Thursday, August 12, 2010

Shaun White Skateboarding Hands-On

08/11/2010 Shaun White Skateboarding Hands-On

We get a feel for the skating controls in Ubisoft's latest Shaun White title and take a peek at how it looks in 3D.

Shaun White Skateboarding is Ubisoft 's upcoming spiritual successor to him with the same title snowboarding game since 2008 . The move from winter sports signals the departure of obvious things like snow, heavy jackets, and the all-consuming fear of being chased down by a Yeti. But Ubisoft hasn't settled on merely swapping in skateboards and calling it a day. In an effort to distinguish itself from other games in the skating genre--both stylistically and story-wise--Ubisoft has created a backdrop where the player has to bring life back to a dismal world run by an Orwellian government ministry sapping all the fun from day-to-day life. After having our first glimpseabout how this concept turns out in May, Ubisoft has recently suggested that we get our first practice with the game and get a quick try, as he plays in 3D.

[ Watch Video ]

  • Comment on this video
  • Watch this video in High Def

Shaun White Skateboarding spans a roughly 15-hour story that begins in a gray, colorless city. Without going into too much detail on the plot itself--it seems like the game will do plenty of that for you--your job is to inspire the city's denizens through the power of skateboarding. Doing tricks on objects will cause the immediate area around you to become infused with color, while people can also be transformed from blue sad sacks into vibrant, smiling faces. There's a system in place that measures how well you're doing in the form of a level-based meter at the bottom of the screen. Skate well with style and you'll move up the levels, but tumble or simply repeat the same moves over and over and you'll drop back down to nothing. The takeaway? Certain areas can only be colored when you're at a high level, and in order to get to those higher momentum levels you have to pull off a string of original moves. Simply spamming the same awesome boardslide won't cut it.

The basic control scheme takes its cues from the recent trend of mapping board controls to the right analog stick. If you've played Skate, you'll have a good idea of how simple ollies, kick flips, and other flip tricks work. Simply pull back, and push or sweep the right stick in a given direction to do the move of your choice. Grinds don't require any special button presses, and you can get off the board at any time with the triangle button (we played the PlayStation 3 version, but the game is also coming out on Xbox 360). Where the game seems to tread new ground is with the inclusion of a fool-proof auto-trick button for beginners. Simply tap the X button and you'll pull off a move in tune with your current momentum level. If you're at the bottom, you'll do a plain old ollie, but if you've worked your way up to a second or third momentum level, you'll likely do something more along the lines of a 360 flip. Think of it as a random trick button with some logic behind the randomness. There's also a neat system that lets you jump on special handrails and guide them into free space, which comes in handy for reaching far-off hidden ledges.

Shaun White Skateboarding is slated for release later this year on multiple consoles. For a look at the Wii version, which is quite a bit different, check out our preview from last week.

Read and Post Comments | Get the full article at GameSpot


\\ "Shaun White Skateboarding Hands-On " was posted by Shaun McInnis on Tue, 10 Aug 2010 15:23:44 -0700



Fun Trick

No comments:

Post a Comment