Skate It In-Depth Review

Skate It In-Depth Review is a post from: Best Iphone Apps Review Website

Developer: Electronic Arts, Inc.
Price: $6.99
Version Reviewed: 1.0.70

Graphics / Sound Rating: 4.5 out of 5 stars
Game Controls Rating: 4.5 out of 5 stars
Gameplay Rating: 4.5 out of 5 stars
Replay Value Rating: 4.5 out of 5 stars

Overall Rating: 4.5 out of 5 stars

I should have completed this review weeks ago, but I missed my deadline: and with good reason. The approach I took in reviewing this game was complimentary to EA’s approach (and subsequent goal) in porting the game from the DS to the iPhone: slow, analog and progressive, comparable to the way a skater learns new tricks. EA really nailed this title and comparing it with other games in the genre is like comparing apples and oranges.

When I first heard Skate It was being ported to the iPhone, I have to admit: I was excited. When I first heard Skate It’s control scheme would be a combination of tilt/touch-gesture controls, I have to admit: I was not excited. I’m pretty easy to please, but tilt controls, regardless of the game or genre, always seem to leave me frustrated. My apprehension, however, quickly turned to excitement the moment I first started playing Skate It, as I discovered the control scheme is as effective as it is unique and I was shredding across the various levels in no time.

Let me make something abundantly clear: While the touch gestures are unique and innovative, there is a rewarding learning curve deep-rooted in the game’s core and at roughly 95, the game’s trick library is very extensive, offering three levels (beginner, intermediate and advanced) for three categories of tricks: Flip, Grab and Grind. There are no special or signature moves to unlock in Skate It. All tricks are available to the player from the start; the only thing that opens up as you progress are the additional levels, which are real world locations like Rio, London and Paris and the option to buy components for your customizable skate park. That’s right: A customizable skate park. More on these features further below.

Launching Skate It produces a very cool intro video featuring the game’s starring skaters: Mike Carroll, Rob Dyrdek, Lucas Puig, Terry Kennedy, Eric Koston, Jake Brown, Chris Haslam and Danny Way. The game’s Main Menu features 6 options:

  1. Free Skate, where players can choose a skater and a locale (assuming it’s unlocked) and skate to their heart’s content;
  2. Career Mode;
  3. More EA Games;
  4. My Skate, where players can customize the look of their skater and gear (there are four logo designs to choose from, two for t-shirt and two for boards and modifying art consists of using a color palette and customized tools to draw/create/alter a design), view their Log Book, which contains Statistics, Personal Bests and the Trick Book, view Tutorials and on-screen Help and load/choose from 3 different profiles;
  5. My Spot, where players access one of three customizable skate parks, and
  6. Options, which allow players to adjust controls, sound, language and display.

In Career Mode, players progress through approximately 20 different levels, completing challenges, such as races and photo/video shoots, to unlock (A LOT) of skate gear, which players can use to customize their skaters and skate park components (for My Spot), such as Bases, Combos, Funboxes, Kickers, Ramps, etc. Players can customize everything from their skater’s body and face to the artwork on their t-shirt and board, using a customizable color palette and tools to create their own artwork, as mentioned above.



The challenges range from simple to moderately difficult and depend entirely on the player’s trick/control aptitude. All things considered, Skate It has a lot to offer, but not to the point where it’s overwhelming or confusing and navigating through the GUI is easy, intuitive and very linear.

As previously mentioned, the game’s control scheme is a combination of touch/tilt gestures. The main screen interface contains a hand icon, to grab the board while airborne, a shoe icon, to push and build up speed, two arrows (tapping up brings the player back to a placed session marker, while tapping down sets a/the session marker, a camera icon to replay video footage and a pause button.

Completing a trick (or a combo) requires the player to simply swipe the touch screen in a particular manner/series of motions. For example, to ollie, simply swipe upward on the screen using one stroke. Conversely, swiping left then up results in your skater performing a pop shuvit. The trick library can be accessed at any time from the pause menu. As mentioned earlier, there is a learning curve involved with learning how to control your skater/complete tricks, but again, this is indicative of EA’s overall approach to porting this game from the DS: Bringing the genre back to reality and staying true to the sport. Mission accomplished.


Tilting the iPhone forward allows your skater to crouch for speed and maneuverability or to pump on half pipes. Tilting the iPhone backwards allows the skater to brake or powerslide if turning. Tilting the device left/right allows the skater to turn in that direction and/or spin while in the air. Jerking the iPhone in either direction will result in your skater switching stance. As players progress through the game, the on-screen icons can be removed, leaving only a blank screen and the player’s imagination/learned tricks library as their guide.

