OlliOlli Review (PS4/PS3): “A Near Perfect Run”

OlliOlli Logo Landscape

Decades ago, the sport of Skateboarding took storm across the United States. Over time, we’ve seen the sport make it’s way around the world. It’s popularity didn’t soar until roughly the time when legendary Tony Hawk wowed people from all over pulling off the first ever “900 Spin”. In the 80s, there was a retro skateboarding game called “720” that was quite the hit back in the arcades. During the 90s, the NES had a specific series called “Skate or Die”, which had two installments: the first being strictly about skateboarding events, while the sequel was an outlandish adventure. In 1999, we saw one of the most rewarding and groundbreaking skateboarding titles release, Tony Hawk Pro Skater. The game was a critical and public success that skateboarding itself really gaining a significant amount of attention. Since then, we’ve seen other game developers bring about their renditions of skateboarding titles, with the next biggest success residing with EA’s SKATE series. Back in January, UK-indie developer Roll7 released a reinvigorating skateboarding title exclusively for the PlayStation Vita called OlliOlli. Now, the developer has ported the hit title to Sony’s home consoles, both the PS4 and PS3. Does the developer pull off a perfect run on consoles?

OlliOlli is a 2D skateboarding platformer that meshed together the arcade style feel of Tony Hawk Pro Skater, while providing a complex and rewarding trick system that the SKATE series achieved. Remarkably, the game takes those two styles and perfects the mechanics in a way where it sets its own bar. OlliOlli brings you immediately into the gameplay, offering a tutorial that brings you up to speed in minutes. You’ll learn that OlliOlli is one of those games that’s simple to pickup-and-play, yet incredibly complex to master. Controls and tricks are mostly handled with the left analog stick (or D-Pad if you prefer), while kicking off for speed handled with the X button. The Vita’s analog sticks worked great for this but now with the DualShock 4 analog sticks, it provides more precision than ever to pull off tricks. Pulling off an ollie is simply done by pushing the analog stick down and letting go, while tricks are done by pushing the analog stick in a direction or rotation. Pressing the L2/R2 buttons will result in you pulling off spins to your tricks, as well as nollies. To grind, you’ll simply press down on the analog stick, without any worries of balancing. Although you will have to be concerned on the amount of speed you can lose while grinding, which if you come to a halt, you’ll fall off your board and bail. Pretty straightforward so far, right? Well, now comes the intricate mechanics.

OlliOlli_20140820171009

Pulling off tricks and linking them together, between grinding and proper flip tricks, is quite intuitive and engaging to grasp. However, if you want all those hard-earned points to count, you’re going to have to land perfectly. That’s right, landing is actually a whole additional mechanic that can make or break your run…literally. To land a trick, you’ll have to press the X button, but at the proper timing. The time you press the X button will determine the rating you’ll receive, which also factors the amount of points you’ll earn. The rankings are as follows: Sloppy, Sketchy, Ok, Sick, and Perfect. Sloppy will net you only a few points, while Perfect will earn you thousands of points. Pulling off a Perfect landing is immensely rewarding and once you nail the timing, it’ll become second nature to achieve. Even when grinding, you’ll have to press down on the analog stick at the right time to earn a “perfect” grind. Doing so will actually affect the speed you maintain to grind. Maintaining a solid line and earning a perfect combo is what it’s all about if you want to rack up a ton of points.

The Career Mode will have you tackling 10 levels within five environments: Urban, Junkyard, Base, Port and Neon City. Five of the levels are handled on Amateur difficulty, while the other five are for Pro. Each level contains five objectives to complete, whether it be earning a high score, earning a high combo, completing a specific gap or line, collecting items, etc. To advance to the next level, you need to only reach the end of the run, even if you don’t complete any objectives. However, achieving all the objectives in a level will unlock the Pro level of that run. The levels will ramp up in difficulty and intensity nicely, without making the player feel degraded from what they’ve learned. Should you bail, it’s back to the beginning of a run. Luckily each run lasts for about 30-90 seconds. You’ll have to watch out for various obstacles, including grass, snow, stairs, spikes, barricades, etc. Now should you completely every objective in every level (both Amateur and Pro), you’ll unlock RAD Mode. RAD Mode will test out the most skilled players by success only being achieved solely through Perfect Grinds and Perfect Lands. Anything else will result in a seriously painful, run-ending bail.

