A Skater's Take on Tony Hawk Ride
Tony Hawk Ride is a ground-breaking game that seeks to bring the virtual a real worlds ever closer by introducing a special skateboard-deck controller into the gaming arsenal. So while traditional game reviewers can certainly weigh in on what they think of the game, someone needs to ask the question: What do real skaters think? So I asked. The answer came from my colleague, Matt Forsythe, editor over at Push.ca and no stranger to the asphalt-and-road-rash-real world of skateboarding. Better yet, Matt has clocked some serious hours with previous titles in the Tony Hawk game franchise. Here is his take on THRIDE for the Xbox 360…
Despite the Tony Hawk games turning into roller coaster simulations over the past few releases (boring, over-the-top, easily setup tricks [see chart]), I’ve got a soft spot for the series. Being the first game to do a decent job of representing skateboarding, I put more playtime into the demo of the original Tony Hawk Pro Skater (THPS) than I have into other full games, sticking with the series until Tony Hawk’s Underground. After losing ground to EA’s competing Skate franchise, the Tony Hawk team has gone for broke with a complete reboot of their series in Tony Hawk Ride. You won’t be able to miss the package in stores: the calling card of Ride is the included motion-sensing skateboard controller that’s a requirement. It seemed like as good a reason as any to give Tony another chance.
Like anyone who skates, first thing I wanted to know right out of the box is if you could actually get some pop on this thing. Thanks to a solid build and some weight, the board doesn’t feel like a cheap toy; you don’t want to shin yourself with this thing. Four visual sensors on the top of the board give it a serious “this thing is high-tech and I shouldn’t break it” feel. I passed on the ollie in case the safety warnings were true (and it wouldn’t be possible to review the game with a broken fake skateboard).
Some advice when getting started: make sure you’ve got a controller handy because if you’ve ever tried navigating a menu with a skateboard, it’s not easy. The inconsistencies of when you can and can’t use the board to get around make things worse. The board has full buttons and a d-pad, but if you’re reaching to the floor for that, you may as well grab your controller (or turn it into a sweet “multiplayer” game. I call menu guy, dibs!).
The basic mechanics of the game consist of balancing this mock skateboard to steer, while making different foot motions to pull off tricks while skating through different levels. There’s three options for how much work you’ll have to do: “Casual” keeps you on rails, leaving you to focus on tricks, “Confident” removes the rails, but supposedly stills helps (I did not get that feeling), and “Hardcore” moves when you move. The funny thing is that the “Hardcore” control setting seemed easier than the “Confident” setting, feeling more like the response of an actually skateboard (well, as close as you might get without trucks and wheels…and actually rolling).
Actually getting to the levels is the next trick. The load times are yawn-inducing, with the constant insistence of re-orienting your board (choosing regular or goofy, which should just be a menu option) adding insult to the wait when you think you’re finally ready to play.
When you get to the “skateboarding”, things get weird. Turns out, you’re going to need actual balance skills to make a real go at the game (which is odd, because real world skill and videogames rarely mix), and that’s just to keep you going in a straight line. Tricks, on the other hand, are a shot in the dark. Performing specific tricks is a crapshoot, devolving to strange ritual dance motions that translate to sick moves on screen. It’s supposed to help that there’s a small on-screen display mirroring your motions on the board, but putting your hand over one of four sensors to perform grabs gets old fast when you can see the display registering your movements, but not translating to tricks in the game.
Any hardcore THPS fan will be familiar with the repetitive stress injuries associated with “start, down, X”, the pause/menu combo used to restart a level while trying to complete one particular, stressful thing in early Tony Hawk games. Without having a controller in your hand, and dealing with vague controls, you have to suffer through chains of challenges with one incomplete piece, waiting for the end of a run to start over…again and again.
With so many points working against it, it was no surprise that I saw more kids at the skate park this weekend in below zero temperatures than were playing this game online.
At a $120 admission price, you’ve got to want to go fake skateboarding pretty badly to get on this Ride. And without anything to lose, I did try: you can actually get some pop on the board. It results in some possibly damaging noises, yet it’s still not as fun as the real thing.
— Thanks Matt!