They go past quickly and a lot of people won't even notice them but I've seen some pipes pass over the screen at moments of critical landing. Worse for me are the occasional pipes and props that pass by in the foreground. Sometimes the camera has to leap up or down to keep up with you, or it feels like you don't get enough warning for what's coming beneath. Sometimes there's a sudden unzoom that's required to see an upcoming gauntlet, and this can mess with your spatial awareness. That's mostly down to (mercifully infrequent) camera wackiness. For a new player there's a lot to learn, yet a heap of the game is doable without knowing any of it. There's a good balance between art and clarity, although I say this as someone fully trained in previous OlliOllis, and there are certainly rare instances when I hesitate over a gap due to some quibble in the level's presentation. The booming, contrasting colours of the obstacles themselves mean that you rarely lose sight of the next rail or landing spot. Seagull weightlifters and ghostly trees move around in the background, fellow skaters show up mid-run for a high five. That means there's a life and vibrancy here the series has not had in the past, especially in the levels themselves. You can change your board in the same way, unlocking rainbow wheels and golden trucks as you tick off the challenges and target scores from each level. You unlock more clothes as you go and between levels there's a wipe transition showing characters created by other players, turning loading screens into catwalks. There are sporty tacksuits, patterned sweaters, tan beanies, skimpy shorts, aviators, flouncy dresses, striped socks, a full-on bee suit. Here, the customisation options are explosive. Previous OlliOlli games put you in the unalterable shoes of a faceless, cap-wearing daredevil. You're doing this to impress the Godz, of course, but you're also doing it for a sweet new pair of kicks. The dialogue is short-winded (although it could've been even terser for my dollar bills) and easily skipped, so it doesn't hold up the real action, which is navigating the stairs, rails, half-pipes, ramps and lethal toxic pits of the 75 levels, increasingly devious and challenging in their layout. A colourful band of pals follow you from level to level, realm to realm, encouraging you with puns and slaps of their boards on the equally colourful concrete. Even if these trick names mean nothing to you, know that the more dextrous the thumbwork, the radder the feat.Īnd you need to be rad because the Skate Godz need a new ambassador on earth. Full circles and other patterns can result in even wilder moves, like Impossibles or 720 flips. Quarter-circle and half-circle rotations will do more advanced tricks like varials or 360 flips. But the thumb gymnastics do not end there. Flick down for an ollie, flick left for a kickflip, and so on. Flick the left thumbstick in any direction to do a trick. You can only play this nippy skate 'em up with a controller, and 40 compulsive hours of light joystick abrasions have stacked up. It's an honest-to-god skin burp, a purpling speck on the tip of my thumb. OlliOlli World is so good it will give you blisters. In the forensically sucky cyberpresent of 2022, there is no place for such exaggeration. You get blisters from walking up hills, not video games. The hyperbole of a generation, a distortion of edgy marketing either aped or mocked by today's advertising sophisticates. "So good it will give you blisters," it says of the latest polygonal bloodsport, with a wired controller hanging from a ceiling, covered in gore. It's a sentence you might read in a glossy 1990s PlayStation magazine ad. This game may become responsible for hundreds of game pads laid low by kickflip-induced stick drift. OlliOlli World's platforming skateventures are skin-blisteringly good.
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