OlliOlli_20140823160756

Aside from the Career Mode, there are also 50 spots to take on. Every level you complete in the Career can be tackled in Spot Mode afterwards. Spot Mode has you doing a specific run in the level where it’s all about pulling off the highest score you can, all within a single combo. Your score will then be posted on the leaderboards, so you’ll be able to see where you rank amongst your friends and other players around the world. Additionally, Roll7 incorporated a Daily Grind Spot, where everyday you can partake in a single event against all players. You’ll be able to practice the run before posting for a score, and the reason you’ll want to do this is because you only get one shot at the run. Whatever score you get, even if you bail, is all that counts…no do-overs. Upon completing the run, you’ll see what rank you achieved worldwide throughout the 24 hour time period of the Daily Spot. It’s a terrific mode that has you coming back constantly. No matter which mode you’re playing in OlliOlli, you will certainly find yourself coming back for more, time and time again. Even after taking breaks from the game, I was always eager to jump immediately back in and try to perfect more runs. One new feature brought to the console versions is the Friends Leaderboard (which will also be available via patch on the Vita at the release of the console versions). This is certainly a welcome addition, but would’ve been nice to see a true multiplayer feature incorporated here. On the flip side, thanks to the PS4’s “Share” button, players will now be able to post their runs for everyone to see online. This is definitely the type of game to share runs of and even stream live due to how gratifying it is to witness someone doing a sick run.

Visually, OlliOlli is a nicely hand-drawn, retro-style game that harkens back to the classic days of gaming. The main enhancement here is that now OlliOlli is in full 1080p HD from its jump on the Vita to the PS4/PS3. You notice immediately the crisp and cleanness to the game right from the get-go compared to the Vita version (which already looked excellent). Animations are fluid and detailed, while retaining the old-school vibe. The skater himself moves quite smoothly, even when bailing. The more he bails, the more of a beating you’ll notice on him where clothes will rip and blood will run down him. It’s nothing “too” bloody, but it’s a noticeable detail for added effect. Environments are nicely detailed as well, with numerous objects pertaining to specific areas. The Base area will have tanks and airplanes to grind on, while Neon City will have a bullet train speeding by in the background with neon signs and purple Godzillas to grind on. OlliOlli’s soundtrack is very suitable, accompanying the gameplay and setting very well. Added in the PS4/PS3 version of the game is the ability to also skip music tracks. This is a very nice addition so that you can get to your favorite song that’s your jam during a run. The sound effects are top-notch, with every audio clip perfectly matching the skateboarding and boarder perfectly. Whether you ollie, grind, land, trick, bail, or collect an item, it all sounds precisely like it should.

OlliOlli_20140823162120

OlliOlli was an extremely well-polished, superb title for the PS Vita, and the transition remains precisely the same on consoles. Much like the Vita, this is the PlayStation 4’s first skateboarding title to grace the console, but it also one of the best indies to release on it as well.
Roll7 has delivered an amazingly rewarding and addictive skateboarding title that truly should not be missed. In the way Tony Hawk Pro Skater kept me coming back for more back in the day, OlliOlli achieves the same feel and experience that’s very much needed. Add in the fact that the game has Cross-Buy and Cross-Save functionality across the PS4, PS3 and PS Vita, there’s almost no reason not to pick the game up. Here’s hoping we see an OlliOlli sequel in the near future. Until then, back to perfecting lines I go.

Overall Score: 9.5 out of 10 = MUST BUY!

A special thank you to Roll7 for providing us the review copy for “OlliOlli”! Copy tested on the PS4.

Enjoy our review? Be sure to follow us on Facebook and Twitter: @GamersXTREME for the latest in gaming news and reviews.

Curious to how our review system works? Check out the About section.

OlliOlli Interview: Vita Exclusivity Garnered It “Extra Coverage”, Developer Working on “Two More Projects”

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Recently, we reviewed Roll 7’s latest indie hit on the PS Vita, OlliOlli (which I scored a 9.5 in our review). Today, Tom Hegarty provided us with an interview about how the game was first conceived, how it became a Vita exclusive, and much more behind the premise of the title.

Marcello: When and how did the idea of OlliOlli come about?

Tom: OlliOlli was initially dreamt up by John, our Creative Director. He was 13 at the time and had two main passions, Gaming and Skateboarding, so you can see how the basic idea was formed! This was all happening in the mid 90’s so the fact the game uses a pixel art and a retro vibe is very much related to the kind of games we played whilst growing up! It took us 15 years to do anything with John’s original idea but we’re glad we did!

Marcello: Roughly how long has the game been in development?

Tom: We started development in Feb 2013, thought we had been toying with the prototype or a few months before that. We actually finished development before xmas but had to sit tight to release at the right point and as part of the Vita Play Promotion in North America.

Marcello: When it came down to figuring out which platform you wanted to bring OlliOlli to, how did you make your decision?

Tom: Our first title, Gets To The Exit, was released on the App Store in July 2012, that experience was great for us in terms of taking a game from start to finish and actually releasing it but we realised that the type of games we want to make, (e.g. difficult ‘hardcore’ games) were not really thriving on the app store, and although the user base is huge, the audience is not there. At that point we made the decisions to move to console or steam and move away from the App stores. Once we met with Sony, it was their initial suggestion to take it to Vita, our concept demo was on iOS and seemed like a very natural move to go to a console handheld.

