17 January 2016

Tony Hawk's Pro Skater 5 | Review


The Tony Hawk series of games are perhaps the only sports games I have ever enjoyed. The first one I ever got my hands on was Pro Skater 3 back in 2001 and it was really like nothing else I had ever played. Instead of being a straight up simulator of real life skateboarding, it knew that in order to make a good video game based on real skateboarding you would need to combine the logic of video games with real life skateboarding. So what you end up with is a game where you skate around locations inspired by real life, doing real skateboarding tricks, but you're also able to jump (or ollie for all of us who understand skateboarding terminology) to super human heights, grind on rails to create earthquakes, break into a haunted house, stop criminals at an airport and all sorts of other crazy things. It's a skateboarding video game that knows it's a video game.




See this? This is a good Pro Skater game!

So, what happened to the Pro Skater series I hear you ask? Well, the last Pro Skater (Tony Hawk's Pro Skater 4) was released in 2002 to high acclaim, but after this the series had a number of re-brands and re-stylisations, starting with the Tony Hawk's Underground series (which introduced a story mode and a more realistic vibe focusing on underground skate scenes) and eventually ending with the extremely poorly received motion controlled spin offs to the main series; Tony Hawk: Ride and Tony Hawk: Shred.


Just what Pro Skater fans wanted right? Motion controls!

After this, the series wasn't heard from for a while. That is until Robomodo (the company that took over from Neversoft to create the previously mentioned motion controlled games) decided to reintroduce the world to the Pro Skater series with Tony Hawk's Pro Skater HD. This was a HD re-imagining of some of the levels from Pro Skater 1, 2 and 3, but was the game any good you ask? 

Well, it received fairly average reviews but is considered among Pro Skater fans to be disappointing, primarily due to the lack of features that were in the original Pro Skater series such as create-a-skater, the ability to play splitscreen with friends, create-a-park, the ability to spine transfer and the ability to revert (however the latter was added as DLC along with three Pro Skater 3 levels).

This gave a slight bit of hope for Pro Skater fans... Now, that hope is gone. Just like the money I spent on Pro Skater 5.

After the digital only Pro Skater HD came out, the series again looked as if it had gone into remission. Until three years later, a true sequel to Pro Skater 4 was announced. It was finally here... Tony Hawk's Pro Skater 5. But does it fix the mistakes made with Pro Skater HD? And is it the revitalisation that this once great series had been looking for? Well... If you want the short version of the review. No. No it isn't very good.

The problem seems to be that instead of getting a new team who actually understood the inner workings of the old Pro Skater games Activision chose to yet again hire Robomodo to take on the great task of making a brand new Pro Skater. I really don't understand why this was done after Pro Skater HD being quite lackluster, but there we go, it happened. And what we are left with is a game that fixes some issues with Pro Skater HD but does nothing to fix other issues and also creates new ones.

They have a good ident. Shame about the game. Also, why can't you skip these idents?

An issue that has been fixed in Pro Skater 5 (from Pro Skater HD) is the lack of the create-a-park mode. You can now create skate parks based on levels within the main game, starting with a flat area and building vert ramps, rails and all other manner of obstacles and skate equipment. You can also play other people's skate parks and upload your own for other people to play and rate.

However when this game takes one step forward it take four steps back. Arguably the biggest issue with Pro Skater HD was it's lack of local multiplayer. I will never ever understand the logic of anyone who doesn't put local multiplayer in a game that A: has previous entries in the series that both feature and are well known for local multiplayer and B: would highly benefit from having local multiplayer. And guess what? Tony Hawk's Pro Skater 5 does not have any sort of local multiplayer. Absolutely ridiculous. Most of the time I spend playing the original Pro Skater games is with a friend, playing the plethora of modes that the previous entries offered. The lack of local multiplayer in Pro Skater 5, severely limits it's play-ability and lessens the fun of the game by an immeasurable amount.

Where's multiplayer? It's got to have it right? Right?

