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. “OlliOlli2 will be the embodiment of skateboarding flow and flair, with a whole new world of opportunities for the skater to bust out a crazy set of tricks and moves”īelow is the first trailer for Olli Olli 2.Since the 1990s, gamers have been crazy about skateboarding video games. OlliOlli2 producer, Tom Hegarty had this to say about the game. Olli Olli 2 will also feature 5 new worlds, 50 new amateur and pro levels and 250 new challenges along with improved art and a new 4 player split screen mode known as Combo Rush. The combo system is also being upgraded with the addition of Manuals, Reverts, Revert Manuals and Grind Switching while the Tricktionary system will be upgraded with 540 Shuvits, Anti-Casper Flips and Darkslides. Olliwood will see the addition of Ramps, Jumps and Epic Hills, which will not only allow for even more varied gameplay but also split level routes. The sequel will be known as Olli Olli 2: Welcome to Olliwood and sees the skater visit iconic cinematic locations, while still trying to land all his signature tricks. Today Roll7 have announced that they are working on a sequel to hit indie skateboarding title Olli Olli.
0 Comments
Leave a Reply. |