There is a learning curve when it comes to learning tricks and players may find themselves getting frustrated. My advice is to stick with it: you’ll eventually get it and when you do it will be very rewarding/satisfying. Once you get a trick down, it’s done and you move on, just as if you were really skating. As mentioned previously, all tricks are available to players from the start, i.e. there are no special/signature moves to unlock.

A feature of the game I noticed right away is that, unlike others in the genre, the locations/locales actually foster players’ learning/playing: They’re not cramped and cluttered. Instead, they’re open and have ample room/objects for players to move and/or learn to move around the setting, pulling off tricks using the game’s unique control scheme.

The game’s graphics, while certainly better than the DS version, are adequate, but nothing to write home about. Conversely, the game’s soundtrack is an improved port of the DS version. The DS version only shipped with a couple of licensed songs and EA added approximately 9 diverse additional tracks, from artists such as LL Cool J, WAR, The Specials and old-school skate-rat favorite Suicidal Tendencies.

All said, Skate It is a refreshingly new entry into the genre that foregoes button-mashing memorization, replacing it with a well-designed, extensive, progressive control scheme that is very rewarding. For those who love the arcade-style button mashing, Skate It should prove to be a refreshing change; those who prefer realism (think simulation versus arcade) will really enjoy this title. As a former skater, playing Skate It is as close as you can get to actually skating: It’s analog, flowing, progressive gameplay invokes the same satisfaction as actually skating: a feat not accomplished by other titles in this genre. That said, I whole-heartedly recommend this game.

You can read my interview with Skate It’s producer and former pro-skater, Steve Robert, here.

[ Skate It In-Depth Review is a post from 148Apps ]


Skate It Rolls Into the App Store

Skate It Rolls Into the App Store is a post from: Best Iphone Apps Review Website

In preparation for the imminent launch of Skate 3 on consoles, EA has released Skate It ($6.99), a scaled-down iPhone version of its skateboarding franchise.

Skate It uses accelerometer and flick controls to trigger a variety of grabs, flips, and grinds. As with many skateboarding titles, players earn points for stringing together combinations of air and land stunts.

The iPhone version of Skate It also features a character creation mode, along with a replay recording feature that allows players to capture their best tricks and most painful failures.

(Related note: this incredible compilation video of bizarre Skate moments is pretty much guaranteed to instantly make you a fan of the series. My favorite starts at around 23 seconds in. Physics!)


Tony Hawk Pro Skater 2 Review

Tony Hawk Pro Skater 2 Review is a post from: Best Iphone Apps Review Website

Developer: Activision Publishing, Inc.
Price: $9.99
Version Reviewed: 1.0.0

Graphics / Sound Rating: 4 out of 5 stars
Game Controls Rating: 4 out of 5 stars
Gameplay Rating: 4.5 out of 5 stars
Replay Value Rating: 5 out of 5 stars

Overall Rating: 4.38 out of 5 stars

I would have finished this review much sooner, but I’ve been too busy playing Tony Hawk Pro Skater 2 on my iPhone.

pp_86_02_thrasherSkating (skateboarding, not roller skating, not that there’s anything wrong with that) is a deeply personal subject with me. I was a hardcore skater in the 80’s, sponsored by a local skate shop and met, ironically, every member of the original Powell Peralta Bones Brigade, except Tony Hawk. He was too busy doing phenom-related stuff. I remember when Tony Hawk took the skating sub-culture by storm. With his signature, cool, blonde hair and lanky, bean-pole style, he quickly became one of the most (if not the most) prolific skaters in history.

Long story short, skating and video games bring back the best memories of my life and Tony Hawk Pro Skater 2 for the PS1, in particular, helped fill the void created when my skating days were abruptly ended by all this adult responsibility hullabaloo.

That said, I was somewhat apprehensive to see how a revolutionary game I held sacred, renown for it’s trademark, open-ended game play, would port to the iPhone, because it’s one of the few tangible semblances of skating I have left (aside from old, cracked decks I kept). The skate-rat within me finally took over and I dropped in, ready to take one last run, for better or worse.

When I first started the game, I was treated to a cool intro highlighting the game’s featured skaters, including my all-time favorite skater: Rodney Mullen. I can watch his skating highlights all day long.