The game does however feature online multiplayer, but this is never a real replacement for local multiplayer. So let's talk a little about the online modes... Basically, it works well, I've had a few matches on different game types, most of which just being the standard trick attack (you have two minutes to score the most points), but I've had a couple on the manual challenge mode too (where your score is based on the amount of time you spend manualing multiplied by your combo multiplier). The inherent problem with the online mode is that hardly anyone plays it because the game isn't very good. Even when you get a match it will most likely be on the first level with someone who hasn't played the game much, resulting in the experienced player always winning and the least experienced person leaving instantly. Also, every time I've played online it's been with one opponent, when it can be with eight opponents, but obviously not that many people are playing for the online mode at any time. Another problem is that the method you use to search for matches is terrible. Rather than just having a system where you go to the main menu and create/search for matches, there is no way of searching for a specific match. You need to enter the normal single player and go on quick match and simply hope someone else has created a match. Or you can create your own match and wait for a very long time until someone happens to click quick match too. There is the option to invite people, but the recent players list updates slowly (at least on PS4) meaning you can't even invite the people you see skating around in the single player mode most of the time.

Another online part of the game is supposed to replace the NPCs featured in the other Pro Skater games. This is a nice thought in theory, but in practice it simply doesn't work. When in freeskate mode you can see other people playing online skating around (if you have an internet connection and PlayStation Plus or Xbox Live Gold), but you can't communicate with them, making it pointless. And this lack of interactivity ultimately means that this online feature does not replace the NPCs at all, it just sort of teases you. You see these other people skating around but you don't feel like you're skating with them.

They all just stand there... Teasing me with their presence...

The create-a-skater mode that was a big part of the older Pro Skater games is absent once again. I say absent... A half hearted attempt at character customisation has been made but it really isn't very good. You have a selection of heads you can choose from, a selection of bodies and a selection of decks. And that's all. You can't customise hats, facial features, beards, colour of clothes, bags, tattoos, hair styles, type of shirt, type of trousers, shoes, nothing. These are features that you can customise on Tony Hawk's Pro Skater 2, a game released in 2000 on PS1 (just to put it into perspective).

Despite the lack of features in previous entries though, how does the game play? Well. It plays okay. An issue for me (and most likely other people that played any main series Tony Hawk game in the past) is that the push button is now R2 (I played on PS4) instead of being X and to stop you press L2 instead of pressing down on the d-pad (or holding down on the analogue stick). This is very strange and I honestly don't know why this was changed. The original series games controlled perfectly, it's almost like Robomodo just wanted to screw with the people who loved the older games. But anyway, once you get used to the new movement controls everything else feels pretty much the same. Grab, lip and flip tricks all work in the same way they did in every other Tony Hawk game and you can now spine transfer and revert (unlike in Pro Skater HD, at least before the DLC). However some more advanced moves have been taken out of the game, such as flatland tricks (added in Tony Hawk's Pro Skater 4) and grind/lip extensions (again added in Tony Hawk's Pro Skater 4). So for people used to getting high scoring combos using these methods, you'll need to simplify the way you play slightly.

Jump, flip, grind. Jump, flip, grind. Jump, flip, grind.

Another very strange change made to the game is that you can't bail from a manual or a grind. Very, very strange as this basically completely gets rid of any tension when balancing during a big combo. Instead of bailing and losing your combo, the combo now ends and you still get all the points. This means the game also requires way less skill to play and even if you mess up you can still score highly. The only reason I can think of for this change is that there is no longer a getting up animation. In the older games when you bailed you would mash buttons to make your character get up faster adding pressure to you as a player and making you want to get up as quickly as possible to start your combo again. In Pro Skater 5 however, the screen flashes white and your character is magically up on his or her feet again. Maybe Robomodo didn't want this happening too much so made it almost impossible to bail in the first place.