Marcello: There’s no question the PS Vita is a powerful handheld device. How was your experience developing on Sony’s latest handheld?

Tom: We were slightly underprepared to move from app dev to console dev, there is a wide world of new process and technical knowledge to get your head around. Our biggest challenge was loading the entire game in one go so you, the player, can get instant restarts and no in-game loading time. To do this we had to play with the memory allocation which started to become very tricky towards the end.

Marcello: OlliOlli’s control scheme and mechanics are intricate and immensely rewarding, blending that arcade style of Tony Hawk and authentic realism of SKATE, yet differentiating itself by setting a new bar. Where did the idea of the mechanics come about?

Tom: The main difference in our control scheme is pressing X to land. Although that sounds simple in passing, it determines how well you score in the game: Press X too early and get a sloppy landing, press X at the right time and you get a perfect landing that could be the difference of 200,000 points! That idea came from what it’s like to actually skateboard. Landing is the hardest part; most people can get the board to flip in the air but if you ever watch skateboarders live, it’s rare they land the trick. The X mechanic was designed to give you that feeling they get in skateboarding, you’ve not done the trick until you nail your landing!

Marcello: The game’s art style and soundtrack certainly compliment each other nicely. Can you discuss a bit about the visual and audio design of the game?

Tom: It’s interesting as the art and the music were worked on separately, so we’re happy they blend so well. The music was chosen based on what we listen to in the studio. We originally went with punk/skate music and tried some crazy electronica but the game is so intense and all about flow that we found more jazzy/ambient music fitted better and allowed you to focus on the game. The art style was developed over a year and was initially going to be far simpler, but as we progressed the character got more and more shaded!

Marcello: Now the game is a PlayStation Vita exclusive, but is there any chance of bringing it to another Sony platform like the PS3 and/or PS4?

Tom: For the moment, OlliOlli is a Vita exclusive and we want to concentrate on that for now. I think it’s managed to get extra coverage based on the fact it is a Vita Exclusive.

Marcello: There’s already plenty of content in OlliOlli, yet DLC is a big thing nowadays. Have you considered any future DLC for OlliOlli?

Tom: There is no DLC planned at the moment. We didn’t anticipate there being such a big response and audience to the game so it wasn’t in our initial plans. Never say never though!

Marcello: What’s next for Roll 7 after OlliOlli?

Tom: We’re actually working on our next two projects but I can’t reveal any info about them yet, but do watch this space!

Marcello: Any additional info you’d like to share with the readers?

Tom: We’d like to thank everyone who has supported us over the last few weeks by either buying the game, tweeting screenshots etc, OlliOlli wouldn’t be what it is without the people who play it so we’re just super hyped that people are enjoying it!

Marcello: Thank you so much again for your time Tom. We look forward to seeing what’s in store for the future of OlliOlli and the team over at Roll 7.

OlliOlli Review (PS Vita): “A New Standard for Skateboarding”

OlliOlli Logo Landscape

Decades ago, the sport of Skateboarding took storm across the United States. Over time, we’ve seen the sport make it’s way around the world. It’s popularity didn’t soar until roughly the time when legendary Tony Hawk wowed people from all over pulling off the first ever “900 Spin”. In the 80s, there was a retro skateboarding game called “720” that was quite the hit back in the arcades. During the 90s, the NES had a specific series called “Skate or Die”, which had two installments: the first being strictly about skateboarding events, while the sequel was an outlandish adventure. In 1999, we saw one of the most rewarding and groundbreaking skateboarding titles release, Tony Hawk Pro Skater. The game was a critical and public success that skateboarding itself really gaining a significant amount of attention. Since then, we’ve seen other game developers bring about their renditions of skateboarding titles, with the next biggest success residing with EA’s SKATE series. Now, UK-indie developer Roll7 has decided to rekindle the skateboarding genre with their title, OlliOlli on the PlayStation Vita. Does the developer pull off the “impossible”, or do they completely bail?

Junkyard Kickflip

OlliOlli is a 2D skateboarding platformer that meshed together the arcade style feel of Tony Hawk Pro Skater, while providing a complex and rewarding trick system that the SKATE series achieved. Remarkably, the game takes those two styles and perfects the mechanics in a way where it sets its own bar. OlliOlli brings you immediately into the gameplay, offering a tutorial that brings you up to speed in minutes. You’ll learn that OlliOlli is one of those games that’s simple to pickup-and-play, yet incredibly complex to master. Controls and tricks are mostly handled with the left analog stick (or D-Pad if you prefer), while kicking off for speed handled with the X button. Pulling off an ollie is simply done by pushing the analog stick down and letting go, while tricks are done by pushing the analog stick in a direction or rotation. Pressing the L/R buttons will result in you pulling off spins to your tricks, as well as nollies. To grind, you’ll simply press down on the analog stick, without any worries of balancing. Although you will have to be concerned on the amount of speed you can lose while grinding, which if you come to a halt, you’ll fall off your board and bail. Pretty straightforward so far, right? Well, now comes the intricate mechanics.

