And then came Electronic Arts’ “Skate.” Instead of using buttons on the controller and stick movements in one direction or another to perform grinds, grabs and ollies, “Skate” completely redesigned the interface and begins almost every trick by flicking the right stick in multiple directions, offering a simulation of the foot movements involved in contemporary skating (which is largely based on ollies) more accurately since the stick movements tend to mimic how the tricks are initiated. “Skate” also introduced more realistic physics – players used to doing billion-point combos in “THPS” games were in for a very rude awakening when they found that landing a single kickflip could be challenging.
Finally, “Skate” rounded up talented skaters who were legendary in their own right (including some who have appeared in “THPS”), led by Danny Way who has constantly pushed the boundaries of what is possible on a skateboard (including successfully jumping over the Great Wall of China, breaking the land speed record for skateboarding and dropping into a ramp from the top of the Las Vegas Hard Rock Café’s guitar, a height of 82 feet).
After years of crushing other skating games in sales, “THPS” suddenly had a competitor.
“Skate 3,” the newest game in the “Skate” series, offers significant improvements over previous games in the series. It does what most sequels should try to do – get rid of stuff that doesn’t work, enhance the stuff that does, remove the things that get in the way of people enjoying the game and put in more things for players to enjoy.
Review for Skater-33.0 |
| One of the most prominent accessibility concerns is the control system. Since the game uses sticks to initiate and control most tricks |
| Click here to read the review |
First and foremost, the tutorial mode at the beginning of the game feels substantially more helpful and instructive than previous efforts in the series. Jason Lee, an actor and skater, lends his voice to Coach Frank, who not only tells players how to do a trick, but also how to angle approaches to successfully begin and complete a trick. The tutorial mode also features illuminated approach paths for grinds, ollies and other tricks. Furthermore, the tutorial mode also includes a trick analyzer which shows your actual stick movement as well as the correct stick movement so players can compare the two and improve more quickly. Even better, players can activate the trick analyzer at any time from the Options menu, or simply leave it on while they play. Finally, the tutorial will actually freeze a player in mid-air to perform grabs and tweak them to better understand the control systems.
“Skate 3” has three difficulty modes: easy, normal and hardcore, each with differences in how the game plays. On easy mode, tricks are easier to land and the game seems substantially more forgiving than “Skate” and “Skate 2.” As one example, “Skate” would often require a player to perform a flip trick to a manual to another flip trick, or a manual to a flip trick to a manual, without interrupting the trick sequence. A single interruption or missed trick and the player would have to start over.
In “Skate 3,” at least on easy mode, goals can often be completed as long as the player doesn’t bail (i.e. crash), regardless of whether a trick sequence is interrupted. That single change makes “Skate 3” far more playable and far less likely to result in damage to home audio-visual equipment caused by flying controllers. Furthermore, there are usually two levels of completing a challenge – owning it and killing it. Killing it will still call for specific tricks in narrowly defined areas, but owning a trick typically specifies only a general type of trick like a grab or a grind, or defines an area where a trick must be completed such as a rail, further reducing the difficulty level for casual gamers.
Suddenly, a game that was so difficult that even easier challenges could require a full hour to complete became a game that is actually user friendly, while still allowing players craving a challenge to increase the difficulty level or attempt tougher tasks. In short, “Skate 3” seems to have accomplished something that’s often nearly impossible – creating a game that offers significant ease of entry and a feeling of accomplishment while still allowing hardcore fans to participate in frustration-fueled controller-tossing contests.
However, the most intriguing part of the game comes in its creation engine – you create your own skate team for the single-player campaign and can populate it with friends and family members, customizing characters’ features, appearances, clothes and gear. You can create an online skate team made up of other people all over the world. You can compete against other players in contests and to accomplish objectives. In some cases, choosing to attempt an objective online just puts you in a room with other people who are trying to do the same thing – there isn’t any competition per se, which is to say that no one wins or loses. People accomplish the objective or don’t, but players completing the challenge get bonus points.
But that isn’t all – you can build your own skate terrain with a deep and broad selection of ramps, rails, ledges, stairs and so forth (and the game allows you to put a massive amount of items into a park). You can even chose to spend Microsoft points to unlock all of the terrain from the start, instead of unlocking it by completing challenges as you progress through the game. You can share these parks online, and download parks that other players created. You can design your own graphics and use them in game. About the only thing “Skate 3” doesn’t allow players to do is create their own tricks and save them, but it has such a wide number of tricks that it’s hard to think of that as an oversight.
While some of these features have been present in skating games before, they haven’t been implemented to this level of detail or this expansively (and some of these ideas seem to have fallen out of favor), but they all add to the game’s value – there is always new content and you can create new content for other people to enjoy. In short, you can complete every objective in the game and still be able to find new things to do. In the case of “Skate 3,” your only practical limit is your imagination.