Let's talk about how the game is actually set out. Basically, you select a skater, select a level and then enter your chosen level as your chosen skater. The level starts in a 'freeskate' mode, here you can skate around and collect the hidden SKATE letters (a returning feature from the original Pro Skater games), collect the COMBO letters which you have to do in one combo (like in Pro Skater 4), find the hidden VHS (like in the original games), find the hidden DVD (like in Pro Skater HD) and find a certain number of level specific objects. As well as freeskate mode, you can activate missions which will send you to a certain area of the level and ask you to do a specific thing, such as do a combo that reaches this particular score in a set amount of time. As you unlock more levels these missions get harder and if you complete all missions in one level you unlock the pro missions (which are just harder variants of a mission you have already done). What is good about this is that the freeskate mode basically makes you learn the layout of the level so that you can find lines and good places to get high scores so you can then complete the missions easier. However this is nothing new and is pretty much copied and pasted from Pro Skater 4 which had almost the exact same structure. Only Pro Skater 4 did it better because you had to not only explore the level to find collectables, but you also had to find someone to talk to in order to start your mission. In Pro Skater 5, you can enter a menu and just start any mission you want from there. No exploration required. This takes away from the enjoyment of exploration slightly but it could be worse. At least in freeskate mode you still have the collectables to find.

Just thought I would put this picture here to remind people that the Pro Skater series was good at one point. Now back to Pro Skater 5...

Some new features added into Tony Hawk's Pro Skater 5 are, the power-ups that are scattered across most levels of the game and the ability to slam. The slam function basically enables you to fall straight to the ground (or onto a rail) at the press of a button (however I would seriously recommend to anyone that you change the slam function to activate when you double tap the triangle button otherwise you may go to grind something and end up accidentally slamming to the ground, ending your combo unexpectedly, this is a feature which was added in the huge 1.03 update). The slam function I actually quite like, it can be a little bit weird getting used to it but once you do you'll be able to use it to accurately jump from one rail to another even if that jump would have been difficult in the older games.

The power ups however, I have a bit of a problem with. The levels in Pro Skater 5 feel very static and uninteractive. Yeah there are certain objects you can crash into and they move, but other than that it doesn't really feel like you're doing very much. There are no NPCs, no cars, not even any voiceovers. Everything feels flat and dead and this is an issue because this means the game doesn't have any character or charm. Because of this, I feel like the power-ups were shoe-horned in as an attempt to inject some personality into the levels, but really, if the game had already got personality the power-ups would have been unnecessary. The power-ups are unique to each level and allow you to do things like gain speed while manualling, double jump and have moon gravity. But again, if the levels would have been designed slightly differently these power-ups would have been completely pointless.

One of the best things about the Pro Skater series has always been the zany objectives within the levels, you can make an elephant crash into an aquarium which opens up a whole new section of the level to play, you can skitch on the back of a stolen car to return it to it's owner, you can jump into a tree causing the snow to fall and bury someone. These fun and level specific objectives made not only the original games stand out but also each level had it's own personality and charm due to what you did within the levels. Now, back to Pro Skater 5...

The objectives in Pro Skater 5 are not level specific and are repeated in every level. Each level has a grind challenge, manual challenge, high combo challenge, high score challenge and a stupid make the big balls get out of the bowl challenge. And that's about it. One challenge which is actually quite good is the big head survival challenges where your head gets bigger and bigger until it explodes and the only way to stop it is to land a combo, but as time goes on your head inflates faster meaning you need to do the combos faster to match it. However, this (like all the objectives) is repeated in every level and quickly gets boring.

Another big head survival objective... How many heads does Tony Hawk have exactly?

The music is good. It could have done with a few more well known tracks and maybe some throwback tracks from the old Pro Skater days, but what we have got is decent. It is probably in need of some more funky, upbeat songs but this would have only been a little issue if the game had been good. Also, the tracklist probably could have done with being longer, it gets a bit tiring after a long period of play after the tracks start repeating themselves. One big problem with the tracklist however is that as far as I can tell there isn't a way of actually viewing or customising the music tracks. If you want to play a certain song or only play certain genres or skip a song, or if you like a song and want to listen to more from a particular artist. You can't. Nowhere does it display what song is playing or give you any control over what's playing. This is very silly and you would have thought the artists would have wanted this feature in the game too so it would work better as a promotional tool for them.