Base Helicopter Grind

Pulling off tricks and linking them together, between grinding and proper flip tricks, is quite intuitive and engaging to grasp. However, if you want all those hard-earned points to count, you’re going to have to land perfectly. That’s right, landing is actually a whole additional mechanic that can make or break your run…literally. To land a trick, you’ll have to press the X button, but at the proper timing. The time you press the X button will determine the rating you’ll receive, which also factors the amount of points you’ll earn. The rankings are as follows: Sloppy, Sketchy, Ok, Sick, and Perfect. Sloppy will net you only a few points, while Perfect will earn you thousands of points. Pulling off a Perfect landing is immensely rewarding and once you nail the timing, it’ll become second nature to achieve. Even when grinding, you’ll have to press down on the analog stick at the right time to earn a “perfect” grind. Doing so will actually affect the speed you maintain to grind. Maintaining a solid line and earning a perfect combo is what it’s all about if you want to rack up a ton of points.

The Career Mode will have you tackling 10 levels within five environments: Urban, Junkyard, Base, Port and Neon City. Five of the levels are handled on Amateur difficulty, while the other five are for Pro. Each level contains five objectives to complete, whether it be earning a high score, earning a high combo, completing a specific gap or line, collecting items, etc. To advance to the next level, you need to only reach the end of the run, even if you don’t complete any objectives. However, achieving all the objectives in a level will unlock the Pro level of that run. The levels will ramp up in difficulty and intensity nicely, without making the player feel degraded from what they’ve learned. Should you bail, it’s back to the beginning of a run. Luckily each run lasts for about 30-90 seconds. You’ll have to watch out for various obstacles, including grass, snow, stairs, spikes, barricades, etc. Now should you completely every objective in every level (both Amateur and Pro), you’ll unlock RAD Mode. RAD Mode will test out the most skilled players by success only being achieved solely through Perfect Grinds and Perfect Lands. Anything else will result in a seriously painful, run-ending bail.

Neon Five-O

Aside from the Career Mode, there are also 50 spots to take on. Every level you complete in the Career can be tackled in Spot Mode afterwards. Spot Mode has you doing a specific run in the level where it’s all about pulling off the highest score you can, all within a single combo. Your score will then be posted on the leaderboards, so you’ll be able to see where you rank amongst your friends and other players around the world. Additionally, Roll7 incorporated a Daily Grind Spot, where everyday you can partake in a single event against all players. You’ll be able to practice the run before posting for a score, and the reason you’ll want to do this is because you only get one shot at the run. Whatever score you get, even if you bail, is all that counts…no do-overs. Upon completing the run, you’ll see what rank you achieved worldwide throughout the 24 hour time period of the Daily Spot. It’s a terrific mode that has you coming back constantly. No matter which mode you’re playing in OlliOlli, you will certainly find yourself coming back for more, time and time again. Even after taking breaks from the game, I was always eager to jump immediately back in and try to perfect more runs.

Visually, OlliOlli is a nicely hand-drawn, retro-style game that harkens back to the classic days of gaming. Animations are fluid and detailed, while retaining the old-school vibe. The skater himself moves quite smoothly, even when bailing. The more he bails, the more of a beating you’ll notice on him where clothes will rip and blood will run down him. It’s nothing “too” bloody, but it’s a noticeable detail for added effect. Environments are nicely detailed as well, with numerous objects pertaining to specific areas. The Base area will have tanks and airplanes to grind on, while Neon City will have a bullet train speeding by in the background with neon signs and purple Godzillas to grind on. OlliOlli’s soundtrack is very suitable, accompanying the gameplay and setting very well. The sound effects are top-notch, with every audio clip perfectly matching the skateboarding and boarder perfectly. Whether you ollie, grind, land, trick, bail, or collect an item, it all sounds precisely like it should.

Port Crooked Grind

OlliOlli may be the PlayStation Vita’s first skateboarding game, but it’s one of the best games to grace the console since launch. Roll7 has delivered an amazingly rewarding and addictive skateboarding title that truly should not be missed. In the way Tony Hawk Pro Skater kept me coming back for more back in the day, OlliOlli achieves the same feel and experience that’s very much needed. Here’s hoping we see an OlliOlli sequel in the near future. Until then, back to perfecting lines I go.

Overall Score: 9.5 out of 10 = MUST BUY!

A special thank you to Roll7 for providing us the review copy for “OlliOlli”! Copy tested on the PS Vita.

Enjoy our review? Be sure to follow us on Facebook and Twitter: @GamersXTREME for the latest in gaming news and reviews.

Curious to how our review system works? Check out the About section.