Ultimately, especially in the wake of “THPS” adding a controller which requires players to stand on it to play (which, albeit an interesting idea to bring more realism into skating, snowboarding and surfing games, is a terrible idea when considering accessibility), “Skate 3” is the best skating game so far in this console generation. While Tony Hawk’s “Section 8” and “Proving Ground” may be more accessible due to using buttons to initiate tricks, “Skate 3” seems significantly larger, more expansive and more detailed, not to mention more fun. It’s also endlessly replayable – making skate parks, finding new lines to skate and new ways to go absolutely nuts.
However, all of that is irrelevant if it isn’t accessible to you. Here’s what you need to know.

Well, like I said, the demo seemed harder to me than the actual game. If I recall correctly, the demo largely consisted of an Own The Lot challenge and those are pretty rough. However, I've effectively finished the single-player campaign without once finishing an Own The Lot challenge.
Does anyone know am I just doing this wrong or what. I cannot seem to land a monster jump without crashing hardcore. Now I would like to know is it me? I have tried my trucks and wheels at all the soft loose medium and hard all that and cannot seem to get it right. Can someone help me please?? Thank You
Sincerely,
GamerSinceDay1
Hey Brad,
I'd need a bit more information before I can answer your question, but my first thoughts are around difficulty setting and how you're landing. When the difficulty is set to easy, the physics are more forgiving and allow for sketchier landings - in other words, if you hit a quarter-pipe at a 45 degree angle, easy difficulty is unlikely to result in a crash if you land at a 50 or 55 degree angle.
Another possible reason is that you may be slightly rotating on the horizontal axis (i.e. doing a flip) as opposed to spinning on the vertical axis.
With that said, what specifically do you mean by monster jump? What terrain are we talking about? As one example, the Observatory Ditch will give you massive speed but it still helps to ollie off the launch ramp to clear the gap, and as your speed increases, your landings need to be straighter - landing at an angel when coming off that hill will probably result in bailing as well.
Why yes, Mr. anonymous tough guy. You are posting on A website for people with disabilities, I know you'll never read this, but it's really funny how:
a. Little attention you pay
b. How angry you are
c. How very sad you are
I published your comments for one reason, because it's one of the most oblivious comments I've ever read, and we get a lot of spam.
Dear Anonymous Troll,
Although I'm violating the long-standing Internet rule of not feeding you, I felt your comments were insightful enough to warrant a modest response.
1. Only some of us have extra pounds. (And it isn't my fault, it's Stephen Colbert's for Americone Dream.)
2. Only some of us are gay (although they might prefer queer instead of gay - I haven't asked about their particular nomenclatural preferences).
3. While I do live in a partial basement apartment with my comics, I reside with my girlfriend who - despite popular Internet theories - is neither made of plastic nor latex.
4. I do own what passes for a real skateboard these days (even though I'm physically incapable of riding the bloody thing), but I did most of my skating back when we rode vert decks on the street, wheels averaged 80 to 110mm, inverts were the bomb, and you only skated a half-pipe if you knew a kid whose parents had money. Back then, everyone kind of laughed at Rodney doing his flippy thing while Per Welinder perpetually came in second because seriously, who does that freestyle stuff? That isn't skateboarding! He hasn't done a street plant OR an invert! That was also back when Tommy Guerrero was almost single-handedly making people who ran contests have a street competition.
5. You clearly have no roots and no sense of skating history. Me? I rode OJ IIs and Street Saws. I had a set of 110mm Kryptos which let me skate on gravel without feeling it. I thought Powell decks were boring and drew John Lucero graphics on book covers. I remember when people were convinced that Kaupas was a Satanist. Go do a fliptrick already and try to convince yourself it's more fun than carving driveways and doing fastplants off of car bumpers, son. (And yeah, I probably am old enough to be your dad. Especially since your mom keeps asking about that DNA test. OH!!!!!!! *tips hat to Andrew Dice Clay*)
6. You're criticizing US for not having social interactions with other people? You're the guy trolling a Web site for disabled gamers and telling us we need to talk to a real person. Tu quoque, dude, tu quoque. Dial up rent-a-date and have some "social interaction." Perhaps it will keep you off the Internet for two minutes, including the time it takes you to get up from and return to your keyboard.
7. Have a nice day! *tips hat to Mick Foley*
hey guys,
I'm in a bad situation and I don't know what to do.
I entered my skate share pack code and it said congratulations bla bla bla but every time I try to join or make a match it dosent let me.
I was thinking of getting a new share pack for my other profile but the xbox live has run out so I need help.
@marcus:
1. If I'm reading your comment correctly, your Xbox Live membership has expired, which means you can't play online matches in Skate 3 because you don't have an Xbox Live Gold membership.
2. For what it's worth, I've actually been trying to play Skate 3 online a bit lately, and it's difficult to find matches and even more difficult to remain in them due to lag, glitches, etc.
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