In that same discussion we talked about skateboarding as well. RC: When Alto’s Adventure came out and had done well, and it’d been a long two-and-a-half year long process to get there, we started asking ourselves what would be next. Polygon: So where did the genesis of wanting to do a skateboarding game come from? So we wanted to capture some of that in the game. The second you land a new trick, that’s such a rewarding feeling. At lunch, after school, we tried to be learning new tricks every day and we kind of fell in love with that zone you fall into when you’re out in the city and you’re exploring and trying to push yourself to learn a new skill. That was all my friends and I were concerned about - as soon as you get out at recess you grab your board. For probably like two or three years, avidly. We’d have sleepovers and be up until like six in the morning.ĪS: I’m kind of similar to Ryan and Jordan in that I skated a lot as a kid. When Tony Hawk’s Pro Skater came out, Jordan and I would play that all day long. We skateboarded every free minute we and some of the old school skate videos like Misled Youth, for example. We would go outside of my house and wax our curb and borrow my dad’s Sony camcorder for home footage. We started skateboarding, I don’t know, when we were probably 10-years-old or so. Jordan, who’s not on the call, we grew up across the street from one another. RC: So I think, in general, quite a few people in our company, skateboarding part of their childhood growing up. Polygon: We’re getting into it a little bit, but I want to ask you, especially since we’re talking about Skate City, what’s your history with skateboarding? It was pretty flat carpet so you could ride on it a little bit, but you wouldn’t go so fast, so it was good training wheels. That was where I actually learned how to ollie, was on the carpet. We also had a little bit that had carpet. Polygon: Did your parents have one of those unfinished basements with the really smooth concrete? Ryan Cash: Our weather’s so bad that you definitely can’t really skate outside in the winter. There’s definitely a lot of really impressive underground street skaters I’ll see in certain areas where it’s a little less policed, I’ll say. Probably not as big as some of the other mechas in the world that we kind of ended up taking a lot of inspiration from for the game. Of course, in the video they just say last-gen, next-gen and PC, so Switch could be considered, but given EA tend to ignore Switch, don’t hold your breath on it, oh and they also mentioned mobile, because why not.Polygon: What is the skating scene like in Toronto?Īndrew Schimmel: The skating scene in Toronto is pretty mediocre compared to other big cities like LA or New York. But the team have confirmed that there will be no pay to win mechanics, there will be no loot boxes and that the only microtransactions will be for purely cosmetic items, so like Fortnite and other games of that ilk.Īs for platforms, the game is coming to PC, Xbox Series X|S, PlayStation 5, Xbox One and PlayStation 4, complete with cross-play, so you can skate with your mates, no matter the platform. In terms of the biggest changes though, that award goes to the game being free-to-play and yes, EA and F2P are not known as being great examples of things, given their reliance on loot boxes. The setting for game is being called San Vansterdam and is set within the same world of San Vanelona, so there will be some familiar elements, but again as the game will evolve over its lifetime, expect the city to change and grow. So when fans request new features or changes, they will be done to this game, rather than saved for a sequel. So while this is technically Skate 5, if we count the Wii version of Skate, the team were quick to point out that this is not going to be the first in a series, rather that it will be a platform. yes, that is not a period to end a sentence, but rather part of the name, so all lowercase letters and then a full stop. The first thing to note is that the game is officially called skate. In the video below, Cuz Perry - Creative Director, Isabelle Mocquard - Head of Product Management, Dan McCulloch - Studio General Manager and Brandon Thomas - skate Community Member, talked up the game, revealing a few big things. have released the first video in a series they are calling The Board Room. sooner than planned, with the opening of their insider program, the team at Full Circle, who are making skate. After revealing that people could start playing skate.
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