The main menu provides players with four options: Career Mode, Single Session, where players have two minutes to skate their best run, Free Skate and Options. In Options, players can toggle classic control/classic twist, adjust accelerometer settings, adjust music and sound effects levels, view saved data, cheats, high scores, gap checklist and display options (gamma level [color], trick tips on/off and score display on/off). Not one to waste precious skating time, I dipped straight into Career Mode, to relive my days of punk rock glory.

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The graphics, while a relatively condensed version of a ported console game, are well done and translate as I remember/expected: colored chunks of polygonal skating paradise. The game’s camera views/angles do a perfect job of immersing you deep into the action. I did experience a little lag and the game crashed on me a few times during my review. Game play animation, overall, is smooth and all the effects from the original version are accurately reproduced, overshadowing the few complications I experienced playing the game.

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Although the game’s sound library contains quality tracks, I was disappointed that the original songs from the console version I’ve come to love weren’t included. The sound effects, however, are crisp and clean faithful reproductions; from the slap of the deck as it leaves the ramp/concrete, to the hum of the wheels as they race over the various surfaces throughout each level.

Players have the option of using the game’s traditional control configuration or the enhanced iPhone/iPod Touch accelerometer controls. Initially, I had reservations about the game’s (traditional) control-scheme, which consists of a virtual D-pad and four virtual buttons: Ollie, Grind, Flip and Grab. I’m used to playing this game on a console, not a flat piece of level glass lacking tactile feedback. However, after playing the game non-stop for almost a week now, I’ve had no problems and find the controls to be surprisingly responsive. While the control scheme does contain a slight learning/adaptation curve, I think players will find themselves pulling off successions of tricks with relative ease, but those players used to pulling off sick infinite combos using a real controller in the console version will find their abilities to do the same in this version hindered. Players also have the option to use accelerometer-based controls, which I tried for a few seconds, but quickly switched back so the vertigo would go away.

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In addition to the virtual pad, the display screen shows players’ score, Special Bar, nollie/fakie (upper left corner) and foot stance (regular or goofy, in the upper right corner) and a pause button (the circled I in the middle of the screen).

A really beneficial feature I found in this game is the replay system, which allows you to watch a replay of any run you’ve finished. The camera’s wide, all-encompassing point of view allows players to see objective items they need to collect to progress to the next locale, that are ordinarily hard to see while playing a level. Replays can also be saved for later viewing.

Players achieve their score by successfully performing combinations of moves involving aerials, flips and grinds. Point values for moves are based on: 1) The number of tricks performed in succession, 2) The amount of hang time, which is how long the player stays above the ramp surface before landing, and 3) The degree of rotation the player successfully executes.

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Successfully completing tricks fills the skater’s special bar which, when full, allows the player to pull off one of his/her signature moves (which are worth mucho points). Failing to land a trick properly will result in a bloodied skater with no points.

In all three modes of play, players assume the identity of one of 13 professional skate-boarders featured in the game (I chose Steve Caballero since Hawk snubbed me all those years ago). Each player has 10 featured attributes, such as air, hang time, rail balance, etc. that can be upgraded in career mode (nice Glamour Shot, Steve. P.S. You look like a zombie armed with a death-board):

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The game has 13 different progressive locales, the first being an old, airplane hangar, aptly called: “The Hangar,” converted into a skater’s Xanadu. Skaters are tasked with completing various goals per locale, such as achieving Pro and Sick scores, collecting various items, etc. and are rewarded, upon completing each goal, with virtual cash, which can be used to buy attribute stats, tricks and items in the skate shop.

Players can also tune their trucks (the hardware the skateboard’s wheels are attached to) in the skate shop (loose, for sharp/sensitive turning, tight, for gradual turning and medium for in-between). In order to progress in the game, players must achieve a certain number of goals or earn a certain amount of cash in a given locale to unlock the next one.

Other locations feature competitions players can compete in to earn cash prizes. Once unlocked, all locations can be skated in using the timed and free skate modes.

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Tony Hawk Pro Skater 2 perfectly balances its in-depth career mode with it’s trademark open-ended environments that provide players with an almost endless supply of re-playability. After beating the game, players can continue to try to best their scores and their friends’ scores (providing they have friends), while continuously pushing the envelope to see how long they can keep combos going before bailing.