One thing a lot of people have said, is that the game is full of glitches. While I have come across a few glitches (three of which required me to restart the game), this hasn't actually been as bad as I thought it was going to be. Although that's not saying much because I expected it to be really really bad and it turns out it's just bad. And even then that could be down to the fact that I played the game after the 8GB update (bringing the game to version 1.03). I imagine the glitches were a lot worse before then.

Also, why when a mission is loading is the logo for the game so pixelly? Anyone?

Graphically, the game is actually alright. I don't at all mind the new cartoon style graphics and I actually think this could have fit quite well with the tone(y Hawk) of the previous games. The problem however, is that everything looks empty and smooth. If the game had more interestingly themed levels, NPC characters, more interactivity, more attention to detail and still had the same art style it has now, I don't think I would have a problem with it. I think the problem visually is not due to the actual graphics but the level design and general game design choices which limits how the game looks.

Another annoying thing about Pro Skater 5 is that you gain stat points for one specific character as opposed to the Pro Skater 4 method of gaining stat points. Because Pro Skater 3 was a short game, it was created to be played through multiple times with different characters, therefore each character having their own stat points made sense. It gave you a reason to replay the game as another character. However in Pro Skater 4, the single player mode was massivley expanded and they changed the stat point system to match this. Instead of having to play through the whole game with every character, you had to play through once and the stat points were unlocked universally across all the characters. Pro Skater 5 is not a short game. It's not as long as Pro Skater 4 by any means but it's also a lot longer than Pro Skater 3. Because the stat points work based on gaining them with each character (like in Pro Skater 3) it results in you having to grind (get it!!? It's a skateboarding based joke!) through the game as every character if you want to get 100% completion. The stat system really should have worked like in Pro Skater 4 as opposed to Pro Skater 3.

There is also no level unlock notification (aside from a tiny bit of text you just ignore, seriously, I only spotted it because I was specifically looking for it). Remember in Pro Skater 3 when the levels unlocked and you were actually notified? Good times.

As previously mentioned, I played the game with the version 1.03 update. I hadn't played the game before this update (because I wasn't going to spend a full retail games price for this game to get it on release). But I had watched lots of videos of it in action before the update. So, what does this free update add? It actually adds and fixes quite a lot. It adds two new levels, a wild west level and an underground level. Two new characters, the Teenage Mutant Ninja Turtles and Tyler the Creator. And it makes quite a lot of fixes to the game. For example, loading times have been reduced, certain levels have had a bit of a lighting makeover, certain character textures have been changed and some general bug fixes have been done. The thing with this update, is that it should have been in the game to begin with. The wild west and underground levels should have been secret levels, and the Teenage Mutant Ninja Turtles and Tyler the Creator should have been secret skaters (oh by the way, don't expect any hidden things like in the old Pro Skater games) and the texture, lighting and bug fixes should have been in the game from the start. So yeah the update is good, but it is annoying for those that bought the game at full price expecting the game to function well. For a more comprehensive list of changes made in the update you can click this link:


All in all, really, if you want to play a Tony Hawk game, just go with Pro Skater 3 or 4. You really aren't missing much at all by not playing Pro Skater 5. It's bland, boring, has no charm, doesn't expand on the series in any way (in fact it's a step backwards from Pro Skater 3 and in some ways even Pro Skater 2) and doesn't even have local multiplayer. The update makes the game a lot more playable, but that's all it is. It's playable. That doesn't mean that you should play it. I feel bad for the people who are maybe new to the series or haven't played a Pro Skater game before and judge it based on Pro Skater 5.

3/10

Pros
- Create-a-park sharing system is good
- Tracklist is okay
- The new slam function could have had potential if the game had been good
- The base game is actually fairly decent

Cons
- Bland, boring, non interactive level design
- Repetitive and uninteresting objectives
- Very bad character customisation options
- Requires an 8GB update for the game to be half playable
- No local multiplayer
- Power-ups feel like a poor attempt at making the level design more interesting
- Stat point system means that you need to replay the whole game again if you want to increase the stats of more than one skater
- The online multiplayer has an unintuitive search system and is almost completely empty anyway

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