Once they are found however, they can unlock new decks (skateboards) for a specific skater and new courses.
A key factor in the success of this title has to be the game's robust graphics engine. In fact, it is one of the most solid game engines you'll see on any console system. In layman's terms, Tony Hawk's uses an over-the-shoulder perspective, but anyone with videogame experience can attest to the frustration experienced at the hands of the faulty camera systems that come with these types of games. Could Neversoft manage to correct this with the fast pace and kinetic nature of skateboarding? The answer is a resounding yes! To my amazement, whether jumping off handrails or into and out of empty swimming pools and leaping off ramps, the camera followed the action flawlessly. It pulls away and zooms in at exactly the right time to offer the best view (that was also the most dramatic). The essence of skateboarding, the improvisational, is handled fabulously here. From the word "go," transitioning from a handrail to an ollie into a "wall walk," is done with unbelievable smoothness. Neversoft should be commended for such a feat.
Neversoft included other modes to increase the gameplay. There is a Free Skate mode that allows you to skate on any track—perfecting certain tricks and setting records for most points accumulated, as well as a time-limited test where you have to score the most points in under two minutes. But what is intringent to the skateboarding mentality is competition and "one-upping" your friends with outrageous stunts and tricks, and Neversoft didn't disappoint with its two-player mode. Three modes are offered here, but the best of the bunch has to be the Trick Attack. It's essentially a two-minute free-for-all where you take on a buddy and outshine him with all sorts of tricks before time runs out. Given the ease of controls and the handling of the skaters, it's a snap to put on a show for bragging rights. The other two, Graffiti (do a trick on an area and it is tagged with your skater's color) and HORSE were fun, but they didn't have the frenetic pace of the other modes and got old pretty quickly.
There are some parts of the game that I take issue with. For one thing, being that the Dreamcast version is essentially a straight port of the PlayStation version, the only difference between the two games are the graphics. Thanks to the Dreamcast's graphical processing might, Tony Hawk's can be seen in high resolution (640 by 480), but in the process, the PlayStation's low-resolution textures were reused. Its most apparent in the backgrounds of the courses as they retain a grainy quality to them. Another point of concern was the music. Cramming Tony Hawkswith heavy metal tracks the likes of Dead Kennedys and Primus was a stroke of genius as they fit the atmosphere of the game perfectly. However, as I found out with Sega's Crazy Taxi, if you're going to use music of real-life bands for your game, then you had better get a ton of it. After about the third or fourth hour, I was tired of hearing every song darn-near every song available. Neither of these are really major gripes, but I was a bit disappointed to see there weren't more improvements in these areas. But my final issue is with the repetitiveness of the stages. Even though the stages could vary greatly in location and "personality", progressing past them required the same five basic steps, and after a few hours of playing time, it could all feel a bit redundant.
All in all, I had a blast playing Tony Hawk's. It was so easy to get into that I was almost fooled into thinking the real-life sport could be that easy. The few negatives I mentioned were not that big a deal. In fact, the graphical and aural issues I had may only annoy hardcore gamers who own every version of the game, and the repetitiveness may bother someone who is new to the sport to begin with. Still, they are there, but are dwarfed by the excellent gameplay and craftsmanship this game has. It's an excellent title all around.
Disclaimer:This review is based on the Dreamcast version of the game.
My experience with Tony Hawk's was slightly different in that I started out playing the Free Skate mode and then went immediately into two-player competition matches against Dale. In doing so, I was immediately taken by surprise of the quality of the game. I had a very similar reaction to Dale. The controls were amazingly responsive and easy to pickup, but difficult to master (a recipe for a classic in the making). Within minutes of practicing, I was already giving Dale (who been playing much longer then I) a run for his money in competitions. That anecdote is a testament to just how great the control scheme really is.
On a more technical level, I was also equally impressed. The graphics engine was extremely solid. The over-the-shoulder camera angle that would dynamically adjust to some of the more high-flying acrobatics was also finely tuned. In fact, I was so impressed by the overall craftsmanship and its effortless feel, that it made me wonder why so many other developers struggle so much with the same issues like camera-angle placement and 3D physics.
So after playing through the Free Skate and Two-player modes, I was ready to add to the chorus of praises that had already showered the game since its early PlayStation release. Then something unexpected happened. The one-player mode didn't quite live up to my expectations.
While performing tricks and scoring in a free fashion was a total blast, I found trying to complete the various goals in the one-player mode to acquire tapes to be less thrilling. Like Dale previously mentioned, one of the major problems is repetition. The whole process of finding letters, locating a secret tape and crashing through particular structures gets to be a drag after repeating the process over and over. Merely changing the environment doesn't really refresh things as much as I would have liked.
Yet there's an ever more severe issue was the way the controls handled in the one-player mode. While the interface scheme is responsive and terrific for frantically and freely performing tricks in an anywhere and anytime approach, the same interface isn't so ideal when it comes to the sort of precision required for fulfilling some of the goals necessary for the tapes. Once my character came to a complete stop, I was never sure which direction he would start-up again on, and turning around a full 180 degrees at high speeds was not always easy because it required much space that wasn't always available (on say a rooftop). Trying to land tricks on exact structures and performing jumps at key areas proved to be rather frustrating on several occasions because of those problems.
I didn't like the rigidness of the tape-acquiring goals. I would have much preferred a one-player mode that focused more on a season of competition against the other skateboarders (there are a few competitions, but they don't feel like the focus). Had that been the case, I would have found myself complaining less and getting more into the game. As it stands, I give the Tony Hawk's plenty of well-deserved praise for what it has accomplished in terms of craftsmanship, but it misses the mark ever so slightly for not putting together a better one-player mode that is more suited for the innovative control scheme.
Disclaimer: This review is based on the Dreamcast version of the game.
According to ESRB, this game contains: Mild Language
Parents should be aware of the amount of blood and potty mouth music in Tony Hawk's Pro Skater.
Skateboarding fanatics who also play videogames must do whatever it takes to snap up this title (if they havent already done so). After its relatively short time on store shelves, it has been dubbed the standard by which all skateboarding games that follow will be judged.
Non-skateboarders should pick this game up simply because it is an unbelievably fun game to play.
Nintendo 64 fans will be happy to hear that Edge of Reality did a fine job porting the PlayStation hit onto the 64-Bit cart machine. As a plus the visual are much improved over those of Sonys machine, unfortunately there are some problems wit the button configurations. At times, the Nintendo 64's C buttons are not the most intuitive for certain tricks. Also Activision was pushing for a more kid friendly release so the music has been tamed and the blood is gone from the game too.
PlayStation fans probably dont need to know this because they probably already own the game. Still this is the original and it holds up well even against the more polished Dreamcast version. The music is more risqué, blood is abundant and the controls are pretty tight.
Dreamcast owners will have the benefit of getting high-resolution graphics and excellent analog controls. Everything about this version is better than the others and it would be my game of choice if I had to choose.