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Playing this game on my iPhone brought back a lot of fond memories for me. From the moment I dropped in, I was instantly awash with all the fond memories I have of skating and wasting hours / days / months playing this game, over and again. I was also relieved that this port was ultimately successful: The combined sense of air, height and accomplishment you feel as you finally hit your groove, shredding over and throughout the course, while pulling off successful successions of tricks, is very rewarding and deeply satisfying.

In addition to the virtual controls, Tony Hawk Pro Skater 2 does have its share of flaws, albeit they are minor. Player progress can be interrupted by alerts, phone calls, etc. and there is only one save slot available after each level. Moreover, there is no online leaderboard integration and, as mentioned before, the stellar soundtrack featured in the console version is absent in this port.

Oftentimes, hardcore fans of a console game are critical and easily disappointed when playing a ported version of their beloved original. Video games are radically different today than they were during the days the PS1 ruled the roost and the gaming world’s technological advancements have essentially spoiled our generation rotten. But nostalgic, addictive games like Tony Hawk Pro Skater 2’s timeless appeal manages to break these barriers and defy the laws of our current gaming world: Although a decade old, Tony Hawk Pro Skater 2 is still cherished and thus, relevant, regardless of where the game is ported to.

Speaking of elephants, let’s address the one in this room: Is Tony Hawk Pro Skater 2 worth $9.99? Yes. Should you buy it? That depends. I think fans (hardcore and Beibercore) of the console version will be pleased with this port and will not be disappointed. After all, you finally have a chance to keep Tony Hawk Pro Skater 2 with you at all times, allowing you to play the game anytime and anywhere you want. I think those who aren’t familiar with this game, but enjoy skating games, will also be pleased with this purchase. Based on its huge cult following, I think most everyone else will enjoy this game, but choosing whether or not to pony up the $9.99 is a decision I’ll leave to you.

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In the end, Tony Hawk Pro Skater 2 for the iDevice is not perfect, but it’s the perfect game to port to the iDevice. All said, Activision’s efforts in creating a faithful port of a hit console game a decade old was successful and should be applauded. The virtual control scheme, while not perfect, works; it just may take some players a little time to adjust to it before they’re comfortable with the controls. After all these years, Tony Hawk Pro Skater 2 is back, still relevant, fun and as addicting as it was when it first launched in 2000 and has a dedicated spot within my iPhone’s real estate.

[ Tony Hawk Pro Skater 2 Review is a post from 148Apps ]


Tony Hawk’s Pro Skater 2 Now Available in App Store

Tony Hawk’s Pro Skater 2 Now Available in App Store is a post from: Best Iphone Apps Review Website

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After finishing up high school, I basically spent the next year or so of my life playing Tony Hawk’s Pro Skater 2 on the original PlayStation. I maxed out the stats of most of the game’s skaters — including the unlockable Spider-Man — found all of the hidden transfers, and earned 100% completion multiple times before moving on. Those were good times.

Today, you can download Activision’s new iPhone and iPod Touch version of Tony Hawk’s Pro Skater 2 ($9.99) and bring back fond memories of wasting months of your life on extreme sports games.

The App Store edition of THPS2 includes 13 levels from the original game and 13 playable skaters. Presumably, Spider-Man didn’t make the cut. I hear that the original soundtrack is missing, too. Big-time boo on that!

Activision claims that the iPhone version of THPS2 is an otherwise faithful port, however, right down to the controls. A pad-and-buttons setup mimics the game’s original control layout, though players also have the option of enabling accelerometer-based controls for turning, spinning, and manualing.


EA Announces Skateboarding Sim Skate It

EA Announces Skateboarding Sim Skate It is a post from: Best Iphone Apps Review Website

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As the once-dominant Tony Hawk’s Pro Skater franchise entered a steep decline on consoles, Electronic Arts picked up the slack with Skate, an innovative skateboarding title featuring a unique control scheme and emphasis on realism. The game won over extreme sports fans bored with the Tony Hawk series, spawning a console sequel and a spin-off title, Skate It, for the Nintendo Wii and DS.

EA announced today that it will bring Skate It to the App Store in May, complete with an overhauled control scheme suited to the iPhone and iPod Touch.

Skate It will use a gesture-based control system for skate tricks, allowing players to pull off ollies, grabs, and kickflips using finger swipes and flicks. The iPhone must be tilted to maintain balance during manuals and grinds, which can be used to link tricks into high-scoring combinations.

Skate It will feature a single-player campaign, a skate park construction mode, and a replay recording option when it launches in the App Store in May.